View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0014290 | The Last Federation | Gameplay Issue | Apr 20, 2014 1:29 am | Apr 24, 2014 12:00 pm | |
Reporter | Misery | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.001 (Bugfixes, Large Screen Resolution Support) | ||||
Fixed in Version | 1.005 Beta (Holy Smokes It's Big) | ||||
Summary | 0014290: Smuggling missions in need of dramatic change | ||||
Description | Ok, I'm bringing this up here as I've now seen this particular complaint many times from many sources, which is that this specific mission type is by far the worst, and ends up just being realy aggravating more than anything else. Heck, even for me, I typically do these by just cloaking, and diving into the center, because I dont want to deal with the mission any more than that. Considering how much I love the combat system and the usual mission types, that's pretty notable coming from me. These seem to definitely be having the effect of lowering players' opinions of the game as a whole, when they encounter this super-irritating and sometimes downright unfair type of mission. It can also seem very, very daunting, for that matter. And that's when dealing with it normally... the tutorial actually makes the first couple of them harder. I'm not really sure what to suggest here, but considering the quite negative effect it has on new players, I'm thinking it's a major issue that should be dealt with ASAP. Otherwise you get players getting frustrated and quitting entirely, and giving negative opinions of the game, and so on... and that's never good. Small tweaks wont do it though, this needs to be a very dramatic change... possibly even coming up with an entirely new version of these that works very differently, and outright replacing the current version. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0014041 | assigned | keith.lamothe | Combat: Emergency Response Hangars spawn ships even if the player is not in range? |
child of | 0014306 | resolved | keith.lamothe | Smuggle In Resistance Fighters is painful, un-fun, and didn't have a visible effect |
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For me getting through the tutorial and encountering this mission (I think this is the second mission in the game) was super confusing. The tutorial says "super easy", but the map is full of enemy fortifications that starts firing at you in the very beginning. When you press R the maps is a bloody mess of entire redness there are no safe corridors or whatever to navigate through. It looks super daunting. |
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I like the idea of the missions but agree the execution is a bit off. The usual mission of "destroy everything" is replaced with "get there however you can". It makes for a quicker, exciting mission that's a bit puzzle like. Personally, I died the first two or three times but figured that was a part of the learning curve and realize not everyone is willing to do that. I think they need to be toned down a bit early on, when there are only 1 or 2 spacefaring races. At least for normal. |
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I agree on this. Lots of people complaining about it. And to be honest I dont have a good idea to solve this aswell. Maybe just decreasing turrets and enemy spawn ships. I dont have much trouble with it myself cause I like the combat but for some people who dont like it can be frustrating I think |
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After having played a bit more I came to conclusion, that what intimidated me in the beginning was because I had no idea what i was doing. When I beelined to dock I was pretty much insta-killed and I had no idea how to avoid that. So here is what forum users (thank you, Misery) suggested and what I wish I knew to begin with: - It does not look like enemy reinforcements are infinite on a combat map. It is entirely realistic (at least early in the game) to wear them down shooting them down one by one - There are different type of turrets and some more dangerous than others. While it's not possible to keep clear of their firing arc, in many cases you can evade the projectiles. If one tries and avoid mlrs turrers specifically the chances of survival go up - I was not expecting that the turrets would be easy to shoot down. I thought of them as of static super beefy defenses. In reality you can kill many of them just in a few shots, they seem to be more fragile than ships - Finally, although tutorial tells you as much, I somehow did not connect the dots and did not realize that tweaking weapon/shield/movement bars are crucial. The tutorial makes you feel as it's entirely optional and the game does most of the hard work here for you. That's not the case. I found a good strategy to max speed and minimize weapon first. Then get to the dock and minimize speed and maximize shields. In the early game on normal (and this is the only conditions I experienced so far) it actually makes it pretty easy. So now I have gone the full circle from it does not seems its possible to this is pretty easy. I understand that later in the game this gets progressively more difficult / tedious a per OP but I have not experienced this yet. What I needed is a little help to get over this initial speed bump when you look at the screen and have no idea how to do this. In retrospect I feel a bit silly - this turned out to be not hard at all, but I'd have appreciated if game somehow had communicated this to me. |
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For 1.005: === "Smuggle In Resistance Fighter" Overhaul === * Now instead of the troop ships following you in pairs (with the others basically doing nothing until the previous pair either makes it through or dies), all 10 troop ships will be active from the start. * Rather than following you, the troop ships beeline towards the drop zone. They use a sort of "follow the leader" movement so they don't all clump up to make one big target. * Fixed some bugs where the "if a side is in situation X, all that side's ships should go on the attack" logic was interfering with the troop transports. * Fixed a bug where you could not select a technically-dead race (no planets left) for the mission, even if that race had pirate bases to supply the troops. * Fixed a bug where some "attack target offset" logic added way after the smuggle-resistance contract was making the troop transports go very strange places. Thanks :) |
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Whoops, sorry, shouldn't have flagged the entire record resolved. It had been associated with a report that was specifica to the smuggle-resistance thing, so I didn't read carefully. |
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Ok, now marking it resolved :) For 1.005: === "Deliver Spacefaring Technology" Overhaul === * 3 times as many spy drones are now seeded. ** Across a wider area, as well. * Spy drones now warp out when alerted. * Spy drones no longer have squadrons to deploy when alerted. * Turrets are no longer seeded in these. * You only suffer the influence loss with races whose probes you alert. * The influence losses are about 1/3rd what they used to be. ** And the prediction now states that it only happens when you're caught by that race. Thanks :) |
Date Modified | Username | Field | Change |
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Apr 20, 2014 1:29 am | Misery | New Issue | |
Apr 20, 2014 2:40 am | nas1m | Relationship added | related to 0014041 |
Apr 20, 2014 4:45 am | Andrew Savinykh | Note Added: 0036315 | |
Apr 20, 2014 11:24 am | pepboy | Note Added: 0036324 | |
Apr 20, 2014 7:11 pm | Kingpin23 | Note Added: 0036338 | |
Apr 20, 2014 7:13 pm | Kingpin23 | Note Edited: 0036338 | |
Apr 20, 2014 9:52 pm | Azurian | Relationship added | child of 0014306 |
Apr 20, 2014 10:20 pm | Andrew Savinykh | Note Added: 0036348 | |
Apr 23, 2014 9:48 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Apr 23, 2014 9:48 pm | Chris_McElligottPark | Status | new => assigned |
Apr 24, 2014 9:51 am | keith.lamothe | Internal Weight | => New |
Apr 24, 2014 9:51 am | keith.lamothe | Note Added: 0036638 | |
Apr 24, 2014 9:51 am | keith.lamothe | Status | assigned => resolved |
Apr 24, 2014 9:51 am | keith.lamothe | Fixed in Version | => 1.005 Beta (Holy Smokes It's Big) |
Apr 24, 2014 9:51 am | keith.lamothe | Resolution | open => fixed |
Apr 24, 2014 10:30 am | keith.lamothe | Note Added: 0036645 | |
Apr 24, 2014 10:30 am | keith.lamothe | Status | resolved => assigned |
Apr 24, 2014 12:00 pm | keith.lamothe | Note Added: 0036661 | |
Apr 24, 2014 12:00 pm | keith.lamothe | Status | assigned => resolved |