MinMax Spaz

MinMax-Games.com

The water cooler of outer space
  
It is currently Sun 25 Feb, 2018 4:59 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 40 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 3:02 am 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Hi All,

I just wanted to give you a quick update on our progress toward final. Hopefully this will get you all excited for what is to come.

Specialists, Respec, and Difficulty levels are done. I just got through testing a bit on the new Expert level and it was a lot of fun for me, so anyone else who has a lot of experience playing will be in for a new challenge. We also added an Insane level that I have no intention of playing because it is pure death. I am sure some of you can beat the game on it, but not I.

Here is a list of the specialist random skills to hopefully get you all excited about version 1.0 Specialists work like Diablo items and have different initial qualities. They also level up through use. As the mothership is upgraded, more specialists also become available. Another fun thing is that higher end specialists have bonus requirements that once fulfilled make them even more powerful. For example, some may like to only work with women, or prefer to pick on weak systems etc etc. Although they are randomly generated, we tried to give them some personality.

AMMO EXPERT: Cannon damage
SNIPER: Cannon range
SPEED LOADER: Cannon reload
UBERCHARGER: Beam damage
CRYSTAL POLISHER: Beam range
RECYCLER: Beam recharge
SHAPECHARGIST: Missile damage
FULL TANK: Missile range
DECK BOSS: Missile reload
FORTIFIER: Hull reinforced
HOT BUNKER: Crew space
PACK RAT: Cargo space
PHYSICIST: Shield strength
RE-ROUTER: Shield regen speed
TEST PILOT: Engine top speed
NITRO CHILD: Engine acceleration
STUNT PILOT: Maneuverability
SCOTSMAN: Reactor output
POWERHOUSE: Capacitor capacity
STEALTHY: Cloak strength
OPPORTUNIST: Cloak first strike damage (new feature)
CAMOFLAGE: Cloak regen speed
MECHANIC: Crew repair skill
INTERROGATOR: Crew recruit chance
PSYCHOPATH: Crew combat prowess
OVERCLOCKER: Drone Damage
TUNER: Drone Health
TACTICIAN: Armor damage deflect
REINFORCER: Armor strength
OPTIMIZER: Booster power
TINKERER: Mine Damage
PYRO: Mass Bomb Damage
RESEARCHER: Data acquired bonus
SMELTER: Rez acquired bonus
INNOCENT: Friendly fire forgiven
SHIPWRIGHT: Build speed
DIPLOMAT: Warpgate bribe discount
SLAVER: Goon trade discount
MEDIATOR: Relation improve discount
NEGOTIATOR: Blue print discount
CLONER: Goon Increase on Levelup

(Spoilers below avert eyes if have not completed game)
FOREMAN: Base build rez discount
TASKMASTER: Base build goon discount
RECRUITER: Global recruiting rate
PROFESSOR: Global data generation
GEOLOGIST: Global rez generation
ADMIRAL: system defener effectiveness
TECH GURU: Ally ship tech
FLEET MASTER: Ally ship waves
SCROUNGER: Ally ship size


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 3:38 am 
Offline
Volley
User avatar

Joined: Fri 25 Feb, 2011 9:47 pm
Posts: 601
Blorfy wrote:
OPPORTUNIST: Cloak first strike damage (new feature)


Awesome. Glad that made it in.

Now is that a feature that will only apply to the specialists or are you actually reworking cloaks?


Last edited by FDru on Fri 29 Jul, 2011 10:45 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 3:40 am 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Cloaks are getting an upgrade, this is just a bonus on top of that.

Also Cloning is new and in. When you level up now you get goons.


