Good game, and yes I am a player of the old Elite, the game is very enjoyable and graphically superb. The game play needs some work and some game functions need looking at.
Game play: 1. Mission complexity and path locking based on decisions you have made. Mission complexity at least at the early levels is simplistic, I am exploring the affect of standing with factions and stations at this time, so more on that later perhaps. Path locking based on decisions..... so you get fined for being a docking idiot and crashing in to people, what other impact is planned, how about getting license endorsements that lower your rating at the the more high standing stations, lower the type of jobs you will be offered which would force you to the out lying dodgy regions. Fine payment is ok, but how about some community service to make good your antisocial behavior? e.g. deliver food to needy stations etc. Goody two shoes types should get Goverment contracts, lower docking charges (yes put docking charges in to make big stations something special). Pirates and combat is good, love the way I try to sneak about when they are around in my succulent Hauler, I have managed to evade most intercepts, its hard, but do-able. Getting wiped is not too painful, but painful enough for you not to be casual about it (Well done, game balance is hard to get right). Combat in my Sidewinder I found good and tactical thinking definitely counts more than weapons, I proved it several times. Making money at the start is hard, but rightfully so, its a long term game, not a hack and slash quickfix game.
Things I would like to see:
Private contract to bounty hunters (get the ****s who destroyed me), should cost a lot, but ah the pleasure that money could bring.
Put your own decal on the side (like the WWII Bombers used to), name your ship when you own it rather than the insurance company loan you start with.
Have a design your own paint scheme (Black with little white dots would be nice
)
Build your own empire element, buy ships and let other players fly them (Xylogy Uhaul Galactica Co), when disgustingly rich, buy your own space station, set trading rates, trade routes, hire and fire, but dodge the empire/federation/pirates. Have some thing to aim for. Previous players mentioned the need to motivate explores, they could sell fixed rate, or auction the discoveries! Think on the game complexity that will deliver with the developments suggested above.
Great game, good start, this is my first input even though I joined as a developer a while back, I wanted to make a considered contribution rather than rant about the awful help desk experience of slow response and asking questions I answered in the ticket in the first place (fix that, they were pretty awful, polite but as much use as a chocolate fireguard). Shame to have that as a first experience of the game!
Love it, keep going, make it special..... more special
And Pirates.... I take your names and will be finding you with a railgun in tow and hopefully some contracted killers so I can watch you squirm before finding out space is cold after the initial fireball
(not that I am bitter and twisted about being intercepted or anything).
Xylogy
Game play: 1. Mission complexity and path locking based on decisions you have made. Mission complexity at least at the early levels is simplistic, I am exploring the affect of standing with factions and stations at this time, so more on that later perhaps. Path locking based on decisions..... so you get fined for being a docking idiot and crashing in to people, what other impact is planned, how about getting license endorsements that lower your rating at the the more high standing stations, lower the type of jobs you will be offered which would force you to the out lying dodgy regions. Fine payment is ok, but how about some community service to make good your antisocial behavior? e.g. deliver food to needy stations etc. Goody two shoes types should get Goverment contracts, lower docking charges (yes put docking charges in to make big stations something special). Pirates and combat is good, love the way I try to sneak about when they are around in my succulent Hauler, I have managed to evade most intercepts, its hard, but do-able. Getting wiped is not too painful, but painful enough for you not to be casual about it (Well done, game balance is hard to get right). Combat in my Sidewinder I found good and tactical thinking definitely counts more than weapons, I proved it several times. Making money at the start is hard, but rightfully so, its a long term game, not a hack and slash quickfix game.
Things I would like to see:
Private contract to bounty hunters (get the ****s who destroyed me), should cost a lot, but ah the pleasure that money could bring.
Put your own decal on the side (like the WWII Bombers used to), name your ship when you own it rather than the insurance company loan you start with.
Have a design your own paint scheme (Black with little white dots would be nice
Build your own empire element, buy ships and let other players fly them (Xylogy Uhaul Galactica Co), when disgustingly rich, buy your own space station, set trading rates, trade routes, hire and fire, but dodge the empire/federation/pirates. Have some thing to aim for. Previous players mentioned the need to motivate explores, they could sell fixed rate, or auction the discoveries! Think on the game complexity that will deliver with the developments suggested above.
Great game, good start, this is my first input even though I joined as a developer a while back, I wanted to make a considered contribution rather than rant about the awful help desk experience of slow response and asking questions I answered in the ticket in the first place (fix that, they were pretty awful, polite but as much use as a chocolate fireguard). Shame to have that as a first experience of the game!
Love it, keep going, make it special..... more special
And Pirates.... I take your names and will be finding you with a railgun in tow and hopefully some contracted killers so I can watch you squirm before finding out space is cold after the initial fireball
Xylogy