First Impressions & Feedback Thread

Smugglers IV - Doomsday is a fun and challenging turn-based space-trading game where you take command of an advanced space ship amidst a galaxy torn by war and crime! With your ship and skilled crew you can choose to be a greedy trader, ambitious bounty hunter, ruthless pirate, or one of the other professions in your quest for riches, fame, and power! Through trading, fulfilling missions, or pirating, you can earn the money and skills necessary to buy new ships and upgrade your equipment. As success brings larger ships, missions, and enemies, you'll have to manage a crew, board & plunder enemy ships, and even conquer star systems.
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Erik Rutins
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RE: First Impressions & Feedback Thread

Post by Erik Rutins »

ORIGINAL: vonRocko
I got it yesterday,and have already shelved it. Boring combat and repetetive play and lack of anything exciting happening.The game runs problem free, but looks 20 years old. If it was $20 dollars I wouldn't care, but $50 (with shipping) is not worth it.

Sorry you feel that way - how far into the game did you get? What careers did you try? Did you get far enough to get a larger ship and get involved in some of the sector campaigns? Have you tried Veteran mode, as Niels suggested?
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killroyishere
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RE: First Impressions & Feedback Thread

Post by killroyishere »

Some other feedback from the tutorial. It needs a zoom or increase size of text for us older farts with bad eyes. I found myself leaning into the monitor just to read the small font in the text messages. Either that or add a voice activated reader for us. [:D]

Also, an auto resolve for battles would definitely improve my standing about the boring repetitive combat. At least add the option to use it and deal with the consequences and/or allow the player to build a combat sequence template to put in the ships combat computer. Then every battle that is auto resolved it will run that sequence like 1. taunt 2. launch missle (if no ap left end turn after each number) if enemy missle detected then ECM until destroyed command then continue main sequence of 3. aim 4. fire 5 fire 6. aim 7. fire 8.fire < that's basically what I do every battle. When taunt goes down or the missle comes back available I use them again. Give 8 slots for a combat build and let the players use those 8 slots how they want for auto combat? I would like that a lot more than having to just keep pressing the same buttons over and over.
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RE: First Impressions & Feedback Thread

Post by NielsB »

ORIGINAL: killroyishere

Some other feedback from the tutorial. It needs a zoom or increase size of text for us older farts with bad eyes. I found myself leaning into the monitor just to read the small font in the text messages. Either that or add a voice activated reader for us. [:D]

Also, an auto resolve for battles would definitely improve my standing about the boring repetitive combat. At least add the option to use it and deal with the consequences and/or allow the player to build a combat sequence template to put in the ships combat computer. Then every battle that is auto resolved it will run that sequence like 1. taunt 2. launch missle (if no ap left end turn after each number) if enemy missle detected then ECM until destroyed command then continue main sequence of 3. aim 4. fire 5 fire 6. aim 7. fire 8.fire < that's basically what I do every battle. When taunt goes down or the missle comes back available I use them again. Give 8 slots for a combat build and let the players use those 8 slots how they want for auto combat? I would like that a lot more than having to just keep pressing the same buttons over and over.

Well, Smugglers 4 does offer a blind compatibility mode that makes it possible to use common screen reader software. [:D]
(Sorry about that [:D])

It would be no problem to include an auto resolve mode. I just hesitated to make the game too much automated. Still if it´s asked for...

@VanRocko: I´ve send you a PM.
killroyishere
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RE: First Impressions & Feedback Thread

Post by killroyishere »

Well, Smugglers 4 does offer a blind compatibility mode that makes it possible to use common screen reader software

How does that work?
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RE: First Impressions & Feedback Thread

Post by NielsB »

ORIGINAL: killroyishere
Well, Smugglers 4 does offer a blind compatibility mode that makes it possible to use common screen reader software

How does that work?

Oh, ah, well. While it actually does offer a blind compatibility mode, in your case I´ve just been kidding of course.

