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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Mon 09 Apr, 2012 4:29 am 
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Hatchet

Joined: Sun 04 Mar, 2012 9:22 pm
Posts: 183
Not sure what the beef is about Mantas. You can take them out one-on-one with a tiny if you have the patience for it. In fact, it's easier than taking them out with a huge. They're about as maneuverable as a paper airplane tied to a brick.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Tue 10 Apr, 2012 12:38 pm 
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Gopher

Joined: Fri 17 Feb, 2012 6:44 am
Posts: 87
Well on my Insane playthrough all of my ships have zero Armour, which helps against Manta Rays (...but not Particle Cannons).

I don't believe I've given my opinion about the BH ships yet. I think they seem to fit in between the size classes due to their cost and higher power, plus their tendency for oversized mounts. However I agree there isn't much reason to use the regular ships once you unlock the BH equivalent. For example, why use the Saucer over the Hydra, or the Crawler over the Brute? Both BH ones have loads more utility mounts and oversized weapons to match.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Tue 17 Apr, 2012 7:00 am 
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Shortbus
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Joined: Tue 17 Apr, 2012 6:30 am
Posts: 8
Location: Illinois, USA
Being this is my first play-through and I haven't even gotten the titan beam yet. I can't make an accurate assessment on the BH content right now. I do know that everything I seem to do makes them mad at me and I am under constant bounty hunter attack and am paying them thousands of Rez all the time. It's a bit of a nuisance in my opinion.

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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Tue 17 Apr, 2012 7:32 pm 
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Scout

Joined: Thu 23 Feb, 2012 1:30 pm
Posts: 31
I think there are not enough missions to earn respect. Most increase your bounty, and fighting any faction also increases your bounty far too fast.

I vote for a separate 'bounty' slider when choosing the game difficulty to tune the bounty/respect values earned/lost.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 18 Apr, 2012 3:12 am 
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Shortbus
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Joined: Tue 17 Apr, 2012 6:30 am
Posts: 8
Location: Illinois, USA
Brazilian Joe wrote:
I think there are not enough missions to earn respect. Most increase your bounty, and fighting any faction also increases your bounty far too fast.

I vote for a separate 'bounty' slider when choosing the game difficulty to tune the bounty/respect values earned/lost.



I have to agree with this. And I second the idea.

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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Thu 19 Apr, 2012 3:16 am 
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Shortbus
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Joined: Tue 17 Apr, 2012 6:30 am
Posts: 8
Location: Illinois, USA
After playing for a few more hours I got to thinking. In order to gain respect or even bounty impunity you should be allowed to be enlisted by the bounty hunters. Be it a special event or simply going to a stronghold you should be allowed to receive "hits" on ships that have bounties on them you get sayyy 20% of the bounty or something and you gain respect. After a certain number of hits you can receive impunity making it so you can't be attacked by bounty hunters. To take it a bit further there should be a side quest line you can do to become leader of the bounty hunters and if you hare having a hard time with a fight you can summon a few ships to come aid you. This could be a 2 hour cooldown or something.

EDIT: Sorry for the double post.

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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Thu 19 Apr, 2012 8:17 am 
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Ranger
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Joined: Thu 24 Nov, 2011 10:14 pm
Posts: 328
Location: Weert, the Netherlands.
Nice ideas Kyle, but do keep in mind that this is't a fullfledged rpg, still, a way to do missions FOR the Bounty Hunters is not a bad idea, should inprove their usefullness(and threat management) quite well.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Fri 27 Apr, 2012 5:55 pm 
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Dart

Joined: Mon 23 Apr, 2012 12:20 pm
Posts: 16
As a new player to SPAZ, I recently reached to Chapter 4 today and I have started to take Bounty Hunter bases just for seeing tough challenge. I am playing on medium difficulty, but higher level bounty hunter bases are still impossible to take them. This is applicable.

Bounty Hunters are balanced decently with the game. We should spend some REZ (I remember my REZ had reached the limit for a long time), and if we don't want to confront the bounty hunters, we need to pay them for some respect/bribing. We can easily collect large amounts of REZ with only 2-3 battles, or in some certain locations.

