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  Resource and Ship Capture Balance: Suggestions
Posted by: Schrodinger - 03-04-2019, 11:25 PM - No Replies

Ship Capture and Resource From Such Balance Suggestions:

Ship Capture Segment: 
1: Biometric Lockouts: Since this is the future, and because people would wanna keep their ships safe from hostile takeover, biometric locks on important sections like cargo, bridge, and filtration requiring an officer ID-print or a highly skilled hacker to access to get full control of the ship.  For the OIDP (Offficer Identification Print) you'd need the corpse or captive ship officer and someone skilled in security systems and Fake B-ID Production to make the card.

2: Down With The Ship. After you kill or restrain so many crewmates, the enemy ship will begin a Self Destruct Sequence, allowing you only time to either grab some resources, or storm the bridge to shut it down with a skill ship systems engineer.

3: High Risk: Enemy Crewmates are more numerous and deadly, and will more often than not just kill boarders and use advanced tactics like flashbangs, tear gas, security turrets, and so on.

4: Ship Jack: Like 1 and 2 but only this time you need to interrogate the captain to gain the access codes to the various ship systems. From here you need your ship systems engineer to perform repairs, rewrite command parameters, and work with the Security Tech/ Hacker to reboot the bridge to allow access. Captains would be well guarded and to interrogate them need to be hard to intimidate/torture.

Resources Gained via Scrapping Ship Segent:

1: Skill based. Each pawn would have various skills both shared and individual. A shared skill could be "Scrapper", in which the higher it is the more you gain from enemy ships. IE: Teir 1 Scrapper only gathers 20% of resources from breaking down enemy equipment and such; but a teir 10 scrapper would get 90% back.  Would be a trainable skill both by doing the job, and by researching for hours on end. 

2: Class Lock: Only engineers and technicians can gather large amounts of resources from enemy ships and are locked at only 60% cap. Everyone else is locked out a a much smaller number like 10-20% resource gain. 

3: Burned Bridge: Like with Ship Capture (Down With The Ship), as the enemy captain activates the self destruct timer, the ship begins venting equipment, and pre-emptive scuttle explosions destroy a lot of the resources you could gain. The faster you are the more you get, but stay too long and you lose your crew.

4: A mix of everything from both segments intertwined to make it both job based while also being skill based in order to maximize the use of your team, and to make hard desicions on if you wanna keep a ship or grab what you can before you're either overwhelmed or the ship hits the ZERO mark and explodes taking everyone with it.   Note: Not all ships should do this. Small rinky dinky haulers with a tiny crew or whatever wouldn't go full on Scorched Earth Protocol, but with them just make it so they always have very little to give and are the farmable "Training" ships if you're not into researching hours on end. 


Either way I hope this gives the devs some idea sparks :Big Grin look forward to your game!

Continue reading..

  DevBlog #25 - Space Haven Kickstarter is LIVE! Join now to play Alpha build in April.
Posted by: AdmiralGeezer - 02-27-2019, 10:37 AM - Replies (11)

<iframe width="1280" height="720" src="https://www.kickstarter.com/projects/bugbyte-ludibooster/space-haven/widget/video.html" frameborder="0" scrolling="no"> </iframe>

We are LIVE! Kickstarter campaign has been launched. Let's ignite the rockets and make Space Haven something great together.

Check out the Kickstarter page here: http://kck.st/2EfK6M7

Thank you all so much for being here to support us, this really is our dream game and we want to make it something special. Go grab some wicked rewards for yourself! You'll be able to play an alpha build of Space Haven in April if you join the Kickstarter as an alpha backer.

Give the above link to your friends and anyone you might think could be interested. Your help is greatly appreciated!

Continue reading..

  DevBlog #24 - Countdown begins! Kickstarter starts Wednesday February 27th.
Posted by: AdmiralGeezer - 01-29-2019, 12:29 PM - Replies (7)

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The countdown has begun, we have a date for Space Haven Kickstarter set to start Wednesday February 27th. Mark your calendars! We've pushed as far as we can with our resources. Almost three years in the making this game has pushed us to the limits. There's still much to go but we're excited to show what we have created come February 27th. Join us February 27th and let's kickstart Space Haven to something great together.


If you haven't seen the announcement trailer give it a look above. We're excited to show you a new trailer when Kickstarter begins, with a voice over this time!

