Purchased game Jan 1 and been enjoying it quite a bit. Its refreshing to see a game like this in the market!
While I do really like the game, there are a few things that imo, need some serious work.
1- Crashes. Seems like a memory leak… game runs fine sometimes for hours sometimes just 15 minutes and then crash… after that it will crash constantly after first crash. This is only broken by complete rebooting computer. Hence it indicates some memory handling/leak issue.
2- Strange input-lockout after alt-tab to windows and back. In many ways it reminds me of how the first versions of DOS EMULATORS running old DOS games in windows xp would zonk out when alt-tabbing.
3- The music player option is very nice. Perhaps you could allow us to add our own music by adding MP3s in the game’s music folder?
4- Entering station menu screens (trade, repair, etc) on station walls has issues when they are located too close to each other and at angled perspective. This could be easily solved just by re-locating the menu screens to be in different parts. Not next to each other.
It is very difficult to tell dark/blue/etc nebulae due to pixelation and color settings. Remember also that there are people in this world that are color blind. A simple solution is to have text labels indicating what they are (BN for blue nebula, DN for dark nebula, etc).
Likewise, it is VERY hard to see the sensor cone indicator (rear blind spot). Could you please change the player’s ship icon to be a solid color circle with a black < type chunk in the aft of the ship? Basically a pac-man whose mouth is open to the aft of the ship.
The ship rotation control is somewhat difficult to control with precision due to keyboard input and the rotation being too fast. We can control the thrust output of the main engine in increments of 10% … why not do the same for the RCS? Add an RCS thrust counter and have the ship rotate faster/slower based on it.
Firing weapons could use a bit more sensor play and lock-effort play. Look at the old RULES OF ENGAGEMENT 2 game…they required you to get the signature of a ship first, then set what kind of homing the torpedo would use and finally, to have the weapon lock on to target required you to complete a series of steps in the tactical weapons panel.
On the subject of weapons… beam lasers please? One of you must have played NETREK at some point… imagine how fun that would be here.
Please add something more to do than trade and shoot. The solar systems are big… we have science probes. We have planets and asteroid fields. Why not add mining, exploration, scouting, science type activities?
One of the biggest problems I see right now is the way trade is set up. Simply put, your players have to trade half-blind because the comm buy/sell info requests are vague in price range and do not state how many units of each they will purchase at above market price.
Then you have the issue that locations produce very little of each item. 10 units of grain in an agricultural planet … causes me to lose use of one pod in the hold just because of the item type…and then I waste the tonnage/volume capacity of that pod because the next agri planet is 3 systems away and also sells only 10 units. Same happens to all commodity types.
So, in order to ‘stock up’ and fill your pod with that commodity type, you have to go to many different locations.
Then you have to end up traveling to many far away locations that buy the commodity at above market price…because they will only buy like 3 or 4 units of the commodity at that price then the rest at market or below market price.
All this while incurring jump and station docking fees…and the risk of pirates on the way.
You can’t ‘trade big’ … because the entire mechanics of it forbids it. There is NO reason to purchase a medium freighter because a light freighter is all you need to carry the few measly units of commodity types from one location to another in your route. Carrying more is losing profit, carrying more commodities or stopping at more stations lowers your profit margins.
My suggestion is to remove the ‘buy only a few units at above market price’ STATIC demand/supply thing and adapt Elite D’s dynamic market system… aka all systems will have random duration periods where they will need a couple of commodities and there is a set amount of each commodity type they need (say, 10,000 units of grain) and will purchase that many units at above market price…and you can see how many units of the commodity they still need to purchase (so you dont arrive with a massive load and they only needed 1 unit to fulfill that quota).
Also please make the locations have more believable and reliable supply/demand listings… that means it makes no sense for a mining location to not want to purchase beer or wine or spirits (what is this? space quaker dwarves?) … it makes no sense for an industrial planet to pay cents for the very raw materials (metals, ores, etc) they should need while an agricultural planet for some reason pays top dollar for industrial equipment.
Agricultural locations should need metals, medical supplies and some high tech items. It should sell foods and organic raw materials.
Industrial locations should need foods, raw materials of all types and high tech items.
What the game calls ‘residential’ and ‘ports’ should need foods and industrial goods…and they should produce the high tech items.
You get the idea.