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  Alpha Feedback
Posted by: Evmeister88 - 04-18-2019, 10:08 PM - Replies (3)

Hey Bugbyte,

I was just wondering if there's a good place to post feedback or observations of the Alpha version of the game. Also curious if there's a debug menu for like spawning things or people.
Thank You, loving it so far!

Continue reading..

  ALPHA Crew Member Question
Posted by: Fcarril - 04-10-2019, 11:03 AM - Replies (5)

Hey BB team!

First of all, congrats on the great kickstarter!! What a ride it must have been!

Sadly (or not) I wasnt aware of its existance until today which lead me to jump in the wagon later through backer kit with an Alpha Crew Member pledge.

I wanted to ask the question (that you re probably tired of answering by now, srry for that) regarding the Alpha keys. My guess at this point is that it will go to my email account when the KS backers get them, 2 weeks after the campaign finalised? 

Im not sure at this point cause Ive never backed anything outside of KS. 

If thats the case my only follow up question would be if this would be usable on my Steam account? 

Anyways, the game looks great and I hope to enjoy a year full of alphas and forum discussions. As a fellow game dev, congrats again! 

PS: the pre alpha footage on Youtube has me drooling, it clearly looks like you guys really put a ton of effort before even thinking about doing the KS.

Continue reading..

  In case of Space Haven celebration content additions
Posted by: joe1512 - 03-25-2019, 09:51 PM - Replies (2)

Periodically when Bugbyte hits a milestone they will update some of their old games.  In the hopes that this is true of Battlevoid Sector Siege, I wanted to put in my thoughts on some update possibilities.
I tried to pick things that are relatively easy, don't disrupt game balance, but would bring some new life/strategies into the game.
Here is my list:

1)  Campaign Unlocks idea:
One way to possibly make campaigns more interesting would be to randomly pick some sectors based on some criteria and as long as the player holds that
sector, they gain a passive bonus.  Many ideas have been considered, but I am thinking this is the perfect use for the current tier 4 research ships which
lets face it...are not currently very useful by the time you could obtain them via research.   BUT, being able to start with them could open up some
strategies.  The Viseo's little auto-probe is super cool for example and we never get to really utilize it.
So, the Viseo, Turbidus, and Harvester would be 3 of the specials.  Maybe add shield drones.
That is probably plenty, but a few other bonuses such as "start with +500 cash" or whatever could be considered.

2) Alternative starting ship.  Currently the Afterthought is the best choice for just about any imaginable start on Legend or even Hard.
Scouts ironically lack vision and get picked off easily.  Phoenix is way too slow.  Conquerer is decent but inferior to 2x Afterthought.
To get a viable alterative, we would simply REWORK the Nightengale into something useful instead of being a "bad afterthought" like it currently is.
This ship does not even get used for reinforcements so it is literally never seen!
Its new stats would be approx:  Cost 2000. Speed 42. Vision 5.  6 Point Defense, 0 bay, 0 red gun. 800 hull, 400 shield.
It would be an ideal scout, tough enough not to get picked off (unlike a group of Scouts), well equipped to fight Guardians and warpnodes.
It is more efficient than the afterthought for early game, at the cost of lacking a bay and due to no big guns, cannot mass well past midgame.

3) Medium Warship.  Basically a larger Phoenix would be good for slugfests and defense. 
Approximate stats:  6000 cost.  4 red guns, 6 Point Defense, 0 bays.   20 speed, 4 vision. 1800 hull, 600 shield.
Similar firepower to the Cloudsave but cheaper, tougher at the cost of no bay and weak vision and really slow speed.

4) Consider changing Bomber Squad Bonus to Bay Efficiency Bonus which adds +5 hangar capacity.  Magically going from 15 to 30 bays worth of bombers is OP
and it autowins pretty much with missile bombers.   Change would make it helpful to all bay strategies but drop its power level significantly.  Hopefully
+5 hangar (with fighters) shouldn't overly affect lag and resource usage, especially since phones are overall better than when SS was released.

4) Balance Tweaks:
a) Drone Fighters need buff.  They cost 50% more and do the same thing pretty much.
300 cost fighters do 4shield,4hull@3sec @300 range = 1.3 DPS      Buffed = 10/10 x2 @2.8s = 7.14 DPS
450 cost drones do 6shield,6hull @4sec @250 range =  1.5 DPS      Buffed = 12/15 x2 @3.8s = 6.3/7.84 DPS

b) Plasma Bombers still bad.  (Remember, only 1 bomber per bay)  40/10 @5s = 8/2 DPS  Buffed = 50/16 x2 @4.4s = 22/7.2 DPS.
Needs better upgradability. Fighters get about 5x more DPS upgraded vs about 3x for bombers.

c) Photon bombers need to be better. Especially since you pass right by Missile bombers which are great.

d) Would be nice to have a longer "defensive" range on bombers based on their range if possible so you could set them to defensive and they would engage at a longer range.

e) Fleet Reinforcements reworked to:  100 for "Support". Some fighters/bombers to help with early game conquest, 200 for "Scouting Party" 1 Afterthought or 3x Scouts, 400 for "Defensive fleet" of 3 phoenixes, 600 for the current highest tier reinforcement (conquerer,invader, phoenix or 2x scout)

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  Miscelanious Suggestions for Space Haven "updating list"
Posted by: tomcat_86 - 03-06-2019, 09:26 AM - No Replies

No micro transactions/limited small DLC packages that are every six months.

