First Impressions: Version 0.7.9 until 2001

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.

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RolandRahn_MatrixForum
Posts: 433
Joined: Sun Mar 18, 2001 10:00 am
Location: Beloit, USA

First Impressions: Version 0.7.9 until 2001

Post by RolandRahn_MatrixForum »

First of all:
Many thanks that somebody creates a successor for BARIS!

I played the game until 2001. I landed on the moon twice, but both times, there was an accident on the way home.
In 2001, I had only 12 flight controllers left, could not hire new ones and would have needed 13 for the next lunar landing attempt.

Here are my observations:
- Entry screen: When selecting between "Campaign"/"Sandbox" and
"Normal"/"Hard"/"Buzz-Hard", the selection is highlighted with a
thin white oval in front of a light blue-greyish background -
difficult to see. I would suggest a more visible color OR that the
selected button remains in red.

- Launch windows for interplanetary flights:
I can always launch a space probe to Mars, Venus or Jupiter. As
each turn represents 3 months, this is not realistic.

- Interplanetary flight times (Mars):
Mars space probes arrive on the next turn after the launch - that
would indicate a flight time of 3 months (or a little more). Mariner 4
needed more than 7 months, Mariner 6 a little more than 5 months,
Mariner 9 5 1/2 months and the Viking 1 needed nearly 10 months for
that journey.
I would suggest to 1 or two turns in transit.

- Interplanetary flight times (Jupiter):
In the game, Pioneer 10 arrives after 20 turns.
Pioneer 10 was launched on March 3rd, 1972 and
arrived at Jupiter on December 3rd, 1973.
I would suggest 7 turns.

- Pioneer spacecraft animation sequences:
The pioneers were spin stabilized, in the game,
they are static

- No experience gain of personal
When someone is assigned to a mission/engineering
a new rocket/spacecraft/whatever, shouldn't there
be a chance of experience gain?

Again, many thanks that somebody creates a successor for BARIS,

Roland
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CowboyRonin
Posts: 360
Joined: Fri Aug 14, 2009 12:17 pm

RE: First Impressions: Version 0.7.9 until 2001

Post by CowboyRonin »

Thank you for your input. The suggestions have been logged and sent to the developers. I know they are leery of reworking some things based on season length, since this has changed once already and may change again. We have had discussions about the long missions. I believe the experience gain is also in development; the first skill improvement mechanism was just added in the latest release.
Matrix forum liaison to Buzz Aldrin's Space Program Manager team
WitW/WitE2 Alpha tester
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