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  #1  
Old December 14th, 2003, 09:32 PM

Markavian Markavian is offline
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Default Starfury : Lacking a lot?

I've played Starfury for around 12 hours now over the past few days.

I think its good overall, its fnu upgrading your vessel with different components and fighting + winning battles.

However, I think the game is missing a lot of things, things that modders probably won't be able to add. This seems like a game released ahead of schedule just to prove a feature (3D models for SE:V?).

How far did I get? Playing campaign one, I got as far as the mission where you had to do 3 Pirate missions, then go to a planet. I must have done 20 pirate missions now, in various systems, and not been able to progress... I dropped the campaign story line and began saving money for a new ship.

I bought myself an Xiati Cruiser, loaded with weapons shiny defences, fast engines, etc. Its a rather nicely designed starship I think.

Okay, so I've got a vessle I like, my goals are complete. That was a fun game??? Kinda, but I don't see much room for advancement.

These are the main gameplay featuers of the game for me:
1) Delivering Cargo > Money
2) Destroying Ships > Cargo > Money
3) Visiting Starports > Ship Upgrades
4) Following the story line? (Didn't get me far).

Faults:
The Galatic News seems dreadfuly empty.
Unsure about campaign progression.
Impossible to tell who is friend and foe.
(e.g. illegal cargo : TCN attack until you dump
cargo, then they're all friendly).
Too much effort trying to navigate your ship, should have autopilot feature (leaving it up to you to avoid rocks).

I vaguely understand why the ships are as big as planets, but thats really lacking. I would have thought that exploring vast areas of space to come across a highly detailed and sensibly sized planet would be very interesting.

I think a much better system for navigting this game would be to scale all the models precisely, and have the main game map represented by a holographic map of the system. The map would define your position, and the position of unknown objects. You could then click on highlighted objects to see details, such as a magnified image of a ship/planet/asteroid. Objects that you chose to track would then be 'enlarged' holographically on the map.

Upgrading your ship, great fun. Best bit of the game. Getting to try out new weapons and shields is good fun.

The map could be greatly improved too. If you take the idea of a a holographic/virtual map then there could have been camera angles which showed your position in space relative to the central suns.

Also, since they went 3D, I would have expected gravitational simulation to be applicable. Fly too close to the sun, you'd have to pull away from it so you don't get dragged in.

There was so much that could have been added to this game. Modding everything seems boring. It would better if Malfador focused on their game for gameplay, making it fun, adding great features. To be honest, the only thing I'd want to add to this game is my own ship design. A separately developed campaign maker would be interesting. Modding games is great fun, but leaving it down to editing a bunch of text files is more like 'tweaking'.

Thats my blurb, I thought I should write something since I rolled out so much time playing the game.

Tell me what you think.
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  #2  
Old December 14th, 2003, 09:43 PM

Phoenix-D Phoenix-D is offline
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Default Re: Starfury : Lacking a lot?

With the campaign you ran into a bit of vague description. You need to do three pirate -mercnary- missions, not commerce.

As for the modding being tweaking..heh. Actually the game can be almost completely re-done through these files, within some limits.

Doing everything to-scale would be a problem, as you'd never seen anything but the map. An earth-sized planet would be over 6000 times the size of the biggest ship..and the stars would dwarf the planets.
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Old December 14th, 2003, 10:46 PM

Renegade 13 Renegade 13 is offline
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Default Re: Starfury : Lacking a lot?

Quote:
Originally posted by Markavians:
This seems like a game released ahead of schedule just to prove a feature (3D models for SE:V?).
You have to remember that Malfador is really one man doing all the programming. Therefore, adding features like those you described takes a long time. Also, Malfador is a small company that (I assume) can't afford to wait for another year even to add more, better features. Money is always a consideration.

There is hope that some of your suggestions may be incorporated into future patches too.

I agree with you that there are some things that could have been done that would greatly enhance the game. Personally though, I very much enjoyed the game, and have spent more hours than I should have playing the game . I guess we'll just have to see what comes.

Just my opinion on the matter.

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Old December 15th, 2003, 09:57 AM

Markavian Markavian is offline
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Default Re: Starfury : Lacking a lot?

To compensate for the extreme reality of scale, I would have made a game that focused around a holographic map, representing the galaxy, not pretending that was the way things happened.

I'd also program in auto path finding, and stick the camera at a higher rearwards isometric angle, kinda like in C&C games I geuss (Emperor: Battle for Dune, Generals).

I suppose theres no changing the current model now, but the game has set out some fun ground rules.


Maybe Aaron should hire some more programmers?
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Old December 15th, 2003, 05:13 PM
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Default Re: Starfury : Lacking a lot?

Quote:
Originally posted by Markavians:

Maybe Aaron should hire some more programmers?
Hmm, lets see. At approx $40 retail, say Malfador gets $20 per game. (Probably high.)

Low end programmer salary, $60,000, plus overhead, might bring that up to $90,000.

Thus, one more programmer is roughly 4500 sales/year. That is just to break even, maybe.

The numbers can be better or worse than this, but it shows that games at this level are not done to get rich....
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Old December 15th, 2003, 06:06 PM

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Default Re: Starfury : Lacking a lot?

How exactly does the higher camera angle help? That and if you really want it, try the function keys for the above/below views, and adjust the distances in the text files to taste. Not sure if you can adjust the angle for the default view, haven't tried that.
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