No overly long grinds to artificially extend game longevity.

No Social justice nonsense, keep "identity" politics out of the game.

Add water requirements for realism purposes.

Add backstory to each crew and personality

Add top and bottom floor building ability, so you can build up down left and right, opposed to just on a flat plane. "if not a problem to do so"

Give a LOT of ship building room, depending on game engine constraints.

Salvaging ships you encounter. Allow the full ship to be salvageable hull included, even technology and logs obtained from said ship, or even transfer your crew to the new ship for you to fix and use. In order to balance this, make the following adjustments. More advanced ship parts/segments above tier 1 would require materials to research, and materials to upgrade those parts to the next tier. Upgrades and research can go on indefinitely to provide slight bonuses, increase weight, efficiency, and many other avenues. Example would be a smaller but more technologically advanced ship would be more efficient, but more costly to upgrade and research to that point. A larger un upgraded ship would be less efficient but provide more room. You could even upgrade hull segments/reinforce them making them more durable, allowing deeper and more hazardous space travel but also making the ship use more energy to jump. Hazerdous space travel could be anything from inhospitable temperatures/radiations/toxic acidic gas clouds to asteroid collisions/electric storms, weapon attacks vs your ship hull, alien bug attacks ect ect.

Allow quite a bit of crew. At least 25

Allow the game to continue after beating it, IE, jump to a new system "harder difficulty" with your current ship and crew. Allow this to continue indefinitely as a way of earning a "top score" achievement for other people to beat. But in each difficulty make equipment and research/parts able to be better and or upgraded. This will greatly increase the longevity of the game. As a side note, maybe granting more room to build your ship out of can also be a reward for beating more difficulties.

Focus a lot on alien enemies/ship battle engagements and boarding engagements too, also ground mission, station missions, planetary rescue missions, underground extermination missions ect ect.

For example, we see how movement works already in game by seeing the game play videos. This could be incorporated exactly the same way for planetary exploration or asteroid/station exploration. You could in theory enter an elevator, lowering you to a point of interaction. Like a hollowed asteroid you explore like a maze like facility where mining took place, same thing could work for exploring planet caverns to eliminate alien infections or rescue humans that could potentially join your crew. All you need is just different background images really. Youd probably need to use a loading screen like you do with warping to a new sector. The screen could end with your shuttle landed at the point of entry to the elevator/facility. Thats how you can incorporate planets with minimal effort. You could do so much with this. You could in theory even send a crew to an established colony to shop for better space suits, food, material, equipment or even quests they want done.

Lets have Star ship trooper bug aliens/ Zerg continually evolving aliens, and even "grey" aliens. I say this because alien enemies can create TONS of replay ability as they can continually and indefinitely improve and get harder You dont even theoretically have to change their looks much, maybe a different color, some spikes here, larger body part there or flashy new armor and weapons depending on the type of alien it is. Human style opponents do not offer so much replay ability and it would limit the games longevity, but indeed do have human factions and opponents too, but make the main enemy be aliens. Give us an Xcom feel in space with ship to ship combat and take the coolest features from all these sci fi themes/games and movies we all love.

Slain enemies can even provide multiple facets of game play, for instance, autopsy an alien, learn its weak points, how to communicate/domesticate/farm it, maybe learn a new technology, learn a new material through research, maybe get a rare material from the corpse, maybe an equipment it had on it, weapon, armor, suit, tracking system, the avenues are endless.

Make exploration, and discovery relevant. New species, new technology, new factions, new choices that impact future engagements as well. Cascading events based on what you choose to do and not choose to do. You didnt save that colony on mars? Well now it is an alien spawning ground. You did save that colony? They gave you a top secret blueprint they were working on for years. See what I mean?

Add random space encounters/missions. Obtained by various means. Exploring a ship could yield a log to a destination that needs attention for a specific reason. Visiting a colony can act the same way. Traveling space you can hear a distress call for a mission ect ect. Limitless possibilities here too. Even a new crew member could come up with his own mission related to his back story. Salvaging food from a derelict ship could unintentionally yield a mission where your crew gets poisoned from the food, or an alien creature stowed away on cargo from it.

Ability to rename crew, assign gender, color, species, equipment, skills, specializations.

Ability to color ship parts or even upgrade and research better ones, researching better parts is a huge longevity plus, even if you play the indefinite number game where all that changes is just numbers, you can do it indefinitely.

Add mod support, another huge boost to longevity as players can than create their own content.

Allow accidental damage to your ship from your crew firing inside of it.

Allow hull breaches and oxygen leaks which can suffocate or suck out crew and cargo.

With these suggestions and what the game already offers I am SURE your game will be a great success and many people, myself included will be playing this game for years and years to come.

PS I am happy to be a backer and see great potential here

Examples of aliens for ideas of artwork purposes

https://duckduckgo.com/?q=zerg&t=ffab&ia...&ia=images

https://duckduckgo.com/?q=starship+troop...&ia=images

https://duckduckgo.com/?q=grey+aliens&t=...&ia=images

I will update this list as more ideas come to light

Continue reading..

  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..

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