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Messages - BusNicke

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1
Development & Discussion / Re: Funding Plans
« on: August 24, 2016, 08:54:33 PM »
I will be there in a second to back it on kickstart when it's time!
Just today a friend from work had noticed my likes on your facebook-page and he expressed his interest.
I hope that I can manage to get a few people interested in the kickstarter, lets spread the word!

2
Development & Discussion / Re: Some thoughts
« on: August 21, 2016, 12:34:49 AM »
Just remembered another question.

Will there be any way that you can connect tablet devices to show information on and interact with?
Would love to be able to have the map and plot course on my android tablet, och just have it to show part om information like shield integrity or speed and directions or such? Just have more screens with more buttons and info (the more the merrier!) =)

3
Development & Discussion / Re: Some thoughts
« on: August 21, 2016, 12:31:24 AM »
Cheers, love the answers!
I'm looking forward for this flying experience =)
Really feels like you have thought everything through!

4
Development & Discussion / Some thoughts
« on: August 18, 2016, 09:30:24 PM »
Hello there,
I just wanna come and contribute with some thoughts about mainly Helm.

First off I just love everything you post, all is going in the exactly right kind of progress for this game and
I get more and more excitet to play this for every new post I see.

I myself has played games like Artemis and my role is Helm so I havn't had that much opinions yet since nothing has really been revealed for that role.
This post will mainly be about piloting and give my idea for a fun piloting experiance.

Questions:
Will there be HOTAS support (really want to play this with my hotas setup :) )?
Will I be able to do a "Crazy Ivan" from firefly?
Will I be able to turn of initial dampners to be able to rotate the ship while it still moves in the same direction as before?

My thoughts and rambling:
I do enjoy the thought of autodocking like in Star Trek and it seems like a basic thing for the future, but i would love to be able to have to manually dock to a
damaged ship to rescue survivors while tactict and engineering is trying to fend of the enemies in the heat of the battle to then undock and jump away as quickly as
possible.
The Autodocking in artemis is a bit to simple. I would love it to be like:
Helm - requesting docking
Space station - docking request granted
Helm - thrusters at 10%
tactics - deactivating shields for tractor beam
Helm - activating tractor beam beacon
helm - thrusters at 0 power
helm - activating landing gear
tactics - shutting down engines
helm - activating extention bridge for boarding
and so on
. (Would love to be able to flip a couple of switches in the right order to activate and deactivate the flight of the ship)
I would love to have a procedure for docking. nothing that is way to easy, you have to actually pay attention when docking.
And manual docking would be very cool to first find the docking gate of the ship/station, align to it, then activating docking engines so that the ships pivot
point is the docking gate and get a view from the docking gate to do small adjustments while getting closer (and "hard mode", trying to do this when the damaged ship
is still floating and spinning(Interstellar)).

I would love to se the calculated trajectory of the ship at all time when flying(on the map), so to se where I will end up if I continue in the direction and speed I have,
and taken into account gravitation from planets, suns and black holes.
So that I can do a calculated slingshot around planets and such to gain extra speed and to enter orbit (kind of like in Kerbal Space Program) so that tactical and
engineering can send down crew for equipments and resources on the planet.

One, in my oppinion, very important thing about destruction and combat in all space games is that ships shoudn't just explode when down on 0 health.
I would much rather se it as a "dead in the water" kinda detail, so when you down an enemy, its not like "bam" its gone. More like, "Bam! they are no longer any threat".
That way you can also get a very fun and panicy part of the game when the crews ship is dead in the water, and everyone has to really work fast and hard to survive.
Engineering is trying to get power to jump engine with rewireing and using every bit of power he can find.
Helm is trying to plot a course for a jump.
Tactical is trying to fend of boarding parties from enemies.
Captain is trying to give orders while everyone is shouting.
Then jump away from danger while the enemy ship is still shooting and boarding and then try to make it to the closest spacestation in one-ish piece.

All these features are ofcourse just me dreaming away, but i hope they will at least inspire  ::)
Keep up the awesome work.
Thanks for reading and have a lovely day.

5
At first glance i too thought it was alot clearer with the first one, but then when i started to understand its purpose it seemed better to have the portrait as close to the symbol of the system to really se them at the same time.

A little side note about these Technicians (Just a personal thought). It would be awesome to kind of "push" the technicians, and resolv textrelated(with multiple choices) personal problems, like stress if you push your people to hard, or inkompetense if you have replaced your worn out personal for new recruits.

Keep up your amazing work!

6
Hello there

I like the version:
"In the bottom the slot is inside the slice, beside the system's icon."
You can se a little bit more clearer who is assigned to what system.
I'm not fullt aware how that system is going to work? is it like in FTL so that you assign workers for different systems and they level with that system so that it is operated more efficiant?

and just wanna say.... daaaaaamn that looks good. I just want to play it now and forever.
Can't wait for more updates.

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