Games Store Forums Support Partners Home


suggestions

 
Post new topic   Reply to topic    Super Furious Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
afroholic



Joined: 13 Mar 2005
Posts: 7

PostPosted: Thu Mar 17, 2005 9:22 pm    Post subject: suggestions Reply with quote

what we really need are skirmish-type missions, where a fleet of our ships goes against an equally powerful fleet of enemy ships the same size.
Aiming can be an issue, i know.

also, we need different kinds of weapons

like, make weapons cost money so you can buy new weapons and other super-cool addons to make the game kmore complex

also, maybe some sort of squad control ability, where you can give targets to your fellow squadmates

also, make like a hundred different unlockable ships.

make like small cruisers, or medium starships, or maybe even even large battleships pilotable during special missions.

also, maybe make some missions like escorts, or defend the pyrenees or something.

i can go on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on
Back to top
View user's profile Send private message
Player
Guest





PostPosted: Sat Mar 19, 2005 1:29 am    Post subject: Reply with quote

These have already been rejected, though I think that a bit more mission variety might be good.
Back to top
Reactor
Site Admin


Joined: 15 Nov 2004
Posts: 151

PostPosted: Sat Mar 19, 2005 9:34 am    Post subject: Reply with quote

Hi afroholic... thanks for the suggestions.

Quote:
what we really need are skirmish-type missions, where a fleet of our ships goes against an equally powerful fleet of enemy ships the same size. Aiming can be an issue, i know.


We'll be considering this on one level, but not as far as it could be taken, because of time constraints.

Quote:
like, make weapons cost money so you can buy new weapons and other super-cool addons to make the game kmore complex


This wouldn't make the game more complex- it'd just make it like every other arcade space sim. Also, it wouldn't fit the game storyline too well. However, expect new weapons.

Quote:
also, maybe some sort of squad control ability, where you can give targets to your fellow squadmates


Sorry, we rejected this suggestion some time ago. Many people have mentioned that they enjoyed not having to order around wingmen, and we happen to agree. However, there will be more interaction between you and your wingmen.

Quote:
also, make like a hundred different unlockable ships.


Grand Turismo 4 for space, eh? Wink

Quote:
make like small cruisers, or medium starships, or maybe even even large battleships pilotable during special missions.


This causes a number of poblems, so we won't be adding this in. Trust me, we did consider it.

Quote:
also, maybe make some missions like escorts, or defend the pyrenees or something.


These sorts of missions are generally really annoying, and we created Cellblock Squadrons to avoid your standard escort/defend missions.
_________________
-Reactor
SuperFurious Software
Back to top
View user's profile Send private message Send e-mail
Miller



Joined: 13 Oct 2005
Posts: 11

PostPosted: Fri Oct 14, 2005 6:37 am    Post subject: More ideas Reply with quote

I notice you have no regenerative energy shielding on any of the ships. This dramatically increases gameplay difficulty or, to be more specific, gameplay repetitiveness. It is impossible to exercise any real control over your own destiny in the game unless you are the Top Pilot (let's face it, any mission with two capital ships (except for the Strom), against the top Reym vessel, or the Rewian is essentially impossible in the upper levels). If you fly aggressively enough to get the top spot, you almost always have about a one or two-hit margin of armor left (essentially, >chance< that you succeded). At this point, the game just gets repetitive until you pass enough time to get to the "boss" ships or run across a sphere or Strom mission.

Having an energy shield that regenerates would make the playing field a little more level. Early aggressiveness would not have such a penalty. You'd still have to get in there and mix it up because going against a capital ship as a lone fighter would be as suicidal with a regenerating energy shield as it is currently.
-----

Make the special ships available to the Top Pilot for free or to any other prisoner who can pay the fee. The amount you can pay is the difference between your initial debt to society and your current account balance. Wanna gamble against your freedom? Go right ahead.
-----

I'm glad to read there will be more interaction with the other players. At the least, there should be some way to direct (or be directed by a radio message) a swarm attack on a specific vessel.
-----

The player should be allowed to enter notes into the archive (i.e. to write down battle notes on the various ships).
-----

The e-mails should have a point. The propaganda e-mails should be more related to the story line (Propaganda: "Pirates attacked the Vega system." Warden: "Prisoners. We are traveling to the Vega system. Be prepared to attack pirate ships of class 'X'"). Wrong answers to the psychologist should get you banned from flight for a cycle or two. There should be a screen identification for the ship your e-mail buddy is in. You get the idea.