Why are we running a Kickstarter and why should I join?
  • Kickstarter is a funding platform for creative projects. We need both funds and alpha testers for Space Haven.
  • You will be able to become the first Alpha tester for the game (PC/Mac/Linux) by joining. Access to the game build will be given 2 weeks after Kickstarter ends.
  • The campaign will end March 31st. After this we will develop the game further in iterations based also on our alpha testers feedback.

What kind of rewards are there for supporting Space Haven on Kickstarter?
  • Not only will you be able to pre-purchase and join alpha testing. There will be rewards like naming mining pods and shuttles, getting your name into the character pool of the game, receiving the Soundtrack, your name in the credits of the game, wallpapers and more.
  • The Kickstarter will have different reward tiers, so be sure to check what they hold when campaign launches.

Which platforms will the Kickstarter Alpha access be for?
  • It will be for PC/Mac/Linux. Sadly we could not make mobile versions part of Kickstarter at this point. We're still developing on the mobile version but it will come later. We're doing our best, we're only 3 guys so resources are limited.

How can I join the Kickstarter?
  • You can join starting Wednesday February 27th by visiting the Kickstarter page url for Space Haven then. (Note! We will give a link to it when the campaign has started)
  • We will post a link to the Kickstarter through Mail, Discord, Reddit, Twitter, Facebook and Instagram.

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Can I help you now in any way?

It's very hard to succeed with a Kickstarter. Help us fight and win! The biggest problem is visibility, without funds to market we have to try to get visibility all by ourselves. We are going to need your help throughout the campaign. Below are some methods you can do right now and while the campaign is running.

Help us spread the word:
  • Mail your favorite Youtuber/Twitch streamer with a link to: http://bugbyte.fi/spacehaven/ and tell them to send us a mail to [email protected] for access to the game.
  • If you read some gaming website, send them a tip! Include a link to http://bugbyte.fi/spacehaven/ and http://bugbyte.fi/press
  • Show Space Haven home page to a friend you think would enjoy this game.
  • Post the trailer, or gifs or screenshots of Space Haven to your favorite social media or forum. You can use the trailer and screenshots seen in this post.

Sharing posts:
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<iframe src="https://store.steampowered.com/widget/979110/" frameborder="0" width="646" height="190"></iframe>
We have also set up a Steam coming soon page for the game. It will still take time before we will be able to release the game on Steam, the iterative development with the help of feedback from our Kickstarter backers will determine when the game is ready! Right now though, you will be able to check out the Steam page and remember to give it a follow and wishlist!

Open in browser: Open Steam Store Page in browser
Open directly in Steam: Open Steam Store Page directly in Steam

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Stay tuned for the Kickstarter launch! And remember if you want to chat with us or follow us on other channels you can do so from the links below:

The best way to be notified is the mailing list:
http://eepurl.com/dntx_1


Feel free to share the trailer to your friends and on your favorite forums such as Reddit or other! That really helps us spread the word!
Sign up for alpha/beta testing of this game when that day comes below:





OR:

Continue reading..

  DevBlog #23 - Play Space Haven on PC/Mac/Linux by backing Kickstarter February 27th!
Posted by: AdmiralGeezer - 12-19-2018, 02:00 PM - Replies (29)



Ladies and gentlemen! The time has finally come. Finally I am able to write the long-awaited words: "Play Space Haven". Watch the announcement trailer for Space Haven above.

[Image: R0tbysG.jpg]

Here's what's new!
  • You will be able to play Space Haven on PC/Mac/Linux by backing Space Haven on Kickstarter, which starts February 27th 2019!
  • Backers of the Kickstarters will be able to play an early version of Space Haven (PC/Mac/Linux) after Kickstarter has sent us the backer list (About 2 weeks after Kickstarter ends) and help us with feedback.

NOTE! We're still working on bringing the game also to Android and iOS! However, only participate in Kickstarter if you want to play on PC/Mac/Linux or if you want to support us otherwise. Sadly, we cannot make an early access mobile version part of the Kickstarter. If you only play on mobile, I'm sure you will be disappointed by not being able to participate with your device at this time, and I'm very sorry. Know that we would not limit this if we felt it was possible to make also the mobile platforms a part of the Kickstarter campaign.

The past 2 months have been fierce. We've made so much progress, and it feels like we've turned a corner regarding the development of Space Haven. It will be great to be able to provide a game build for PC/Mac/Linux to you, our players, and jump on an iterative development process where we move forward with the help of player feedback. I could ramble all about what we've been up to, but perhaps a trailer and new screenshots is better than anything I could say with words!

