My ideas for more immersion

This forum supports the Early Access Program for the PC for Buzz Aldrin's Space Program Manager (SPM). iOS, Android and Mac releases are still in development. SPM is the ultimate game of space exploration. It is the mid 1950s and the race for dominance between the US and the Soviet Union is about to move into a new dimension: space. Take charge of the US or Soviet space agencies - your duty is be the first to the moon. Carefully manage your budget by opening programs, spending R&D funds on improving the hardware, recruiting personnel and astronauts and launching space missions in this realistic turn based strategy game.

Moderator: MOD_BuzzAldrin

Post Reply
ByronBond
Posts: 38
Joined: Tue Aug 13, 2013 4:32 pm

My ideas for more immersion

Post by ByronBond »

I thought about adding this to Templar's MC thread, but to keep that focused on MC, I'll start a new one. Now, I bought the game in early access as a vote of confidence and support for the devs, but have only been playting the 1.o release version, and no more than 4-5 hours, so these are initial ideas.

First - I agree with Templar. The MC needs more tension. After all, you are about to press the launch key on millions of dollars of hardware, and as it stands now, there is little reason from a gameplay perspective to even bother watching. Other people have listed lots of great ideas on that thread, so I'll not repeat.

I do not care for the percentage ratings for the FCs, SET, and Astronauts. I would much prefer a textual description such as "Remarkably talented" (for 95% maybe), "Talented", "Weak" etc. As it is now you pick team members comparing one's 63% rating to anothers 65%, where in real life, no manager has that much insight into someone's skills. And no one's skills are that fixed.

Likewise, reliability of components should not be nearly as transparent. The Devs have it right with the current Dr. Von Braun 'assessment' of success.

Rewards and failures should have some drama. Maybe embed some of the historical photos and movies to recognize achievements (a ticker tape parade, maybe for "Calvin Roca", first American to orbit earth (ingame)). Also, success should increase morale (maybe it does already) and failure should reduce it. At some point, maybe skilled unhappy SET/FC/Astronauts should leave for the public sector.

At the moment the game, for me, lacks excitement and tension, and the detailed numbers make is seem like a spreadsheet exercise rather than being the Director of a space program. I'm still playing, and looking forward to continuing development.
Post Reply

Return to “Buzz Aldrin's Space Program Manager”