The blind compatibility mode can be activated in the options menu. It´s meant for people with a disability. Most games let those people down, so I decided to include a special mode that makes it even possible for completely blind people to play the game. The mode puts on special text tags that can be read out loud by using third-party screen reading software. It has caused some good feedback from the blind player community (yes, something like that does really exist).
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boatrigm
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RE: First Impressions & Feedback Thread

Post by boatrigm »

I got the older demo and like the game. Is there a way to have the game change the screen resolution into 800x600 and then back to my desk top res? That would really make the game easier to play.
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RE: First Impressions & Feedback Thread

Post by Mike Parker »

I went and downloaded the demo last night and stayed up till 12:30 playing it.. which is alot considering a need to get up at 5:30.&nbsp; It can sure be addicting, I am assuming even more so when the options open up and combat becomes less predictable.
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JudgeDredd
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RE: First Impressions & Feedback Thread

Post by JudgeDredd »

I honestly didn't find the combat that repetitive. There was an element, but I was pretty much on the edge of my seat most of the time, hoping my missile hit or my ECM worked. It was fairly fast.

And I could imagine it being better as you move through the different ships.

I may change my mind in the future though...time will tell
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killroyishere
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RE: First Impressions & Feedback Thread

Post by killroyishere »

Well I went back and played two 300 turn episodes on veteran difficulty of the demo version and lost 1 battle in 600 turns. [:D] I must say the mercenary has an excellent ship and start out skills. I quickly upgraded to the 70% ecm and the 12pt damage but only 1 action point required laser (this can overheat if you fire too much successively but since I use aim before every shot it never did). Only reason I lost that one battle is the game decided to have the ai hit me twice in a row before my ship got a turn to repair. My pattern of battle really hasn't changed from what I described before except when I'm ahead in armor I will use that dual blast skill of the initial mercenary skills that blasts for 42 pts damage if it hits. With the aim feature it hits about 70% of the time. Cargo bay of merc ship is only 20 though so it's not much for being a trader it's more geared for just taking what loot you can get from the battles you win. One could spend a long time just in the Sol system and level up it would appear. I remember doing this in Privateer until I could afford one of the I think it was Centurion ships that cost like 270.000 credits in this game they are called Corvettes but basically same upgrade style. It offers up a lot of opportunities to find artifacts and give them to the government for fame/experience points. Plenty of free treasure to pickup as well. It's perhaps too giving in those departments and makes an easy game even easier. Plenty of missions to choose from and I tended to take either the solo seek missions or the patrol ones as these gave up the most battle opportunies and loot.
I'll give this game credit for another thing it just makes me want another Freelancer game with a flucuating economy/market.

Question?: Does the govenor missions give more fame/experience than the local missions generator? It never really shows how much experience you will get just how many credits you will receive.

Also I notice reinforcements show up and it says need 3 ap to activate do I need to save 3 ap before I end turn to get them to fire?
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JudgeDredd
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RE: First Impressions & Feedback Thread

Post by JudgeDredd »

ORIGINAL: killroyishere
Also I notice reinforcements show up and it says need 3 ap to activate do I need to save 3 ap before I end turn to get them to fire?
No I don't think so. When they show up, they simply take pot shots on your behalf. I think they even try to ECM if the enemy ship fired a missile at you.

I have just played the demo again, this time not on tutorial. Whilst I didn't lose any battles, I was close to clicking the evasive button to get the hell out of Dodge.

My experience with the battles is like yours...here's my sequence

1. Fire Missile & click Target
2. Fire guns, click target and fire guns again
3. Fire Guns, click target and click taunt
etc
etc
etc

However, unlike you I haven't as yet found it boring. On the contrary, I find it quite tense. Hoping my ECM works before the missile strikes. Hoping my targeting works. Hoping the enemy ECM fails. I spend most of my time watching the reinforcements and the "energy" bars!