If you don't make the e-mails mean something, skip the off week. It is annoying.
-----

Add a "select closest target" key. Put a readout on the screen as to the range of the selected target. Have a hotkey for a "hit" indicator on the HUD. It would flash when your shot hits the target (good for ultra long range firing)
-----

If the capital ship is about to explode, it would stop firing as the crew raced to the lifepods. I don't mind so much dying from ordance that had already been fired, but to be fleeing from an imminent explosion and then be picked off by a beam weapon is BULLS**T!!! (OK, so maybe that's less of a suggestion than me grousing because I zagged when I should have zigged Mad ). But really, imminent explosion should equate to cessation of firing by the capital ship.
-----

A flight simulator to test the various ships (special ones, too) against vessels of your choosing. Since part of the storyline is some of these ships have never been seen before, only include them in the flight simulator AFTER they have been encountered in the wilds of the live game.
Back to top
View user's profile Send private message
Reactor
Site Admin


Joined: 15 Nov 2004
Posts: 151

PostPosted: Fri Oct 14, 2005 8:20 am    Post subject: Reply with quote

Wow, those are some good suggestions Wink

Quote:
It is impossible to exercise any real control over your own destiny in the game unless you are the Top Pilot (let's face it, any mission with two capital ships (except for the Strom), against the top Reym vessel, or the Rewian is essentially impossible in the upper levels).


That's not entirely true. The harder you fight (ie: the more damage you do) the better your wingmen fight. With some skilled fighting, you can easily turn around the biggest of battles.

Quote:
Having an energy shield that regenerates...


Can you explain how this is different to the standard shield, such as that on the Shark?

Quote:
Make the special ships available to the Top Pilot for free or to any other prisoner who can pay the fee.


Would this mean that players gain money onto their debt by paying for a Top Pilot ship?

Quote:
I'm glad to read there will be more interaction with the other players.


It's a shame you read this- we decided against it because of balancing issues. Also, we had a number of people state they enjoyed the game it didn't have that kind of thing in there! Personally I think the best thing, assuming we had the development time to put it in (which we don't) would be to have both options available).

Quote:
The player should be allowed to enter notes into the archive (i.e. to write down battle notes on the various ships).


That's a great idea.

Quote:
If you don't make the e-mails mean something, skip the off week. It is annoying.


The emails do go places Wink Generally they're designed to give you a feeling of what's happening outside of your cell.

Quote:

1) Add a "select closest target" key.
2) Put a readout on the screen as to the range of the selected target.
3) Have a hotkey for a "hit" indicator on the HUD.


1) Good idea, despite never really feeling as though I needed one while playing Cellsquads.
2) This was something we were going to put in, but we didn't feel it was entirely helpful (other than cluttering the screen). It's not hard to gauge if something is far away or not.
3) Weapon damage decreases rapidly over distance, so there isn't much of a need for this... in my mind, anyway. However, it's a idea I'll certainly keep in mind. I think a lot of other games could benefit from something like it.

Quote:
But really, imminent explosion should equate to cessation of firing by the capital ship.


I believe ships do already, which makes me wonder if you were shot by something else altogether. On the topic of whether ships should do this or not, well... for human ships, yes. For other alien races, there's nothing saying they must Wink

Quote:
Since part of the storyline is some of these ships have never been seen before, only include them in the flight simulator AFTER they have been encountered in the wilds of the live game.


That's a great idea, and a great reason for why they'd be available, but that wouldn't explain why they'd let prisoners out to have a test fly Smile

Thanks for the suggestions! If you don't see the above implemented in Cellsquads (for one reason or another) I'll certainly keep them in mind. And, it may sound like I'm ignoring a lot of what you've said- this isn't true at all. There are specific reasons why some things were done, which is why I have no problem disagreeing!
_________________
-Reactor
SuperFurious Software
Back to top
View user's profile Send private message Send e-mail
Miller



Joined: 13 Oct 2005
Posts: 11

PostPosted: Fri Oct 14, 2005 4:17 pm    Post subject: Reply with quote

[quote]Wow, those are some good suggestions Wink[/quote]

Thanks. The game is GORGEOUS (I am embarassed to admit how many times I've been fragged because I'm distracted by the spectacle).

[quote]The harder you fight (ie: the more damage you do) the better your wingmen fight. With some skilled fighting, you can easily turn around the biggest of battles.[/quote]

Cool. You might mention that in the manual because that's not readily apparent.

[quote]Having an energy shield that regenerates... Can you explain how this is different to the standard shield, such as that on the Shark? [/quote]

Right now you have armor. Once armor is blasted away, it is gone for good. A regenerative shield gets blasted away but it comes back if you escape the fire zone and sit around for a while while it regenerates. That is not dissimilar to the Shark, but it would imply the ability to fire through the shield and I'd suggest it would be on all the ships as a substitute for armor.

