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RE: Initial Reaction - 11/5/2013 11:31:38 PM   
Panjack

 

Posts: 401
Joined: 7/12/2009
From: Southern California
Status: offline
It seems like the game needs more meaningful choices for the player. For instance, once you decide to go for a particular mission filling the personal is pretty much just picking the highest rated people in certain abilities and the only real choice after that is whether to wait until the equipment has reached full potential reliability (or not) before you launch. Then you launch and wait for the gods of randomness to do their thing.

It seems equipment needs more dimensions: at the least it seems in addition to reliability it might have safety (so if it fails then the level of safety determines what happens to the astronaut or whether things just explode on the launch pad or something like that). And it would be nice to have the player be presented with an option, say, right after launch to have, in human missions, to have the mission aborted via the setting off of, in the case of mercury, the escape tower. And/or to abort the mission during the countdown if it looks like things are going bad. The decision could be made by having some data presented to the player about probabilities of certain bad events. The penalty for a failure would be less of you abort the mission in a controlled fashion rather than have the rocket/capsule come to an uncontrolled bad end. I understand this might not be possible to introduce in the game at this point, but these sorts of things would make the game more interesting.

On this...shouldn't there be the chance astronauts die?

And why all the screen real estate taken up with silhouettes of people?

(in reply to Nacho84)
Post #: 31
RE: Initial Reaction - 11/6/2013 12:22:50 AM   
CV60


Posts: 992
Joined: 10/1/2012
Status: offline
I'm glad you like the ideas. If you want to take elements of it that might be more easily ported to the current version, let me know what you are thinking about. I'm sure we can flesh out some ideas on the forum.

Best,

quote:

ORIGINAL: Nacho84


quote:

ORIGINAL: CV60

Nacho-I'm not sure that it is an either-or issue, i.e., a content-intensive game vice features such as designing rockets. Rather, I would say that having the design elements adds to the content. Your effort thus far is a good one. Hopefully, this feedback will make it a better one.




Hello CV60,

Your suggestions are really good. I'm not sure we will be able to implement them for the game, though, as they would require some major restructuring. Nonetheless, I'll keep them in mind for future developments.

Cheers,


(in reply to Nacho84)
Post #: 32
RE: Initial Reaction - 11/6/2013 6:49:15 PM   
Kipper


Posts: 272
Joined: 3/5/2005
Status: offline

quote:

ORIGINAL: Panjack

It seems like the game needs more meaningful choices for the player. For instance, once you decide to go for a particular mission filling the personal is pretty much just picking the highest rated people in certain abilities and the only real choice after that is whether to wait until the equipment has reached full potential reliability (or not) before you launch. Then you launch and wait for the gods of randomness to do their thing.

It seems equipment needs more dimensions: at the least it seems in addition to reliability it might have safety (so if it fails then the level of safety determines what happens to the astronaut or whether things just explode on the launch pad or something like that). And it would be nice to have the player be presented with an option, say, right after launch to have, in human missions, to have the mission aborted via the setting off of, in the case of mercury, the escape tower. And/or to abort the mission during the countdown if it looks like things are going bad. The decision could be made by having some data presented to the player about probabilities of certain bad events. The penalty for a failure would be less of you abort the mission in a controlled fashion rather than have the rocket/capsule come to an uncontrolled bad end. I understand this might not be possible to introduce in the game at this point, but these sorts of things would make the game more interesting.

On this...shouldn't there be the chance astronauts die?

And why all the screen real estate taken up with silhouettes of people?



Some really, really excellent ideas here to add a bit of excitement. BARIS did that with the "mission control" red/green line, the failures that might not be mission-terminal, not to mention the "other side's" achievements. Some of the ideas above would have added to BARIS.

(in reply to Panjack)
Post #: 33
RE: Initial Reaction - 11/12/2013 5:04:29 PM   
jimmyPx


Posts: 19
Joined: 1/12/2001
From: Gainesville, FL, USA
Status: offline
I have played the game a bunch and here are my thoughts:

I like the animations and they are cool and really nice.
The core of the game is fun and I've had fun playing it.

Suggestions:

1. You have to have competition or it gets boring. Since you guys don't want to get into the US-USSR Space Race, then have competing Space Agencies like Bill Richguy's Agency that has more money but worse scientists than you and DictatorofSmallCountry Agency that has good scientists and no money. Introduce them at the start with a picture and text of We'll beat you, etc and then every turn have text about what they are doing. Wouldn't be hard or take much development time but would add the competitive "race" that everyone wants.

2. Please separate the Rocket Programs from the Main Programs. This is what happened in real life where Huntsville was in charge of rockets and other groups in charge of the capsule, Lem, or probe. So Instead of having Gemini and the Titan Rocket is included, you have to open the Titan project AND the Gemini project. Or you could decide to go to the Saturn 1 rocket and Gemini, etc.
Then you could have a drop down when you configure a mission with rocket and payload. This would add "fun" because you have to decide which rockets to invest in (and they should be a serious investment in money and R&D).

