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Reseñas recientes de Slinky

Mostrando 1-8 de 8 aportaciones
Nadie ha calificado esta reseña como útil todavía
1,957.5 h registradas (1,505.6 h cuando escribió la reseña)
ree
Publicada el 25 de noviembre de 2021.
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Nadie ha calificado esta reseña como útil todavía
18.9 h registradas (10.6 h cuando escribió la reseña)
Such Goodness
Publicada el 23 de marzo de 2021.
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98.9 h registradas (13.8 h cuando escribió la reseña)
Reseña de acceso anticipado
good
Publicada el 22 de octubre de 2020.
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0.0 h registradas
♥♥♥♥♥♥♥♥
Publicada el 18 de junio de 2020.
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Nadie ha calificado esta reseña como útil todavía
151.4 h registradas (11.0 h cuando escribió la reseña)
:D
Publicada el 4 de mayo de 2020.
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A 1 persona le pareció útil esta reseña
226.8 h registradas (63.1 h cuando escribió la reseña)
Reseña de acceso anticipado
So far this game is great. Even though it is still in EA, I have not had any crash or freeze yet. Like some have already expressed, not having a manual save/load can be annoying, but you get used to it pretty quickly – until you finally realize you cannot progress any further and have wasted the last few hours of your life.
Anyway, here is a small list of things that I feel need improving or consideration.

Space combat
When both ships successfully move forward, the gap between them should reduce by 2, NOT 1
This is considering that if I successfully move forward the gap between ships is reduced by 1 so if both ships move forward, I would think the gap would be reduced by 2.
This would allow for engagement of low range weapons and boarding more quickly instead of having to wait another round to move forward.

Enemy fail to retreat during space combat:
If the enemy has a quicker engine /higher agility then my ship, why is it that they always seem to fail on the retreat option. I understand that our crew have abilities that can prevent/reduce retreat chances, but if they are attempting to retreat on the first round and I have instructed my ship to move towards them, then it seems their retreat always fails. I could understand that if my ship was faster and more agile it would be hard for them to get away but as they are quicker and more agile it seems odd.

Moral bar rarely changes during space combat - has no effect.
I have noticed that the moral bar rarely changes during space combat. It would be good to see the moral of either ship drop if the weapons continually miss their target, or they are coping a beating and almost about to explode yet I still have full hull. That would be abit demoralizing I would think.
Maybe have an option so that once moral drops too low they offer a surrender - if the ship has a mission target/item on board then maybe the crew may choose to sell them out in order to save themselves and the ship.

Weapon placement / weapon fire arc / selecting ship componets to target during combat
It would also be real super if we could select certain parts of the enemy ship to target, such as engines or weapons or cargo pods / fuel tanks. Direct or critical hits on certain areas would cause varied results to the enemy. Maybe also have a ship orientation so depending on what way the ships are facing each other will determine the available items we can target. This would then lead to weapon location on your ship and when placing these, you would have to consider firing arcs and which way to point your ship in combat for maximum effect.

Rescue/capture missions
There are a lot of missions that require the capture of someone on board a specific ship.
During space combat, it is often that the enemy ship is destroyed because of hull breaches. Though I personally find it rewarding watching the enemy ship explode, I do not like the fact that if the ship is carrying someone/something vital and it is destroyed then we are awarded the mission complete. I would think that the mission person would go down with the ship along with the rest of the crew so how could we possibly resuce/capture someone from that. I feel that if we choose to be aggressive in the space combat and unload with all wepaons available and the enemy ships explodes then too bad – ♥♥♥♥ happens and we have to wear it. If we need someone or something of a ship then we should have to use a boarding crew to capture/rescue/retrieve before the ship explodes.

I like playing a pirate and I kill everything. I prefer to see the ship destroyed in combat rather then having to make the immoral decision of destroying it after combat once I have stolen the fuel and cargo  But because of this play style, I rarely do any boarding but If I was forced to board in order to rescue someone/something/complete a mission then great, I will start doing more boarding

Time management while docked in space ports/planets
So the mechanic needs 2 weeks to repair my ship and the doctor needs a week to heal the crew.
Why can’t the crew heal during the time that the ship is being repaired. I now have to stay docked for 3 weeks instead of two because my captain and crew can’t multitask

The Galactic map
When viewing the map, you can curser over the different galaxies and get an info screen pop up
Would it be possible to curser over the mission icon for that galaxy to easily see the mission requirements. It will save having to keep closing down the map and then checking the mission tab to see which mission is in that particular galaxy.



But all in all, the obove mentioned is only a small part of the game. I am enjoying the story line and really like the fact that the decisions you make in the game have an affecting consiquence later on. There are so many options in the story line that I just want to keep starting over with new captains just to see what happened if I chose the other option/s. Do I decide to help find out who was behind the boming of the space station or do I go looking for trouble and stir the pot with the brother or do i go and try find the scientist and If I do find him, do I want to save him or kill him. GEE WHIZZ my head is hurting just thinking about all the options and decisions I have to make but it is very exciting though sucks when you decie to so something one way and you get crappy action cards and fail anyway. Kinda leaves me wondering ...what if.. It truly does. Just amazing how well it flows through and how much thought has been put into it. So definately a thumbs up for me so far :)

Publicada el 5 de julio de 2018.
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A 3 personas les pareció útil esta reseña
3 personas encontraron divertida esta reseña
0.5 h registradas
Reseña de acceso anticipado
most boring game EVER, DO NOT BUY
Publicada el 10 de junio de 2018.
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Nadie ha calificado esta reseña como útil todavía
2,370.3 h registradas (747.4 h cuando escribió la reseña)
Reseña de CS:GO
very good very nice i like it
Publicada el 3 de febrero de 2016.
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Mostrando 1-8 de 8 aportaciones