test content
What is the Arc Client?
Install Arc

Newcomer's Outlook

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I'm nearing the end of my month of free gameplay, and honestly the people and space combat are what are anchoring my position in the game. There are still a lot of kinks that need to be sorted though before this becomes one of those "ground breaking" new games.


First and foremost I think should be a focus on improving ground combat. From glancing over the posts and personal experience, it's to easy and simple. The AI for enemy ground forces could be a little more challenging than just stand a shoot with and occasional special ability. Like in Fleet actions for example (I'm thinking of The Temple) I'd rather fewer but smarter squads verse "epic numbers" that continually respawn.

That being said, the AI shouldn't obviously all be of the same rate, newer players will need time to adjust, but smarter NPCs wouldn't hurt.

Now in regards to shooting, I am personally a first-person kinda player when it come to ground combat, so I'd love to see an option where you could actually aim yourself maybe for a damage bonus (small one, not huge) verse having the third person view? Just throwing out ideas. in consideration to the fact this is an RPG however, something I would change is projectiles that follow the enemy as well as they do. For example, you should be able to dodge a sniper shot if you are quick enough.

Ground-based graphical quality seems rather low too... but that's just me.

I also find myself diving more often than I would like, but that's a minor thing. For now that's all I have on ground, but I hope that others expand with their own ideas.



Space combat has obviously seen a lot of attention, but if there is anything I would change it would be how Torpedoes and mines work. I'm thinking again on the line that they easily follow a target, maybe change the turning rate on those so that Captains can actually gain the skill to dodge them? I'm also seeing after passing point X, the weapons lose tracking and either detonate, seek a new target, or take on a linear course. Just a thought though, otherwise minimal complaints here (though are my weapons suppose to be disabled for an extended period of time when using beam overload? They won't repair unless I die or change maps).


Fleet / Social... What about including a Fleet Symbol? Allowing leaders to add ranks and possibly arrange them in a way so they are equal? While each Captain has their own bridge, I think the same idea for a fleet would be cool too, a fleet lounge that could be accessed from either the main bases (Sol Starbase for example) or from all Starbases. I do not think that is something that should be randomly accessible. From looking at fleet vault tabs, they seem rather expensive for just one... maybe change this to a sloping price? (Tab 1 = 10,000 EC / Tab 2 = 20,0000 EC / Tab 3 = 40,000 EC)


In general, it seems to me that the focus during development went almost exclusively to space and the planet-side was thrown in as an after thought. Space was well done, let's see the ground improved above any other changes.

Side-note: Long day when writing this so not patient enough to fully expand on all the ideas I have. Please help me get some awesome changes to this game and post!
Sign In or Register to comment.