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Space Rangers The lavish mix of an intense space RPG with 3D real-time strategy. |
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#1
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Hello, I'm Yakov Uvarov, SNK's team lead.
- I really like the idea of spawning the dominator out of the annihilated asteroid. I'll ask coders to consider this option - No, we won't repaint the interface, sorry - AWA will have some unique quests related to story's fork, so I think it'll pass as "uniqueness" - RTS part of the game will be slightly improved: it now supports pretty much everything that it did not have back in '04: AA and AF options, manual distance of view tweaking and such. At the moment we're trying to make user-friendly mechanism of controls remapping. - Fellow rangers are in fact just like you. They can do pretty much everything except accepting text quest or saving the galaxy and finishing the game ![]() - We'll add some new equipment and brand-new ship hulls as well I'd like to specifically say a few words about touch-controls and possible tablets support. Classic controls and Windows x86 version are our priority. There are though some offers coming our way about porting the game to mobile platforms, but don't get too excited, 'cause there's nothing concrete yet about it. |
#2
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Better Difficulty Slider!!!
First off... Difficult slider in SR2 is bit off, increasing dominator strength 1 step and reducing anyting else 1 step leads to a much harder game even tho the % slider is still 100% difficulty. I feel upping the dom strength should have more impact. Secondly... The difference in difficultly seems extream, default dom setting is way to easy yet next step up seem to end up being overrun, and unless you manage to get good start the colition will be wiped out before your strong enough to defend them. Suggestion... 3 Seperate Difficulty Slider for each Dominator race. 1 Slider for Collition Strength Reasons... 1: This will make dom strength have 3x the impact on the difficulty slider. 2: Allows for more fine tuning the difficulty eg 1: You could make Blazer and Terron harder difficulty, but make Kellar easier... overall the game will be harder but you only have 2 factions hammering away at collition rather than 3. eg 2: If you want hard game but want collition to least hold onto the territory its won for more than 5 mins then you can ramp up all 3x Dom + Collition to Hardboiled this way dominators will be rock hard to fight but collition can just about hold there ground, ofc this also mean pirates should be afraid too. eg 3: if you want a fairly normal difficulty game, but want to be more important part of the dominator fight, then you can leave Dom strength as normal and just make Collition weaker, so Dom are still manageable early on but need to pay more attention to there attacks, ofc pirates have easier time. |
#3
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For me it was really hard to make money just by trading in SR2. I'd like to see improvement in trading system!
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#4
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Galaxy development:
1) Decouple dominator and coalition development a little. It should be possible for one to overwhelm the other. Use donations by the player as a means by which they can strengthen the coalition. 2) Reduce reliance of coalition status on player wealth. Just because I have paid for the latest equipment doesn't mean every other new ship generated should have similar level tech. Again, player can donate if they want to share the wealth/strengthen coalition in the war. 3) It seems to be basically impossible for the coalition to lose. The dominators stop attacking when there's 3 or less systems remaining (once Keller is eliminated) While that's player friendly, it does make things feel a little empty since winning becomes just a matter of time. User interface: 4) Having to unload the ship when you want to free up space for a trading run is tedious. Add an "unload cargo" shortcut (similar to the "load all" shortcut) Custom ships/equipment 5) The ability to order equipment/ships at the appropriate bases/planets. The player pays a hefty premium upfront and has to wait some time for the equipment to be built (so incentive to protect the base from dom attacks). Equipment available and amount of the premium tied to current galaxy tech level. Wingmen: these could be great, but at the moment they're not. 6) If the stop on dominators attacking when coalition is very small is removed, they would become almost essential to survival. This would greatly add to the challenge/fun IMO but... 7) On higher difficulties, wingmen's ships are too weak. Give the player the ability to pay for upgrades for their wingmen, especially the hulls (replacements would be even better). Also, make it easier to exchange equipment when you're giving them something better. (Dropping in space, waiting for them to pick up, then getting them to drop the extra is very annoying!) |
#5
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I would like to see either more skills, or for skills to be extended beyond current limits.
For example, i would love a skill that reduces damage equipment recieves in battle or allows the player to fix broken equipment once per week to 100%; end game can really suck when repairing your ship costs 300000 or more. |
#6
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1. There are 60+ star systems. I was thinking about neutral deep-space outposts for refueling, trading, repairing... These places cannot be captured, though occasional raids may occur. They should last about a month and then the attackers leave.