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 5:33 am 
Offline
Dart

Joined: Fri 22 Jul, 2011 1:26 pm
Posts: 14
Sounds awesome, one question though. Are specialists permanent or something you can lose if the ship they're in blows up? Honestly one of the few things I think the game needs is a more meaningful penalty for getting blown up. It's not bad that you can muscle thru a hard part by burning resources, but at this point it feels a bit cheap, since resources arent really scarce

On the same subject, ever though of implementing an iron man mode in the long run?
It wouldnt work at this point since you cant lose your mothership very often or get into no win situations, but if there are plans for adding more "do or die" missions that force you to reload if you lose it could work. I know permadeath is not overly popular, but for us roguelike games fans it's a cool feature. The last part of the game could turn into something really epic too :lol:


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 8:04 am 
Offline
Dart
User avatar

Joined: Mon 25 Jul, 2011 4:31 pm
Posts: 24
Leam wrote:
On the same subject, ever though of implementing an iron man mode in the long run?
It wouldnt work at this point since you cant lose your mothership very often or get into no win situations, but if there are plans for adding more "do or die" missions that force you to reload if you lose it could work. I know permadeath is not overly popular, but for us roguelike games fans it's a cool feature. The last part of the game could turn into something really epic too :lol:


New game+ ???

Depending on the difficulty of the play trough, there should been a permanent bonus/feature you get at the end.
Harder the difficulty better the bonus/feature is. Like for completing Easy: 'Skip Tutorial Prologue'.
At starting a new game there should been a screen where one can activate acquired bonuses/features.
As for iron man mode, on the hardest difficulty... Its have to be very epic!

_________________
"I'm always joking.. especially when it's sound serious."


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 9:52 am 
Offline
Hatchet
User avatar

Joined: Fri 25 Feb, 2011 8:33 pm
Posts: 199
Location: Finland
"UBERCHARGER" *nods in approval*

Looking great. Nice to hear that cloaks are getting some tweaks. I usually only use them in missions requiring them (assasination, taking candy from a zombie).
Bonus requirements for specialist sound very nice. Like mini side missions.

_________________
Nothing is impossible, not if you can imagine it!


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 5:42 pm 
Offline
Dart
User avatar

Joined: Thu 28 Jul, 2011 6:20 am
Posts: 12
Wow, can't wait until the next patch :D

Can you describe more the stealth improvement ? I know you are probably very busy right now with the release date, but that would be very appreciated.

I also noticed that most of the specialist name are either a job profession or a trait of personality, but two of them caught my eye :

- FULL TANK: Missile range -> Shouldn't that be more job sounding ? like ''Fuel chemist''
-SHAPECHARGIST: Missile damage -> What the hell is that :) I even googled it to see if that really existed :lol: maybe something with warhead ex: warhead handler, warhead designer, ordnance packer...

That just my opinion so feel free to ignore it (but i will be very sad :cry: (just kidding :lol: ))

That's an awesome game you are developing, even in the beta phase it's still more enjoyable (and addictive :D ) than most of the latest game developed by huge studio. Haven't had fun like that in a long time.


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 10:52 pm 
Offline
Scout
User avatar

Joined: Tue 19 Jul, 2011 7:01 pm
Posts: 34
Sounds pretty cool. Cant wait.

Frozen wrote:
-SHAPECHARGIST: Missile damage -> What the hell is that I even googled it to see if that really existed maybe something with warhead ex: warhead handler, warhead designer, ordnance packer...


A Shapechargist would be someone who works with shaped charges (http://en.wikipedia.org/wiki/Shaped_charge). Basically an expert in explosives specializing in deploying a charge to reach a desired effect (such as cutting H beams in demolitions or punching through reinforced tank armor in warfare). Most Shapechargists are Physicists. =)


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 29 Jul, 2011 11:49 pm 
Offline
Dart
User avatar

Joined: Thu 28 Jul, 2011 6:20 am
Posts: 12
Ah ... I didn't know that :oops:. Still sound strange ... does the term to design this profession is really shapechargist ? Wouldn't that be something more like shape charger or shaper of charge?


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sat 30 Jul, 2011 4:35 am 
Offline
Scout
User avatar

Joined: Tue 19 Jul, 2011 7:01 pm
Posts: 34
Frozen wrote:
Ah ... I didn't know that :oops:. Still sound strange ... does the term to design this profession is really shapechargist ? Wouldn't that be something more like shape charger or shaper of charge?


