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04-02-2012, 07:25 PM
Joined: Oct 2011
Posts: 127
Oh, I'm not running out of locks (I fly a cruiser), but it seems to me that by just switching targets (among those I have already locked) that my wingmen and even my own missles/turrets don't switch targets, especially if I'm orbiting another ship but targeting someone else.

It's not a big deal, just didn't quite work the way I expect it to.
04-02-2012, 09:47 PM
Joined: Oct 2011
Posts: 182
Quote:
Originally Posted by FRS View Post
Oh, I'm not running out of locks (I fly a cruiser), but it seems to me that by just switching targets (among those I have already locked) that my wingmen and even my own missles/turrets don't switch targets, especially if I'm orbiting another ship but targeting someone else.

It's not a big deal, just didn't quite work the way I expect it to.
Wingmen have their own AI, but you can override it by telling them to attack or aid your current target via the Wing Comm. Also, the way it works now lets you pick a new target for each module. For example, if you have a sensor damp and remote shield recharger in addition to your weapons, you might sensor damp a powerful target to reduce its lock range and buy you time, then remotely repair an ally, and attack different targets with your weapons.

With that said, we're constantly looking for ways to improve the interface and help players manage complex battles better, and maybe one item to consider in a future update is a "fire all weapons" type of button.

Helle - 3D fluid physics blocky puzzler - App Store - Google Play
Dangerous HD - Epic 3D space combat RPG - iTunes - Website - Trailer - Soundtrack

04-02-2012, 10:38 PM
Joined: Oct 2011
Posts: 127
Quote:
Originally Posted by binaryhelix View Post
Wingmen have their own AI, but you can override it by telling them to attack or aid your current target via the Wing Comm. Also, the way it works now lets you pick a new target for each module. For example, if you have a sensor damp and remote shield recharger in addition to your weapons, you might sensor damp a powerful target to reduce its lock range and buy you time, then remotely repair an ally, and attack different targets with your weapons.
I think all of that makes sense, but I really wish that there was somewhere to go to learn the intricacies of everything... Any progress on a manual?
04-04-2012, 11:48 AM
Joined: Oct 2011
Posts: 182
Quote:
Originally Posted by FRS View Post
I think all of that makes sense, but I really wish that there was somewhere to go to learn the intricacies of everything... Any progress on a manual?
We've started work on a manual. Hope to finish it next week.

Helle - 3D fluid physics blocky puzzler - App Store - Google Play
Dangerous HD - Epic 3D space combat RPG - iTunes - Website - Trailer - Soundtrack
04-08-2012, 10:15 AM
Joined: Dec 2010
Posts: 387
Just wanted to say I finally got this game this weekend and the scope of it all really amazes me till now. Like the rest I'm also now waiting for the following updates to enjoy the game to the fullest:
* Engine sound and thruster graphic corresponding to thruster speed set (no graphic when at a complete stop, max at max thrust, different or brighter color when using afterburners or nanospeed warp) - it's more important to some than you might think
* UI Improvements, Map Improvements (really its too none user friendly right now)
* Better graphical effects for the various weapons and active modules - avoid solid fills for the effects such as armor fixing and the laser and mass accelerator weapons (better particle fx maybe?). Different graphic representations when you or the enemy is webbed, jammed, gravitybombed, etc. The rule of thumb is - the more visual cues for us the better.
* Avoid using the portraits everywhere randomly. While we know there are limited resources, I think its even better to not use a portrait (or use generic portraits or even a static portrait) for all generic NPCs and pirates. Seeing your wingman's portrait and worse even Your portrait being used by a generic pirate or NPC is disconcerting at least and removes the immersion at worst.
* I think its best to focus on the existing aspects of the game right now first than the new features like ship / station boarding. Polish everything to perfection first - then direct your efforts to new things.

Great game - hopefully you guys take it to the next level of design and polish that will blow every game away...
04-09-2012, 11:05 AM
Joined: Nov 2011
Posts: 1,867
I'm loving this game, but I'm especially loving the in-game music! It's really well done and quite atmospheric. Bravo!
04-10-2012, 04:38 PM
Quote:
Originally Posted by dclose View Post
I'm loving this game, but I'm especially loving the in-game music! It's really well done and quite atmospheric. Bravo!
Thanks !

Sean Beeson | Composer for Media
www.seanbeeson.com
04-15-2012, 12:14 AM
Joined: Apr 2012
Location: Newcastle,Australia
Posts: 6
G'day first of all, great job on the game can't get enough , the scope of the game is immense, and only 2 of you , Impressive" . Looking foreward to anything you add to the game. Or part 2

This is just a note to get some help with one aspect of the game , I can't seem to complete a HIJACKING mission , OK i web the guy then wait the 750 or so seconds for an AI controlled ship to come and dock ,that's all fine the ship arrives to dock but instead of docking it just keeps on orbiting the webbed ship and doesnt dock," what do u think I'm doing wrong", I'm in a poisiden with 3 webbers t2, Im sucking more power power out of him than skynet would use in a year of attacks against John Connor, with an energy neut t2 and an energy vampire t2 , still can't completely stop the other ship, plus I've held the other ship far longer than the specified seconds , means I can't complete some of the loyalty missions, need that upgrade mmmmm, just a thought , the 750 sec wait seems a bit long , maybe knock it down to say 300 seconds ...