2. Planetary battles are hard at the start. What about a few minutes of not being detected? It could end by a timer or by guns(when the robots meet and exchange ammo ![]() 3. There is not enough space in the ship for profitable trading. I was thinking about cargo drones. It would be much like that flying robot in the cargo bay. Compact, fast, powerful, landing on planets simultaneously with me. Imagine after a battle you send out two drones and pack it with loot, well actually connect everything to it, because it is supposed to be only an engine with 'hooks'. These drones could make piracy more interesting. Also they should be upgradeable with new engines and if disabled in a fight they eject all the cargo they have and you can pick up and repair them later so you don't have to buy new ones every time. 4. When I manage to damage a pirate ship, it runs away from a decent fight, lands on a planet to repairs itself. Do I really have to chase PIRATES??? A transport ship I understand but a PIRATE??? They really should risk more than the paint on their ships. Give them some balls ![]() 5. All the equipment, their interesting names... At least one sentence about everything like how it works and not just damage, range, price. It's not too much to ask. These suggestions are not that time consuming but could make the game far more interesting. A new type of 'star' system - copy, remove everything, add a station, remove conquer, add timed raid option. Planetary battles - add a timer and damage switch for detection. Cargo drones - copy that flying robot, change model, remove guns, always follow + 'go,land,follow me' commands, after HP drops, eject cargo hold, ready for pick up. Pirate tactics - higher chance of not running away from a fight like a rabbit. I know it seems too much but it is not. Really. I know the very basics of programming and this is mostly just changing numbers on already existing objects and making a few new connections to the same procedures. I hope I haven't written all this for nothing. ![]() |
#7
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All I'd ask is a menu toggle for any features that change the game a lot from what SR2 is right now. So we can turn it off if it's not quite our thing.
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#8
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Greetings:
I heard that the SRHD team is in close touch with the SR2 community, so I thought Id drop in to mention something’s Ive always found lacking in SR2, in hopes they maybe added to HD. First of all, don’t let the word “lacking” mislead you. SR2 is installed on my PC even now and it is the primary game I play. It’s a very interesting, and very well made game. Perhaps instead of saying Im pointing out things that are “lacking”, Ill switch it and say things that can be “enhanced”. Really it all boils down to meaningful choices… Ive always thought things would be much more interesting if your race and pilot type had a much more profound effect on the game you played. As SR2Reboot stands, it doesn’t effect things all that much. Your starting ship is a little different, but you can buy a new one after only a very short while, and the missions you receive aren’t any different at all. Merchants get assassination missions, and fighters are asked to deliver packages. What if for examples… …merchants were asked to 1- “sell 100 units of our luxuries to XXX” 2- “Go to X, pick up A, sell A at Y, and buy and bring B from Y back to us.” 3- “Were giving you as much of our A as your ship can hold, sell it making at least XXX much profit. We what to show that our items are the best in the solar system!” Fighters should get more dominator focused missions from military stations… Mercenaries should get more assassination and escort missions. Corsairs should get missions were a planet asks them to smuggle in contraband from their planet to another, or perhaps, assassinating a rival pirate who is messing up the trade routes. (high traffic trade routs would be a good idea also for that matter) Pirates have obviously been quite taken care of in HD. (P.S. Shouldn’t pirates be able to rob places? Especially business centers?) I also think that each pilot type could have a “license” that allows them to buy only certain ship hulls. So that merchants cant buy fighter hulls, and a pirate cant buy merchant hulls. NORMALY… … but to make things interesting there can be ways to buy items off the black market, but then if your caught with one with out the license there can be trouble. … or there can be ways to get the licenses legitimately, such as, shoot down xxx to get a fighters license, or trade so much goods to get a merchant license, or perhaps a license type can be givin as a quest reward, (not all races accept all licenses types from all races? Perhaps licenses are race founded? So that if you have a human fighter license its accepted and you can buy fightere equipment on all planets except Pailings, who have something to prove, and insist they are better fighters that humans) or you can buy fake licenses at pirate bases, that again, you cant get caught with… etc… Lastly are races. Ive never seen much point in picking different races, other than slight relation changes, that can be fixed with cash. Race choice should impact a lot of things, like, a race will only trust one of their own with certain missions, Malogs wont offer Fayans military missions because they think its absurd, while everyone treats a Malog merchant like their stupid. I think it would be a neat thing if the player got a slight discount on items and such on locations that are the same race as their pilots race. This can also be affected by relations with that planet. (This would make things specifically interesting if not all races sold all races things. Malogs would not sell Faiyan weapons thinking they are inferior, and Fayians may push there own scanners for thier superiority, humans wouldn't care much one way or the next, but being superb merchants, have higher prices, in the sweet spot sota speak and etc...) This also could give much more weight to gaining “excellent” relations with a location. Perhaps Fayian or not, if you garner excellent status with a Malog location, they give you military missions because they treat you as one of there own. I think my idea is clear by now… : - ) anything that adds choice meaning and diversity to the game. What if there were some items and hulls only specific races could even use due to anatomy? The Palings have 4 arms, Malogs are strong and huge, Fayians have Psi powers, humans have 10 dexterous fingers, Galains also have 4 arms… uhh, and and extra head in there belly. : -) I could go on, but Im sure by now there are people hoping I wont. Im a USA player. I think Space Rangers is one of the most inventive games ever made, and Im excited and looking forward to HD being sold to us gamers in the US so I can get a copy right away! Thanks for looking over my input all! MeVII Last edited by MeVII; 09-29-2012 at 05:28 PM. |
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