I upgraded my ship to new missiles and new ECM. Trouble was the new ECm, whilst stood 70% chance of decoying, cost 5APs. Not only that, I wasn't entirely sure it was worth the money or the APs. I seemed to have just as good results with the oridnary ECM. Same with the missiles. They seemed to be foxed by the enemy just as easily as my originals.

But I got to the end of the 300 turns and still wasn't bored with it. I even put off going to get a drink for 20 minutes whilst I played.

I think I will have to get this. I'm looking froward to all the opportunities it offeres with all the different combinations. And at £20, I think it's a steal.
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JamesM
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RE: First Impressions & Feedback Thread

Post by JamesM »

ORIGINAL: Erik Rutins

ORIGINAL: jamesm
Was the the space game that you were asking for beta testers a while back?

Nope, there's another one coming too! [8D]

Thank you

Btw can you give any information on this game?
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Erik Rutins
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RE: First Impressions & Feedback Thread

Post by Erik Rutins »

For now, focus on this one. We've actually got two more sci-fi games coming and I think both are quite exciting too.
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NielsB
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RE: First Impressions & Feedback Thread

Post by NielsB »

ORIGINAL: killroyishere

Well I went back and played two 300 turn episodes on veteran difficulty of the demo version and lost 1 battle in 600 turns. [:D] I must say the mercenary has an excellent ship and start out skills. I quickly upgraded to the 70% ecm and the 12pt damage but only 1 action point required laser (this can overheat if you fire too much successively but since I use aim before every shot it never did). Only reason I lost that one battle is the game decided to have the ai hit me twice in a row before my ship got a turn to repair. My pattern of battle really hasn't changed from what I described before except when I'm ahead in armor I will use that dual blast skill of the initial mercenary skills that blasts for 42 pts damage if it hits. With the aim feature it hits about 70% of the time. Cargo bay of merc ship is only 20 though so it's not much for being a trader it's more geared for just taking what loot you can get from the battles you win. One could spend a long time just in the Sol system and level up it would appear. I remember doing this in Privateer until I could afford one of the I think it was Centurion ships that cost like 270.000 credits in this game they are called Corvettes but basically same upgrade style. It offers up a lot of opportunities to find artifacts and give them to the government for fame/experience points. Plenty of free treasure to pickup as well. It's perhaps too giving in those departments and makes an easy game even easier. Plenty of missions to choose from and I tended to take either the solo seek missions or the patrol ones as these gave up the most battle opportunies and loot.
I'll give this game credit for another thing it just makes me want another Freelancer game with a flucuating economy/market.

Question?: Does the govenor missions give more fame/experience than the local missions generator? It never really shows how much experience you will get just how many credits you will receive.

Also I notice reinforcements show up and it says need 3 ap to activate do I need to save 3 ap before I end turn to get them to fire?

Reinforcements are immidiately active. It shouldn´t display "3 AP". That´s a mistake that somehow slipped through until now.

What you call "local missions generator" is in fact a fast-access button to the governor missions. So there are only one kind of standard missions. However when you report to the commander of a battle fleet in action you will receive special "fleet missions" that hugely affect the outcome of the current battle.

Like I posted in the other thread I'll make a special difficulty mode for you killroyishere. Sooner or later we will ground your ship. [:)]
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RE: First Impressions & Feedback Thread

Post by killroyishere »

Like I posted in the other thread I'll make a special difficulty mode for you killroyishere. Sooner or later we will ground your ship.

Seriously? Or are you just kidding around with me again? [:'(] I will say one of the factors that put me in a purchasing mood is how difficult the game is on its higher settings. Veteran is not bad I just didn't lose except that 1 time. I did take some heavy damage though much moreso than normal. I'd only have 1/4 to 1/8th armor left as I said. What I would be wondering in the later game as I gain experience and heavier ships if this would get easier or stay the same? As I should face tougher ships correct? Also are all battles typically just 1 v 1 or as I encountered before I could repair I got hit a 2nd time with 1/2 shields? I'm assuming repairs are automatic and there's no way to repair at the planets/docks?

