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J-Rod

1
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A member registered Dec 21, 2020

Recent community posts

Played a first run, logged my experience in a notepad. I've got the cliff notes version for you here:

Observations:

Movement is solid and feels smooth. I know its a retro look, but maybe some more frames in the walk cycle? 

Mechanics generally work (crashed once trying to put down a barrel near a door, I've seen others report similar). Otherwise fixing stuff is natural feeling, and moving around the ship through doors and up/down the lift and ladder feels very smooth. 

Visuals are solid and straight forward - steam is bad, crud buildup is bad, scarred metal is bad, sparks are bad. Makes sense, works well visually without depending on a floating icon. Takes a minute to memorize what tool goes to what problem, but its nothing flow breaking. Consider changing the metal scar colour dynamically with backgrounds - you can barely see it if its on the battery.

Towns look pretty good, but they can be big. A map would help, or a run button. If eventually we're going to be having conversations and convincing people to be our crewmates the idea of having to search a map this big to find and talk to them is a little daunting.

My ship came without an oxygen system built in? Are humans in enough of a minority that breathable atmosphere is considered an optional extra?

Driving is unpleasant enough that I totally backed out of doing it. I think I get the concept - driving with a screen and buttons rather than a steering wheel - but I can't stand desperately cycling up and down through the list trying to dodge crap or hit crap. If I was physically standing in front of a console and found out I had to drive my new spaceship by pushing an up/down button to select an option and then push another button to activate it I would punch the salesperson. This could have been acceptable if I could use a mouse for it, but otherwise I would suggest looking into other driving systems.

Time limits make sense for shipping missions, but it means that waste disposal missions are way more attractive. Why worry about a time limit to ship 8 boxes of crap for 2000 when I can get paid 1000 each to move two shipments of waste without a time limit.

If you use COMM to accept a mission then you can just accept the mission over and over instead of hanging up. I ended up failing to deliver 24 boxes of carrots in time. Luckily, I was able to sell them all to the trading post for some reward, if not the full amount I would have gotten. That said, no penalty for failure means its farmable if you have a shipping option for something worth actual money to the scrapper.


Suggestions:

If you're gonna have time limits then we need a way to see time passing, plus a way to estimate travel time between planets so we can make a call about taking multiple missions at the same time. Throwing in a map would help too - some way to see and say "yes, YIGE Prime is on the way to YIGE II" so strategic route planning decisions can be made. The healthbars that pop up are something, but if there's no way for me to tell if there is enough time left to make it, then all they serve to do is tick down and give me anxiety that I might have to find a place to dump ten crates.

The ship layouts really feel like the in-universe designer intended them to be exclusively used for traveling rather than shipping. Like, my small sedan is not intended for shipping, but it still has a trunk that is located such that it makes sense for moving small amounts of material conveniently. I get that's part of the gameplay challenge, but it just kind of feels like I picked the absolute wrong tool for the job. Maybe a story reason to go into why we're using a ship absolutely not suited to moving cargo for moving cargo?

To my point earlier, truckers don't usually unload themselves, so maybe add some people to help? I suggest this mostly because it seems like an organic way to have a group of people you can talk to for rumours or tips during your normal routine. A long time ago I worked as a warehouser unloading semi's and we would have drivers that helped unload and drivers that didn't (no obligation to help, their job is shipping only). If they helped sometimes we would get along with them and trade favours - earlier delivery time for us, we save the trucker one of this years hot Christmas toy for his kid kind of thing.