3. Change stats for astronauts. They need to have strengths and weaknesses and if possible do a BARIS like/dislike bar when putting crews together. For example Gordo Copper was an awesome 4 star pilot but not a good commander at all and would not get along with crewmates. Gene Cernan wasn't as good a pilot but a great leader. You get the picture.

4. I know it's probably not doable at this stage but I would so love a "minigame" where when you launch you are the flight director and get the go-nogo from all of the controllers and you tell capcom go or nogo/abort. That would be so awesome and make your animations mean something and not just a click through after you've seen them 50 times.

Awesome job though and like I said the core game is really well done. You just need to tweak the gameplay some to add fun, excitement, and challange.



_____________________________

Jim Power

(in reply to Kipper)
Post #: 34
RE: Initial Reaction - 11/12/2013 10:54:09 PM   
Nacho84

 

Posts: 706
Joined: 2/7/2013
From: Brighton, UK
Status: offline
Hello Jim,

Many thanks for your feedback. We're working on pretty much all the things you mentioned in your post and we'll be making some announcements regarding changes in the roadmap soon.

Please make sure to pop-in and gives us more feedback after a few updates.

Cheers,

_____________________________

Ignacio Liverotti
Lead Developer of Buzz Aldrin's Space Program Manager
Polar Motion

www.polar-motion.com
spm.slitherine.com
Twitter: https://twitter.com/PolarMotion

(in reply to jimmyPx)
Post #: 35
RE: Initial Reaction - 11/13/2013 1:05:00 AM   
CV60


Posts: 992
Joined: 10/1/2012
Status: offline
Here's an idea: how about deducting points for not completing programs by a certain date? That might be attributable to the "Space Agency that Shall Not Be Named" accomplishing the goal first?


quote:

ORIGINAL: Jim Power

I have played the game a bunch and here are my thoughts:

I like the animations and they are cool and really nice.
The core of the game is fun and I've had fun playing it.

Suggestions:

1. You have to have competition or it gets boring. Since you guys don't want to get into the US-USSR Space Race, then have competing Space Agencies like Bill Richguy's Agency that has more money but worse scientists than you and DictatorofSmallCountry Agency that has good scientists and no money. Introduce them at the start with a picture and text of We'll beat you, etc and then every turn have text about what they are doing. Wouldn't be hard or take much development time but would add the competitive "race" that everyone wants.

2. Please separate the Rocket Programs from the Main Programs. This is what happened in real life where Huntsville was in charge of rockets and other groups in charge of the capsule, Lem, or probe. So Instead of having Gemini and the Titan Rocket is included, you have to open the Titan project AND the Gemini project. Or you could decide to go to the Saturn 1 rocket and Gemini, etc.
Then you could have a drop down when you configure a mission with rocket and payload. This would add "fun" because you have to decide which rockets to invest in (and they should be a serious investment in money and R&D).

3. Change stats for astronauts. They need to have strengths and weaknesses and if possible do a BARIS like/dislike bar when putting crews together. For example Gordo Copper was an awesome 4 star pilot but not a good commander at all and would not get along with crewmates. Gene Cernan wasn't as good a pilot but a great leader. You get the picture.

4. I know it's probably not doable at this stage but I would so love a "minigame" where when you launch you are the flight director and get the go-nogo from all of the controllers and you tell capcom go or nogo/abort. That would be so awesome and make your animations mean something and not just a click through after you've seen them 50 times.

Awesome job though and like I said the core game is really well done. You just need to tweak the gameplay some to add fun, excitement, and challange.




(in reply to jimmyPx)
Post #: 36
RE: Initial Reaction - 11/15/2013 12:22:15 PM   
Nacho84

 

Posts: 706
Joined: 2/7/2013
From: Brighton, UK
Status: offline

quote:

ORIGINAL: CV60

Here's an idea: how about deducting points for not completing programs by a certain date? That might be attributable to the "Space Agency that Shall Not Be Named" accomplishing the goal first?



This was my original design and, for a previous version of SPM, I even got a campaign mode working where the player was takes with different "objectives" at the start of the game, such as conducting X number of manned missions by certain date, accomplishing a particular set of goals, and things like that. The problem I found with that is that, unless we are a little bit flexible, it was too restrictive for the player, who would be forced to follow pretty much a scripted path.

We can tackle this issue again in a few weeks, once we start working on the campaign mode (and after we redefine the roadmap first!).

Cheers,

_____________________________

Ignacio Liverotti
Lead Developer of Buzz Aldrin's Space Program Manager
Polar Motion

www.polar-motion.com
spm.slitherine.com
Twitter: https://twitter.com/PolarMotion

(in reply to CV60)
Post #: 37
RE: Initial Reaction - 11/15/2013 12:35:35 PM   
kokubokan25


Posts: 1252
Joined: 7/19/2004
From: Iliaca, Spain
Status: offline
IMHO, i think the most important thing to fix in this game it,s the objective (reach the moon), and the different aproaches to catch out. When the game had some paths and variations will be great. Now, because your early state, you only had a path. Different objectives it,s a alternative but the final score must be reach the moon.

(in reply to Nacho84)
Post #: 38
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