And there can be an option to serve Bounty Hunters with some missions. In addition to this, there can be some other rival pirates for engaging. So after that, we can go for some bounty hunt to hunt, catch or destroy them, in the end we can have some abundant bounty as an outcome (large amounts of cash/rez), or specialists (either from defeated rival pirates, or recruiting from bounty hunters).


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Tue 01 May, 2012 8:57 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Ok thanks everyone. We have read and assimilated this thread and will make some adjustments to the game as a part of the upcoming mod patch.

The mothership is getting beefed up for sure. That seems to be a major peeve. Sorry about that. :(


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Tue 01 May, 2012 11:11 pm 
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Shortbus

Joined: Sat 14 May, 2011 2:10 pm
Posts: 8
OO oh I have an Idea for what could be the next iteration of the game could be! SPACE PIRATES END CYBORG KINGS or SPECK, well okay they don't have to be kings I just wanted to spell speck right lol :P


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 12:43 am 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Here's what I have been working on today.


Image

So the old tech tree is back for the old timers :)

You can also turn off the bounty hunters or even have more if you wish, and make tech easier or harder to find.


Attachments:
newgalgen.jpg [64.2 KiB]
Not downloaded yet
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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 12:51 am 
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Hound
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Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
Can't see why people have to have the urge to butcher SPAZ's name. Is the sliders for Bounty Hunter Pop and Tech Availablity gonna become standard in the next patch Blorfy?

Also, happy to hear the old clockwork is getting retrofitted.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 1:10 am 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Yup, I am just testing it out now. As long as there isn't some wicked breakage somewhere it will become part of the galaxy generation. So I guess the hardest mode now would be:

Tiny Galaxy
Insane
High BH population
Low tech availability
Random tech tree


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 1:17 am 
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Hound
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Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
Hardest? Maybe. I'd think Hardest would be with tons of systems because bribing and combat would make travelling that much harder.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 1:31 am 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
That's true. You may be right :)


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 5:40 am 
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Hound
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Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
Actually in hindsight, I think having High BH population wouldn't make much difference for most of the game. I found on my insane run that Chapter 1,2 and half of chapter 3 were the hardest, and then chapter 4 was hard for the strategy part and ultra easy for the gate, and clockwork. As I did the majority of my ship combat in Chapter 4, would High BH population make a difference then?


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 7:53 am 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
BH are only troublesome if you don't take time to do the grind. (Arena)

Most importantly: Are you going to do the suggested changes to the mass bombs? So that it acts as a "real" black hole and sucks ships towards it? (Effectively impacts a negative acceleration towards the center of the bomb after exploding)

Also having a "clone bonus" to picking up pods in the Crew Tech (use existing?) would be nice. For each goon picked up, you have a chance of gaining an additional goon based on your clone rate. Reason for this, is to make boarding play a bit more sustainable. There is a possibility for abuse with eject crew -> gather crew, maybe disable the clone chance for your own pods. (Blue ones)

Also did you take a look into Drone AI? I tried a mass drone build, but they seemed to get stuck in a traffic jam. 1 medium drone ship did about as much damage as 1 triple Sunspot.

Also I'd like for you to revisit the idea of changing Drones to have a weapon slot for more customization (kinda like how turrets are). First pick the Drone, then pick their weapon.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 8:14 am 
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Hound
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Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
Would this drone idea be like the ship customization screen, except just for drones? Ie choose their shield/cloak and weapon?

As far as crew tech goes... I will say again, as the idea keeps getting pushed to the bottom of the pile... Crew Teleportation Beam (similiar to zombie clockwork) and Robot Invaders (buildable, rez cost, only used for boarding)


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 9:06 am 
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Ranger
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Joined: Thu 24 Nov, 2011 10:14 pm
Posts: 328
Location: Weert, the Netherlands.
I like the Random tech idea, altrough i would have to play it to really get a feel for it.
As for the Bounty hunters, i think something should added to make them not so dependent on your bounty for them to show up.

