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Suggestions / Re: Allow cancelling of Interdictor Pulse.
« on: June 19, 2017, 12:40:05 AM »
Maybe make it so that you need to hold the button and keep it pressed for it to charge up?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Hmm.... Suppose people are allowed to skip the tutorial.... Real people know how things go, they skipped the tutorial and are surviving in the sector just fine. "Fake" people on the other hand get overwhelmed, maybe they have problem navigating, maybe they forget about supplies/CR, anyway they died to what "real" people consider "stupid mistake/basic knowledge" . That leave a bad taste in their mouth, they leave a negative review, or claimed a refund, or both.It's pretty much a known fact that people - especially the people you really don't want doing it - will skip tutorials if they are skippable. "This is why we can't have nice things" etc etc. So: unskippable tutorial, but trivial to bypass if you've played before (start game, exit, start another game). Apologies for the inconvenience.
Starsector is not a national tax code or a firearm, so question: Who cares about those people? It can't be a matter of money, or you'd be in a different business rather than developing one indie game for 6 years. Perhaps in general avoid making design compromises for hypothetical, incredibly limited customers on steam; cater to the customers who've actually paid 15$ for the game before it even finished.
Real people should be allowed to skip the tutorial, even if it's the first time they downloaded and opened the app.
The other psychological effect to know about is what happens when you increase a move’s power. I learned about this Rob Pardo’s lecture on balancing multiplayer games at the Game Developer’s Conference, and I tried it on all the games I balanced, and I think Rob is right. He said that if you have a move that you’re not really sure how to balance, make it too powerful. If you make it too weak, then you run the risk of no one using it at all. Then, when you slightly increase its power, none of the testers will notice or care. They already decided that move is weak. Then if you make it slightly more powerful still, they still won’t care. Even when you inch it up past the reasonable level of power, it’s hard to get it on people’s radar and that makes it really hard to know how to tune the move.
Full essay here
...For me it's an entirely different story. I think the new system means less micromanagement.
I absolutely understand a lot of this is going to be subjective. For sure, I haven't played your new mechanics and they could be great! But at the same time, they could just be going in a direction that I'm not really looking for.
When I'm playing a carrier, the idea is that I'm the conductor of a giant space orchestra. Flying the carrier is a lot more about predicting where I should be in the future while directing the action around the carrier (which means I spec a lot into the leadership skills). I use the carrier itself as an anchor of sorts for the front line. In many ways, the carrier and escorts is the anvil , and the fighters, bombers, and other ships of the fleet are the hammer.
When I say micromanagement, I'm kind of thinking that I'm now having to dance between 2 different systems. Managing the fleet in the map, and now managing the fighters separately with what's basically a hold-fire auto-fire command, as well as using the missiles/harassment/support weapon systems I generally try to run on the carrier. It may seem counter-intuitive, but the allure of flying the carrier was not as much about the carrier itself, but it's interactions with the entire battle.
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