[quote]Make the special ships available to the Top Pilot for free or to any other prisoner who can pay the fee. Would this mean that players gain money onto their debt by paying for a Top Pilot ship?[/quote]

Yes. The player could look at the mission payroll and then compare that payout to the price of a Top Pilot ship and make the economic decision whether or not to risk adding on to their debt or choosing one of the free standard ships. You could still "reveal" the top ships as you do now to keep the per-mission price of the ship correlated to the rising payouts for the missions. I'd also make a rule that says you cannot go beyond $500M intial debt.


[quote]
Weapon damage decreases rapidly over distance, so there isn't much of a need for this... in my mind, anyway.
[/quote]

That's something that should also go into the manual.

[quote]I believe ships do already, which makes me wonder if you were shot by something else altogether. On the topic of whether ships should do this or not, well... for human ships, yes. For other alien races, there's nothing saying they must Wink[/quote]

Good point on the aliens Wink. I was fighting a pirate boss and got toasted by a beam weapon while the "imminent explosion" message was on the screen.



[quote]Since part of the storyline is some of these ships have never been seen before, only include them in the flight simulator AFTER they have been encountered in the wilds of the live game. That's a great idea, and a great reason for why they'd be available, but that wouldn't explain why they'd let prisoners out to have a test fly Smile[/quote]

Well, this would be a computer simulation (think of the flight sim in Wing Commander or other games). As to why they'd care, there has to be a dollar cost for the spacecraft they send us out in, so they'd at least want to make certain we don't frag ourselves needlessly. In fact... There appears to be no penalty for dying lots of times (thankfully!!!). You could make a rule where dying X number of times in a row without a successful mission would REQUIRE you to get into the flight sim. You could even make them pay for the those flight sim hours for "retraining".



[quote]And, it may sound like I'm ignoring a lot of what you've said- this isn't true at all. There are specific reasons why some things were done, which is why I have no problem disagreeing![/quote]

Not at all. Better a duscussion than "We'll consider it" and snicker behind my back with your mates!
Back to top
View user's profile Send private message
Reactor
Site Admin


Joined: 15 Nov 2004
Posts: 151

PostPosted: Mon Oct 17, 2005 10:42 am    Post subject: Reply with quote

Quote:
A regenerative shield gets blasted away but it comes back if you escape the fire zone and sit around for a while while it regenerates.


We tinkered around with this idea initially, but we couldn't find a way of putting it in there and keeping the game a challenge. It's one of those things that sounds good on paper, but in reality, doesn't make for a fun experience (imo).

Quote:
You could still "reveal" the top ships as you do now to keep the per-mission price of the ship correlated to the rising payouts for the missions. I'd also make a rule that says you cannot go beyond $500M intial debt.


This was also something else we considered (it was an idea of mine) but we agreed not to run with it, because of a few reasons- the main one being that we didn't want people going too far back on their original debt, since the game was long enough already, and emails were limited in number.

Thanks for the comments about the visuals! I also often find myself oooing and ahhing while flying around. Also, thanks for the additional comments and ideas. I think we're past the point of adding them into Cellsquads (the ideas left would take some time to put in) but they'll certainly be kept in mind. If we can, you'll see them arrive in one form or another.
_________________
-Reactor
SuperFurious Software
Back to top
View user's profile Send private message Send e-mail
Jonathan
Guest





PostPosted: Thu Nov 10, 2005 8:13 pm    Post subject: in a word - speed Reply with quote

Heres one suggestion that will probably get shot down straight away, but I think the game needs a faster pace. For some of the missions, instead of drifting through space, you should be barreling along with a split second to make decissions. This could be applied to the meteor storm type situations quite well I think...

Jonathan
Back to top
Reactor
Site Admin


Joined: 15 Nov 2004
Posts: 151

PostPosted: Fri Nov 11, 2005 2:40 am    Post subject: Reply with quote

That's not such a bad idea, actually (I think that could make for some dynamic gameplay)... just maybe for a different game, say, something more scripted.
_________________
-Reactor
SuperFurious Software
Back to top
View user's profile Send private message Send e-mail
Craig Feigin



Joined: 20 Jul 2015
Posts: 1

PostPosted: Mon Jul 20, 2015 9:40 am    Post subject: Reply with quote

Hey guys, I am moving to Miami soon and found this very helpful page. Their company offers unique and wonderful houses. Go check them out. https://www.facebook.com/craig.feigin
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Super Furious Forum Index -> General Discussion All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group