[Image: m22sQxb.jpg]

<iframe src="https://store.steampowered.com/widget/979110/" frameborder="0" width="646" height="190"></iframe>
We have also set up a Steam coming soon page for the game. It will still take time before we will be able to release the game on Steam, the iterative development with the help of feedback from our Kickstarter backers will determine when the game is ready! Right now though, you will be able to check out the Steam page and remember to give it a follow and wishlist!


Open in browser: Open Steam Store Page in browser
Open directly in Steam: Open Steam Store Page directly in Steam


New screenshots for your viewing pleasure! See more at the Steam coming soon page.

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We are going to need your help when the Kickstarter starts, bug-troopers! Here's a list of all the places you can follow Space Haven to be notified of when the Kickstarter campaign launches:

The best way to be notified is the mailing list:
http://eepurl.com/dntx_1


Feel free to share the trailer to your friends and on your favorite forums such as Reddit or other! That really helps us spread the word!
Sign up for alpha/beta testing of this game when that day comes below:





OR:

Continue reading..

  Devs: Thank you for the new update. Please consider some simple improvements
Posted by: tanelorn - 11-19-2018, 03:42 PM - Replies (2)

Hello BugByte developers. Battlevoid: Harbinger is, in my opinion, one of the best real time space combat game available on mobile platforms. I play it on iOS. It was great to see that you have not abandoned it and released an update this autumn with new content. I do believe that the game would also benefit greatly from some small quality of life improvements. Please consider the following improvement suggestions that, in my opinion, would make the game more rewarding to play and increase it's replayability. 
1. Add an option to disable interface noises, or add a volume slider for interface noises. The game has a loud and annoying sound that plays whenever you click on things. It forces me to mute the sound effects. 
2. Make each difficulty level have a starting credit pool, and make each  starting ship have a credit cost. The current system gives no incentive to use the earlier ships, because you get just as much starting credits regardless of which ship you choose. If the starting ships had assigned costs, then the player can decide to pick a weaker ship but have more money to outfit it. That's a better game balance option and greatly increases replayability. 
2b. Along with #2, the player should be able to replace their flagship as they progress. This further adds to the complexity of decision making with choosing a starting ship, and also is good game design because it allows you to grow stronger and more capable as you advance in the game. 
3. Do not allow player ships or enemy ships to jump on top of eachother. In the early game it is like cheating, in the later game it is like always having a random chance to lose the game. There is nothing worse than losing your grand fleet to an enemy fleet that jumps right on top of you with no way to react and save your ships. 
4. Make adjustments to the mission system for better balance. Currently, the mission system at space stations is very strange. You can just keep declining missions with poor rewards until you see a high reward mission. Because each station will only have one mission once you accept, there is no incentive to ever take the low reward missions. In addition there is a strange mission that requires you to pay to take, which does not make sense. 
5. Raise the recruit-able NPC ships health / shields. The recruit-able NPC ships generally have similar or even lower health than a single enemy ship, which means they often are destroyed. And as you have no control over them, you can't even keep them out of the melee. As they are quite costly to recruit (if you can't recruit them with a mission), it is rarely worth it. 
I'm sure there are plenty of other improvements that can be made but I tried to keep this list to very simple things that should be easy to adjust yet will make the game significantly more enjoyable to play. Thank you for considering these suggestions. 
P.S. As I think BV:Harbinger is such a great space combat game, I also feel that if you made some significant improvements, you should re-release it on mobile platforms. The game is still better than most space combat games on mobile and I would expect the re-release to be successful. 

Continue reading..

  Devs: Thanks for the new content!
Posted by: joe1512 - 10-15-2018, 08:54 PM - Replies (3)

I appreciate your dedication to your older games.  Harbinger is definitely one of my favorite games of all times and I was pleasantly surprised to find not only Haven as a playable (and very good) ship, but also the addition of several new subsystems.

The photon bombers are very good as a general purpose ship slot, decent at blocking enemy shots as well as wearing them down.   Works better with missiles due to weak shield damage, but it helps maintain a niche for Plasma as a shield-breaker.

Have not had much luck with gatling fighters yet.  Their weak shield damage prevents them from being useful against enemy ships early on but their anti-fighter/bomber is pretty impressive and they make solid anti-fighter defense.  On the fence about them vs laser drones.

Haven itself is a fantastic ship with the solid slots of the valiant but with an extra bay and more overall toughness.

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