my feedback (the switch)

Supremacy: Four Paths To Power is the ultimate test of survival for sci-fi, turn-based strategists.
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theswitch
Posts: 63
Joined: Wed Feb 02, 2005 10:06 pm

my feedback (the switch)

Post by theswitch »

Q - is damage pre set or does it have a random factor?

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suggestions

- mouse over/hover could show move radious for enemy unit

- when a battle takes place the screen could zoom into those units in the fight, than out afterwards, this could help the player follow the combat better and show off your engine

- I want to play attacker in the defend the homeworld game type

- I like the game [:)]
theswitch
Posts: 63
Joined: Wed Feb 02, 2005 10:06 pm

RE: my feedback (the switch)

Post by theswitch »


- I like how the units are jiggely and animate like jello, cool effect hehehe

- the game should remember your name and have a list of the different users names (espesialy for multiplayer)

-
theswitch
Posts: 63
Joined: Wed Feb 02, 2005 10:06 pm

RE: my feedback (the switch)

Post by theswitch »


- theer shoud be some fore feedback when in an attack occurs, floaty damage numbers, attack modiffiers and the health bar should not disappear (mabe an option for this)

- could there be an option to make the health for units show a number representation instead of a bar, like in massive assault? this would help make desisions easyer and make the game more easy to play for some players

[:)]
praetorblue
Posts: 103
Joined: Mon Nov 29, 2004 6:52 pm
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RE: my feedback (the switch)

Post by praetorblue »

Hi theswitch,

Glad you're having fun. Here are a couple responses:
Q - is damage pre set or does it have a random factor?

Damage is a function of your attack power, hp remaining, and a bit of randomness. So healthy units do more damage than weakened ones, stronger units do more damage than wimpier ones, and all units have a bit of randomness in their attack damage. The randomness is only a small component of the damage, so that you can figure out about how much damage a unit will do before it attacks.
- when a battle takes place the screen could zoom into those units in the fight, than out afterwards, this could help the player follow the combat better and show off your engine

I believe one of the camera options (go to the menu, then options) will do this when enabled. Play around with those and see if you can get it to do what you want.

- Vance
Vance Vagell
Programmer
Black Hammer Game
theswitch
Posts: 63
Joined: Wed Feb 02, 2005 10:06 pm

RE: my feedback (the switch)

Post by theswitch »

yea I got it to work once or twice where the camera automatically zooms in but than it stops doing so, I think its kind of random or somthing, mabe its not working right yet?

theswitch
Posts: 63
Joined: Wed Feb 02, 2005 10:06 pm

RE: my feedback (the switch)

Post by theswitch »

well I'v play some more and I have to be bluntly honest. at first I didn't like the game, probibly because I just jumped into the game without reading through the tutorial or manual and whent strait to the ground combat game type, I played that a couple times and it left me feeling quite bored, but then I started a rescue the hero game after reading up on the game mechanics and pushing the magic control key for different units and wala, I fell in love with it all.

the ground combat gametype could perhaps in the future have the option of the player selecting the ai's units, because right now it just feels broken as a single gametype.

perhaps when you move a unit without useing the right mouse button the attack button will be greyed out if the unit can not attack (out of range etc.)

Q - will the map editor let users create their own space backgrounds for maps? I'd like to see more of . . . space, mabe in the patch?

just a note, it feels like the space combat is more fun and strategic than ground combat, in ground combat you arn't trying to get to a planet or station, you just fight, I'm not sure how to solve this but I'm just spitting it out for now.



theswitch
Posts: 63
Joined: Wed Feb 02, 2005 10:06 pm

RE: my feedback (the switch)

Post by theswitch »

Q - are pirates spawned in random spots in the map (at the start of the game)?

Q - will the map editor let people make ground maps and if so could they make pre deployed maps to get rid of the randomness of not knowing what units the enemy is selecting?

theswitch
Posts: 63
Joined: Wed Feb 02, 2005 10:06 pm

RE: my feedback (the switch)

Post by theswitch »

Q - could the interface be scalable in the future?

Q - whats nonmaskable 1 and 2 mean in the antialising options is 2 better?

praetorblue
Posts: 103
Joined: Mon Nov 29, 2004 6:52 pm
Contact:

RE: my feedback (the switch)

Post by praetorblue »

A few quick responses:
ORIGINAL: theswitch
Q - could the interface be scalable in the future?

The interface automatically scales as you change resolutions. If you want more screen real estate, use a high resolution (the UI will automatically shrink appropriately).
Q - whats nonmaskable 1 and 2 mean in the antialising options is 2 better?

They are just different levels of antialiasing. The higher the setting, the better the antialias will look, at the cost of some FPS. I suggest at least antialiasing non-masking 1, but choose 2 if it doesn't hurt your FPS much.
Vance Vagell
Programmer
Black Hammer Game
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