Big fan of space sims and flight combat. Played this game for the past 2 days. Got some feedback for the devs about the new player experience.
Great graphics. Fun level design.
Part of the reason I tried this game was because it didn’t look like the crap most other F2P games are trying to shovel down your throat.
Combat is very smooth, and fairly interesting. Although could use some more variety in modules to really make this game shine and set it apart from the simple point and gun flight sims.
Add at least 5 more active modules. Here are some examples:
- turn off target’s main turrets
- turn off target’s missiles
- transfer shield to target
- reduce main weapon range of target
- reduce fire rate of target
- increase targeting time of target
- reduce shield recharge rate of target
Things that need improvement:
More content!!!
In my 2 days of play, all I had at my disposal was the same PvE map over and over and over and over again. It got to the point where I could be at the enemy’s spawn before they even appeared. It’s like having only one quest in a traditional MMO to kill 10 boars, and that’s the only thing you can do until you reach a certain level, at which point you move to a new area, and repeat a different ONE quest. Mind-numbingly boring!
Saw only 2-3 different PvP zones & game types. So not much variety there.
If I’m going to be running the same 5 maps over and over and over again, I’m going to get bored really quickly.
Consolidate some of the different exp/rep/rank/tier/loyalty/synergy
I’m sure it’s easier for people once they’re into the game, but as a newbie I don’t understand why there are so many different experience bars that I am trying to fill. Why is everything split into so many categories? Am I earning experience or rep per mission? Where does this rep go? Into my ship? Into my rank with a faction? What the heck are these loyalty points from contracts? Do I have to grind those too? Why do I have to grind those? Will it give me more ships?
If you do any mission, it should provide one reward (in addition to items/money): experience. If your pilot rank goes up with a mission, put experience there. If your reputation with a faction goes up, put THE SAME experience there. Put the same experience into the ship’s experience bar. If you want faction rep to grow faster than pilot rank, put a multiplier on the faction rep. This would do a lot to answer the question of “How do I earn so and so? Am I earning it now? How much am I earning?” Show each little slider animating after the mission at the very least so I know what the heck is happening.
I still don’t understand loyalty. Is it used simply to gain access to more contracts? Why are there 6 different contract paths when there are only 3 factions? What is the difference between them? Besides their logo and name, it seems to be the same objectives. Slight varience on weapon type. What if I like lasors but want to do contracts for Jericho? I’m out of luck? I don’t like this system.
Some small change requests
Why am I getting passive modules as rewards in tier 1 if I cannot use them until tier 2 (as far as I know)?
How does my performance affect the rewards I get at the end of a mission? My kills, assists, efficiency, all seem to just be numbers for my own amusement. If they truly affect the outcome of the rewards show a simple “1300 efficiency * 10 = 13,000 credits earned!” At the moment I feel like I could just keep this game running on my 2nd monitor and move my mouse every now and again to get the same rewards as someone who single-handedly beat the whole mission.
I’m sure this has been said before, but I would either speed up the initial gain of ships, or simply make more ships available at the start. It feels kind of lame flying the same ship for so long without any upgrades. You can buy the best weapon & modules for tier 1 after a couple of games, but you have to play 20-30 games to reach tier 2 and get a new fighter. And this is for only ONE faction! I feel like making the beginning jump from tier 1 to tier 2 be faster would be a great benefit. The new players will try all of the factions and wont feel like they NEED to stick to one if they want to see a reward in the first few days (which is how I feel now). I wish I could try out the other factions and their ships, but I really don’t want to play tier 1 for an entire week, which means that the amount of ship content available to me is cut to 1/3 in reality.
Conclusion
Fun combat, but not enough content to get me hooked. Should have kept it in closed beta testing for a few months longer before opening it up to the public. As it stands, you lose players like me that have tried the game and left because it’s not yet finished. It’s very hard to get someone to try a game again after they’ve left with a poor first impression.
The combat engine is probably the best I’ve seen for an arcade flight sim though. If I were the company holder, I would sell the engine to someone interested in making a single player flight sim. Case in point, look at Star Citizen with over $8 million in crowd funding. There is DEFINITELY demand for these types of games, but they have to be good, otherwise they wont even compete with something that came out 5 years ago. If X3: Terran Conflict had combat and graphics as smooth as this game, I would never play anything else.
Cheers, and good luck on making this a success!