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September 18th, 2006, 03:50 AM
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Re: SE5 Demo Bug Reports
Quote:
MarkSheppard said:
I completely disagree. We're talking about interstellar spacecraft here.
Tell that to the 3D designers who did the models for the spacecraft. The hulls angle inwards, do all sorts of things, the majority of them are not simple square slabs.
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I think I see what you mean now. True, it could have been done that way, but there is no real gameplay reason why it should be done that way, other than for a tiny bit more realism. However, something like slot layout when designing a ship doesn't really help to immerse me in the game any more than I already am. Perhaps it is different with other people though, such as youself. 
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Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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September 18th, 2006, 07:41 AM
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First Lieutenant
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Re: SE5 Demo Bug Reports
As it stands, I'd say the whole slot thingy is completely unnecessary and just make for more tedious designing; there's enough slots for 'anything' anyway, so why bother with it at all? It basically just make you place the components instead of simply clicking them. More work, same goal achived.
It could be made to actually serve a purpose following some of the suggestions here, but that would probably be too much work for little gain.
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September 18th, 2006, 09:01 AM
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Re: SE5 Demo Bug Reports
Quote:
Raapys said:
As it stands, I'd say the whole slot thingy is completely unnecessary and just make for more tedious designing; there's enough slots for 'anything' anyway, so why bother with it at all? It basically just make you place the components instead of simply clicking them. More work, same goal achived.
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The directional damage would not work if components didn't have a set position. I like it, the AI stick engines at the back of the ship, so a fleeing enemy is usual disabled.
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September 18th, 2006, 12:09 PM
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Corporal
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Re: SE5 Demo Bug Reports
Ok, stuck at work, but read all these reports and have a suggestion, if its not presumptious:
Might it be better if this was relabeled (and right quick!) as a Public Beta? WE (Aarons fan club!) understand that this is a work in progress, but when people see DEMO, they think (and rightly so) COMPLETED.
Maybe a simple relabling would calm some nerves?
Sign me Aarons fanboy 
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September 18th, 2006, 12:20 PM
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Colonel
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Re: SE5 Demo Bug Reports
Bug?
I gave an highly damage ship the order to await fire and be destroyed. And I had some other ships with fuctional weapons in that sector. Nothing happens.
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September 18th, 2006, 01:00 PM
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National Security Advisor
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Re: SE5 Demo Bug Reports
Did the other ships have movement points? I just tried fire on and it did work..
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September 18th, 2006, 03:12 PM
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Re: SE5 Demo Bug Reports
Here is what's wrong and right with the demo as I've played it (so far) in a simple analogy. Imagine the actual game is a fantastic engine to a car. More powerful and able to do more than lasts year's model (exactly what we asked for and now have. But to move the vehicle and get it to do all these great things, they made buttons and knobs to allow us to get to some levers and switches to get that engine to do what it was made to do. Also this car's hood has a nicely updated paint job but they did it on a Semi-trailer sized hood where we really wanted some that would keep the Car/game more aerodynamic/intuitive.
So, yes ... I'm a little sad the UI reminds me of another car I bought a few years ago called MOO3, but at least under the hood, which has 3 latches, and a push pad to get it open; there IS a turbo-charged engine instead of Moo3's often barely adequate V-4 with a leaky head gasket and a slightly bent main trans-axel. I'll need to play more to see if this instant aversion is something I can overcome, because there is a heck of a game there. And although I just don't have time to do so myself ... the Modding potential for SE:V looks better than just about any other car you can find on the Auto dealer's) lot.
With the past history of this game's designer, I'm sure most Bugs wil be squashed in a timely fashion. And any game balance issues as well.
But I just hate to see this new LOOK(Data screens that are 1/4 to 1/3 flash) and a clunky interface attached to what is supposed to be (and has the potential) to be the next step in 4x Space gaming.
P.S. I also have issues with the ship design boxes. I actually like the idea, and directional combat is something that I certainly can take. But when I buy a Bridge Module for 10 Tons and a Rock Colony Module for 100 Tons and the each take up 1 square I loose interest in that part of designing ships. Each Ship desgn should have a number of possible 5(Ton) boxes equal to approx. 125% of that vessels tonnage. <Fighters could use 0.25 or 0.5 Ton boxes.> Each component should have boxes to fill equal to tonnage devided by 5; so that placement isnt fixed like some games but that IT matters more than the current game at hand. (just remember that in space-combat your current vector doesnt matter much for weapons fire as with even modest spin rates over various axis's most weapon could come to bare in seconds, even on quite huge vessels. You'll never see a wet Navy Battleship move much off the XY 2-D grid (except when she give a broadside that'll rock the boat, hehehe) but a space battleship could be spinning like a top on any number of diff. XYZ plots.
In addition, the smallest vessels should have a very limited # of Inner boxes, so that you really had to think about what you wanted to protect.
The Bridge ... keeps that experienced crew/captain alive
Maybe a few engines ... in hopes of getting away
Or your best weapon ... make em pay to kill your ship
or ... can you see the potential.
Also Capital ships should have yet another layer, the 'C' Core, which due to the shear bulk of these behemoths, are protected even more so than 'I' Inner boxes. Most weapons and engines due to their functionality couldn't be put at Core boxes (or could be put there but only could be used when all 'O' outer boxes have been removed.) I love the look of the new ship designs but they are currently more work for the little gameplay we gain, would get a slightly better review if not also saddled with another UI backstep (even with Shift-click, it's graphics should be shrunk a bit to get more components in view. (everywhere this is needed. shrink the views a little and keep borders THIN.)
By the way, Thanks all who helped get this Car onto the test track, I'm hoping that the UI can/will be modified before they put it on the lot, or the hard work of the designer(and testers and even MM) will not pay the dividend the engine under the hood deserves to reap.
Whoa, sorry, I should have seperated this into 2 or 3 Replies. I'm back to game now. I can hear the Engine still running and I want to drive some more .. if I can just find the lever to unlock the Accelerator pedal.
remember: the greatest farmer in the world doesn't wear a Tux to the stable (I'll take clean utility over burdomsome Pizazz)
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September 18th, 2006, 02:39 PM
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Sergeant
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Re: SE5 Demo Bug Reports
Can the bugs be put in an issue tracking system somwhere ? (where aron can assign priorities, and where everyone can search if their bug has or hasnt been found)
My own contribution (maybe, havent red thru whole thread)
When opening up planet report in the tutorial (maybe elsewhere too) and then going to the structures tab, you can right click to open a detailed info screen of a structure. you can right click on any other structure even when it is underneath the now opened info screen. I understand multiple can be opened, but sending clicks thru a screen is not standard UI behaviour.
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September 18th, 2006, 03:02 PM
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Re: SE5 Demo Bug Reports
Another one, when designing a ship, when adding engines while holding shift. If you go over the maximum movement. If you then remove the engine by clicking on it once more while still holding shift (you hear the error sound) the engine is gone, but the warning of movement remains. only way to fix is to add or remove one engine without holding shift.
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September 18th, 2006, 03:05 PM
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Re: SE5 Demo Bug Reports
And another one, when editing ship type the ship list in the ship designer overview does not update to reflect the changed type.
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