No, i've never seen "Shapechargist" as a title, but that doesnt mean it doesnt exist. In the military that person would often be a demo expert (in the case of actual use) or a physicist (in the case of design and theory).


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sat 30 Jul, 2011 5:58 am 
Offline
Dart
User avatar

Joined: Thu 28 Jul, 2011 6:20 am
Posts: 12
Then:

The "Shapechargist" title/profession doesn't exist (something made up by the developer)
The "Shapechargist" task on the other hand does exist, which consist into charging a shape

That task is done by a :

Demo expert -> Actual filling of the shape
Physicist -> Designing the layout of the shaped charge

But, wouldn't that be easier to use a more common word ? Since I doubt that the most people know about shaped charge (and can make the association with shapechargist)(or it's just me :P ?)

P.S. Sorry if it seem like I am kinda stuck on that, it's because I played a game where there was a specialist system (or something similar) and the name of certain specialist was kinda confusing or difficult to relate to the current stat boost they were affecting.


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sat 30 Jul, 2011 8:02 pm 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Sorry for the late replys guys. We have indeed been ultra busy. The AI now knows how to stay the hell out of exploding ships, yay, but it involved a lot of smacking the AI with a ball peen hammer to do so. :) Anyhow:

@Leam: Specialists are actually fleet based instead of ship based. You could think as them as sub commanders on the mothership potentially. Once you get them, you will not lose them, but you also have very limited space, so deciding which ones to keep is very strategic. Iron man mode wise, the closest we have to that is playing on insane, which is an achievement in itself. You could always just restart your game if the mothership dies, but that seems a little punishing in an action based instead of turn based game.

@MoliskScout: We are always thinking of game+ ideas for sure and carry over rewards are always cool, we agree :) We do hope to have to tutorial skip in before we ship v1.0 too.

@Frozen: Shapechargist Shapechargist Shapechargist! Lol, "Demo Expert" is better we will use that now. Also we like "Fuel Chemist" so that is going in too :)


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sun 31 Jul, 2011 6:11 am 
Offline
Boomerang
User avatar

Joined: Tue 10 May, 2011 4:11 pm
Posts: 250
Location: Australia
I find the fact that some titles are professions and some are traits a bit jarring, I'd prefer them to be all professions... but this is just a personal thing. I do have some thoughts about a few specific ones though:

SCOTSMAN: What if the specialist is a woman?
STEALTHY: This one stands out to me for no particular reason. I guess it feels a bit too "trait-like" instead of "profession-like", despite there being other titles that are traits instead of professions.
PSYCHOPATH: Technically a psychopath is someone born with a mental defect that makes them emotionless. Doesn't necessarily translate to combat prowess (cruelty maybe), and I don't see how it can affect followers.
INNOCENT: I just feel that this one is a bit strange. Maybe something like, I don't know... Smooth Talker?

The other issue I have with this system is the fact it is fleet-based instead of ship-based, as I seem to recall that the original plan was for them to be ship-based and have to be recovered if the ship is lost... personally I felt that that system was more interesting. Though, I suppose there's no point talking about that since the current system is probably set in stone now.


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sun 31 Jul, 2011 12:09 pm 
Offline
Dart
User avatar

Joined: Mon 25 Jul, 2011 4:31 pm
Posts: 24
If the specialist will be ship based an can die...
Then either, I'm not going to use them, or I wil have to reload the last game when one of them die. :|

I just hate loosing peoples. I can accept loosing sips, since I started calling the little peoples noobs. :lol:
But specialists, with names and stuff.. I just can't allow them to die.

Off Topic | Click to toggle: +
Anyone knows Men of war: Assault squad?
I spent a week on the first (not tutorial)mission. Man down = reload last save. :roll:
No, I didn't succeed. I gave up. It is impossible.