Also, even with the repetitive combat system I am starting to lean towards a purchase because the trading an exploration game is still fun. I like the way you give HOMM choices on what to do with the artifacts. Either turn them in for fame/experience or sell them for gold which since gold or credits are so easy to come by in this game turning them in for fame/experience just like in HOMM is the logical thing to do.

Also would you name that special difficulty mode after me? [:D] Call it the Killroy was here difficulty mode?
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RE: First Impressions & Feedback Thread

Post by killroyishere »

You should click taunt first of all JD as that makes it harder for the ai ship to hit you. Right click to read what it does exactly. It's always my first choice and I keep using it the entire battle. Probably why I don't lose any. You know what would make this great is if it was multiplayer with up to 6 or 8 tcp/ip.
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RE: First Impressions & Feedback Thread

Post by sliver_bullet »

This is great ...really tired of those complex 4x game...

Please do not make it harder or more complex ...keep it simple ...it is time for a game that cater for "light" wargamer category

Finally a game that I think I will play from the start till the end ...

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RE: First Impressions & Feedback Thread

Post by NielsB »

ORIGINAL: killroyishere
Like I posted in the other thread I'll make a special difficulty mode for you killroyishere. Sooner or later we will ground your ship.

Seriously? Or are you just kidding around with me again? [:'(] I will say one of the factors that put me in a purchasing mood is how difficult the game is on its higher settings. Veteran is not bad I just didn't lose except that 1 time. I did take some heavy damage though much moreso than normal. I'd only have 1/4 to 1/8th armor left as I said. What I would be wondering in the later game as I gain experience and heavier ships if this would get easier or stay the same? As I should face tougher ships correct? Also are all battles typically just 1 v 1 or as I encountered before I could repair I got hit a 2nd time with 1/2 shields? I'm assuming repairs are automatic and there's no way to repair at the planets/docks?

Also, even with the repetitive combat system I am starting to lean towards a purchase because the trading an exploration game is still fun. I like the way you give HOMM choices on what to do with the artifacts. Either turn them in for fame/experience or sell them for gold which since gold or credits are so easy to come by in this game turning them in for fame/experience just like in HOMM is the logical thing to do.

Also would you name that special difficulty mode after me? [:D] Call it the Killroy was here difficulty mode?

Yes, seriously! I remember when the game was going into betatesting the betatesters heavily complained it was too difficult. I had to make it easier to appeal to most of my customers. I think I can turn back the clock and provide an even more challenging game mode. If I remember correctly I could increase the amount of skills available to the early opponents. Right now the later opponents get more and more skills (at about the same time you get more skills). I can´t say yet in what timeframe I'll include this mode though.
killroyishere
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RE: First Impressions & Feedback Thread

Post by killroyishere »

Well that would be great NielsB as I enjoy tough hard challenges in games. The harder the better. I'd rather have a level I've never beaten than a game I can beat in a days play. As long as you don't alienate prospective buyers like Sliver Bullet who like easy games that would be great though. There's never any harm in adding options I don't think. [:)]
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RE: First Impressions & Feedback Thread

Post by NielsB »

ORIGINAL: killroyishere

Well that would be great NielsB as I enjoy tough hard challenges in games. The harder the better. I'd rather have a level I've never beaten than a game I can beat in a days play. As long as you don't alienate prospective buyers like Sliver Bullet who like easy games that would be great though. There's never any harm in adding options I don't think. [:)]

Sure, it'll be a purely optional game mode. Those who like the original difficulty setting will be able to play it.
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sabre1
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RE: First Impressions & Feedback Thread

Post by sabre1 »

Ok, I'm in. Downloading now. I haven't even tried the demo, but small developers need support if our hobby is going to survive. At least that's the lie I tell myself. [:D]
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