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Small Fixes - Printable Version

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Small Fixes - Nikita - 12-11-2015

It would be nice if there will be 5 chapters in campaign so players can fight all 5 fractions.And also it would be much harder to walk through cause difficulty grows with each chapter.


Small Fixes - Draikan - 12-12-2015

- Make asteroids targetable by point defense and fighters
- Make hull repair drones use a green beam to match the hull repair beam
- From Commanders in another thread: Add the option to toggle damage numbers off. Maybe add a little EMP animation when you break through shields.
- Enemy ships with fighter bays should launch their fighters immediately. The variability here makes fights with enemy carriers way too unpredictable.


Small Fixes - Draikan - 12-13-2015

- Is the Tesla Coil included in the current beta? It seems a few people mentioned it but I've never seen one.
- The shield reenergizer (in addition to the previously mentioned stat errors) appears to be repairing more than it claims.


Small Fixes - Draikan - 12-13-2015

- In the sectors with the electrical storm, the event text pop up says that there was an "EMP pulse", this is redundant as EMP already stands for electromagnetic pulse. The text should just say "EMP".
- I notice that missile bombers don't always attack what they are told. They get "distracted" by other targets. I'm not sure if the use slightly different AI or what, but this may need a change.


Small Fixes - Darkstar - 12-15-2015

Display bug

This one's a little hard to describe. On my Galaxy Note 4, if you warp into a sector on one of its edges, the view has your ship centered in the screen. As soon as you click anywhere on the screen (either to drag your view, or to select a spot for your ship to move to), the display shifts. This causes you to end up clicking somewhere else. It makes it hard to warp into a sector and immediately move your ships to a better position.

Anyone else run into this or is it just my device?

DS


Small Fixes - mikehg - 12-18-2015

Darkstar - I have that on a Galaxy Note Pro 12.2 as well.

Regarding the order you / the enemy appear in a sector, who gets to fire first etc.:

At the moment if I jump out of a sector and the enemy follow me, I appear, then they appear. If they jump out and I follow them, I appear then they appear. Doesn't seem fair, and if you flipped the latter round it would add an extra danger element to chasing down enemies (since you don't know where they're going to be).


Small Fixes - VaylinArcher - 12-21-2015

If I escort a ship to its destination on the last day, the job should be completed instead of failed.


Small Fixes - Sterling - 01-24-2016

Okay, I'm aware there may be more than a hint of sour grapes here but: the Random Number Generator is driving me nuts.

I just played a game on Normal difficulty in which EVERY SINGLE SHIP I ran across had either shield repair, hull repair, or both- some had shield repair, hull repair, AND repair drones. How enjoyable is spending five minutes flying around in tiny circles with your nose pressed directly against the ship so that your missiles will actually hit, just to have a chance of actually damaging your enemy faster than it (or, heaven help you, it's comrades) can repair itself?!

And none of these ships actually *produces* the items it's been using so flagrantly when finally destroyed... And this is on the FIRST STAGE, when I'm still struggling along with the human weapons and whatever modest improvements I can afford to make in them.

So, a couple of small suggestions in the name of fairness.

One: The likelihood of a destroyed ship spawning a weapon pick-up should *increase* based on the value of the weapons it's using. There should be a reward commensurate with the amount of risk and effort the player is undertaking in sticking through a fight. To barely fight off multiple ships with 200-point damage weapons in the first stage, ending with only a shred of hull left, and not even receive enough in return to pay for the repairs just isn't enjoyable.

Two: Repair beams firing on fighters/drones should be free. Replacing the ships if they're destroyed is free; why should it cost more to repair them than to replace them? It's annoying to have to manually shuffle weapons or dock one's mini-ships just so auto-firing doesn't eat up all the profits.

And three, noting full well that I may be whining a bit on this one: The enemy ships can fire their repair weapons until the sun goes down because they don't have to pay for them. Especially in fights where multiple ships have these weapons, this creates a ridiculous imbalance. It wouldn't be necessary to have every enemy ship keep track of the amount of scrap they have to fix this, or even to have a common pool of scrap for all enemies in the sector; just only allow them to fire those weapons for the first 10 to 30 seconds of the engagement (this could even be adjusted depending on the player's selected difficulty.)

For all my complaining, I want to say that I've really enjoyed the game. I just had several games in a row that had me tearing my hair out in frustration.


Small Fixes - noncom - 01-25-2016

Confirming many of the points. I also mentioned many of these in my reports in the feedback thread.

@Darkstar: this is a camera recentering "bug". Simply the camera centers on your ship when it jumps in, and then if you click somewhere, the "no-camera-over-the-border" routing kicks in and frantically re-positions the camera, so it does not go beyond the limits. Clicking command evaluation is performed after that, so you get the wrong coords at the end..


Small Fixes - MintDragon - 01-26-2016

Just my 2 cents (and adding to the discussion):

1. Game never exits to the main screen, thought it would after losing.
2. Information screen for active/failed missions? I never seem to know what missions are where, don't feel I should have to write them down. I definitely don't want to fly to a planet to attack a huge ship before I'm ready, especially when I thought it was a package pickup. Also, surprised when 'mission failed' appears, but I don't know why.
3. Ship descriptions have hull, shield max, etc.. but I thought they would also list number of bays, number of weapon upgrades, number of ship upgrades. Since I don't know the ships very well, I have to start a new game just to check.
4. The sliding scale for weapons strength, etc... is misleading at times, I always have to compare weapon choices by toggling back and forth and only looking at the numbers. Would be better if I could compare bars. Perhaps scale of bars should be one or two max (1:100 or 1:1000 for example)?
5. Game always resets to Easy, thought it would defer to last played. It would be less of an issue if the game backed out to the main screen, but as is currently, it's too easy to start a new game before realizing that it reset to an Easy game.
6. I'd love to see more story development on the alien races, need for different types of weapons or defenses depending on your enemy in the sector; right now the sector introduction kind of hints at things, but normally I just skip it; doesn't seem relevant to me. Would be a great next level of depth to the game.
7. Experience. Ok, so now I'm at level 14. Woohoo! Maybe buffs, nerfs, bonuses, something to motivate that 'one more game' needed to reach level xx. Now that I've unlocked all the ships, I'm not really worried about getting to the next level.

again, just my 2 cents; love the game so far, looking forward to the Steam version.