_________________
"I'm always joking.. especially when it's sound serious."


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sun 31 Jul, 2011 6:49 pm 
Offline
Dart

Joined: Fri 22 Jul, 2011 1:26 pm
Posts: 14
MoliskScout wrote:
If the specialist will be ship based an can die...
Then either, I'm not going to use them, or I wil have to reload the last game when one of them die. :|

I just hate loosing peoples. I can accept loosing sips, since I started calling the little peoples noobs. :lol:
But specialists, with names and stuff.. I just can't allow them to die.


Well blorfy said you cant lose them so you're safe :P. TBH it'd bug me a lot and i'd probably reload if i lose important things too, but I still think some extra drawback on losing your ships other than the resource cost would be good. Ejecting your armor to gain speed and getting out a fight alive by a hair is awesome, but when it doesnt work it doesnt really matter that much anyway. The Zapp Brannigan
tactic (someone called it that in the forum :lol: ) of just building more and more ships is a bit too easy in my opinion.


The specialists feature sounds awesome anyway, cant wait.


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Thu 04 Aug, 2011 5:37 pm 
Offline
Boomerang
User avatar

Joined: Mon 23 May, 2011 6:27 pm
Posts: 253
Location: UK
Toxicologist wrote:
PSYCHOPATH: Technically a psychopath is someone born with a mental defect that makes them emotionless. Doesn't necessarily translate to combat prowess (cruelty maybe), and I don't see how it can affect followers.


I agree it sounds a bit odd. Maybe a better title for improving crew combat strength would be "SWASHBUCKLER" or something?

I mean, they are pirates. ;)

_________________
THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 05 Aug, 2011 4:46 am 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
DONE!


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 05 Aug, 2011 6:06 pm 
Offline
Dart

Joined: Thu 28 Jul, 2011 11:51 pm
Posts: 16
*peers suspiciously at Impulse*

...Really? :)


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 05 Aug, 2011 9:56 pm 
Offline
Scout
User avatar

Joined: Tue 19 Jul, 2011 7:01 pm
Posts: 34
Don't be a tease! Where do i get it and will it automatically update via the launcher?!


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Fri 05 Aug, 2011 11:25 pm 
Offline
Shortbus

Joined: Wed 06 Jul, 2011 7:11 am
Posts: 2
Blorfy wrote:
DONE!


im assuming that was a response to the swashbuckler comment, but i am so psyched for this next update that i really want to believe you mean completely done


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sat 06 Aug, 2011 3:50 am 
Offline
Scout

Joined: Wed 06 Jul, 2011 3:54 am
Posts: 25
I got my game on gamersgate... will the update appear there, or will you post a link here?


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sat 06 Aug, 2011 4:40 am 
Offline
Hound
User avatar

Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
Updates will be pushed through each distributor, plus the game will know when it's out of date and point you to manual download if you wish.


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sat 06 Aug, 2011 2:47 pm 
Offline
Dart

Joined: Sun 24 Jul, 2011 3:36 am
Posts: 21
CEO wrote:
Don't be a tease! Where do i get it and will it automatically update via the launcher?!


Don't expect any update until the 15th, the official rele ase date.


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sat 06 Aug, 2011 7:25 pm 
Offline
Hatchet
User avatar

Joined: Fri 25 Feb, 2011 8:33 pm
Posts: 199
Location: Finland
Question/plea: If memory serves, there should be new ships coming in the next patch. So, what kind of ships are we talking about and could we maybe see some pics of them? Pretty please!
I'm just sucker for all kinds of spaceships in general. If you see someone in a game, looking carefully at different ships at a ship dealer, you can assume that it's probably me.

_________________
Nothing is impossible, not if you can imagine it!


Top
 Profile  
 
 Post subject: Re: V1.0 Progress Update
PostPosted: Sat 06 Aug, 2011 11:17 pm 
Offline
Shortbus

Joined: Fri 25 Feb, 2011 8:35 pm
Posts: 7
Will we be getting more levels with this release aswell? If so how many?


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 40 posts ]  Go to page 1, 2  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group