Here's a suggestion.
Make a few new(repeatable) Missions where the Civs or UTA have hired the Bounty Hunters for protection or where u attack say, a BH supply depot or something like that.
As reward u get aside from standard rez and goons a bigger chunk of Bounty Or respect then in other missions.
Should add some nice variation to the old tedious missions.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 9:18 am 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
Palandus wrote:
Would this drone idea be like the ship customization screen, except just for drones? Ie choose their shield/cloak and weapon?


I was thinking more like Turret configuration. You put down the Drone type (has fixed Armor/Engine/Shield|Cloak/Reactor), but it has 1 or 2 slots for a tiny beam/cannon weapon, which you can pick yourself.

Could possibly be done to the dropped turrets too.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 5:02 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
We are hoping to push out version 1 of the modding system before the weekend, so some of these ideas will not make it in. I am kind of strategically adding things that I know will make modding a better experience. Rest assured we want to keep adding to SPAZ, but we also do not want to delay this release. I have a feeling that once modding comes out, some priorities will shift as well as people will begin to fix the issues they have with Spaz themselves.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 6:11 pm 
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Hound
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Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
Sounds like a plan Blorfy.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Wed 02 May, 2012 8:50 pm 
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Scout
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Joined: Sat 31 Dec, 2011 11:10 pm
Posts: 40
Any thoughts about looking at future "core fixes" mods and incorporating them into the game so new, possibly less-mod-savvy players can experience any legitimate improvements? I know most moddable games don't do this, but I was always impressed how Blizzard took the best elements of the most popular UI mods in World of Warcraft and incorporated them into the core client.

Edit: I know there's probably a slippery slope argument somewhere in here about letting your players fix the game for you (I'm looking at YOU, Bethesda...), but SPAZ is already a quality game, and it seems an easy way to have some continuing game improvements with far-reduced development costs. Especially as focus inevitably shifts to developing SPAZ2.


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Thu 03 May, 2012 4:35 am 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
V1.600 should be out tomorrow. Here is a preview to get you excited :)

V1.600
- Added Modding tools downloaded separately (http://spacepiratesandzombies.com/updates.html)
- Added Random tech progression option to the Galaxy generator (this is the pre v1.500 method)
- Added Slider for tech availability to the galaxy generator
- Added Slider for Bounty Hunter population to the galaxy generator
- Added Facebook, Twitter, and RSS buttons to the launcher. Please follow us for future developments

- Fixed Mothership is fully crewed now so it repairs properly
- Fixed Gate bribes are never greater than the max goons you can carry
- Fixed turrets firing on cloaked Ships

- Changed Increased mass bomb damage 33%
- Changed Mothership given pre-defined tech levels to keep mothership attacks fair vs. all tech specialties
- Changed Bounty Hunter random help at high respect does not cost respect since you don't choose to call them
- Changed Lowered severity of extortion missions
- Changed Lowered extortion request amounts for goons, rez and data
- Changed Removed beam boosters in favor of point def for many AI Manta designs to lower damage output a bit
- Changed Lowered Manta's maneuverability, health
- Changed Lowered Brute's health and crew
- Changed Lowered Mammoth's health and crew
- Changed Removed a weapon booster from each AI Mammoth and replaced with Point defense to lower damage output
- Changed Lowered Energy Burst Cannon damage 15%
- Changed Lowered Particle Cannon damage 15%
- Changed Greatly Increased Respect rewards for missions to offset bounties accrued during the fighting
- Changed Cloaking Shields 30% stronger
- Changed Cloaking Engines 30% faster, more maneuverable, better thrust


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 Post subject: Re: Bounty Hunter Impressions (Too hard?)
PostPosted: Thu 03 May, 2012 4:53 am 
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Scout

Joined: Sun 25 Dec, 2011 12:59 am
Posts: 34
My body is ready


>Modding tools ready
>I wisper softly in SPAZ's ear
"I'm going to break you"


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