Ok I'm 5 cans into a 6 pack been on the game again , just had a new thought creep out of the fog , what about tying in all the missions into one screen , that you can select any mission from , make it an unlockable upgrade from a new faction "hint hint" , plus as a further unlockable , FAST TRAVEL to any sector, I understand traveling early on in the game sets the mood and the tone of the game but after 60 or so hours it can become a bit tedious , with the lack of accurate maps of the short cuts or sectors . Thx guys . No doubt I'll have more to say later cheers and beers

Ok im into the second 6 pack now , I'm thinking DANGEROUS 2 , with an option to set let's say mission specific ships to the same speed for a more robust dogfighting experience! , make the ship handle a little more loose ,a bit of angle on the turns ,I don't want to say it ,a bit more like that other game , sorry, i feel if your going to have dogfighting u might as well do it right, otherwise the game is perfect , just some more spit an polish and this will be a number 1 series , dont mean to offend guys, i read back there somewhere u liked input ,I know the game needs separate speeds of the ships to function as it does eve style , just an idea , don't even know if it's possible "cheers".

Yours gamingly
Markwend

PS. I Rated the game 5 stars on App store , for this game needs to be on the front page dammit
Game of the week at the very least
C'mon all other members "rate it 5 and leave a review"

Last edited by Markwend; 04-15-2012 at 08:12 AM. Reason: Fix spelling mistakes , I know
04-18-2012, 06:05 AM
Joined: Oct 2011
Posts: 182
Quote:
Originally Posted by Savant View Post
Just wanted to say I finally got this game this weekend and the scope of it all really amazes me till now. Like the rest I'm also now waiting for the following updates to enjoy the game to the fullest:
* Engine sound and thruster graphic corresponding to thruster speed set (no graphic when at a complete stop, max at max thrust, different or brighter color when using afterburners or nanospeed warp) - it's more important to some than you might think
* UI Improvements, Map Improvements (really its too none user friendly right now)
* Better graphical effects for the various weapons and active modules - avoid solid fills for the effects such as armor fixing and the laser and mass accelerator weapons (better particle fx maybe?). Different graphic representations when you or the enemy is webbed, jammed, gravitybombed, etc. The rule of thumb is - the more visual cues for us the better.
* Avoid using the portraits everywhere randomly. While we know there are limited resources, I think its even better to not use a portrait (or use generic portraits or even a static portrait) for all generic NPCs and pirates. Seeing your wingman's portrait and worse even Your portrait being used by a generic pirate or NPC is disconcerting at least and removes the immersion at worst.
* I think its best to focus on the existing aspects of the game right now first than the new features like ship / station boarding. Polish everything to perfection first - then direct your efforts to new things.
We have plans to address every single one of those suggestions with future updates. We're finishing up the 1.0.8 update which fixes some of the routing and equipment bugs. The plan is to submit it later today. As for doing updates or the boarding feature, it's a toss up at this point.

Quote:
Great game - hopefully you guys take it to the next level of design and polish that will blow every game away...
Thanks! We hope so, too!

Quote:
Originally Posted by dclose View Post
I'm loving this game, but I'm especially loving the in-game music! It's really well done and quite atmospheric. Bravo!
Sean Beeson is a god among composers if you ask me.

Quote:
Originally Posted by Markwend View Post
G'day first of all, great job on the game can't get enough , the scope of the game is immense, and only 2 of you , Impressive" . Looking foreward to anything you add to the game. Or part 2
Thanks, glad you're enjoying it!

Quote:
This is just a note to get some help with one aspect of the game , I can't seem to complete a HIJACKING mission , OK i web the guy then wait the 750 or so seconds for an AI controlled ship to come and dock ,that's all fine the ship arrives to dock but instead of docking it just keeps on orbiting the webbed ship and doesnt dock," what do u think I'm doing wrong", I'm in a poisiden with 3 webbers t2, Im sucking more power power out of him than skynet would use in a year of attacks against John Connor, with an energy neut t2 and an energy vampire t2 , still can't completely stop the other ship, plus I've held the other ship far longer than the specified seconds , means I can't complete some of the loyalty missions, need that upgrade mmmmm, just a thought , the 750 sec wait seems a bit long , maybe knock it down to say 300 seconds ...
OK, you'll be happy to know this bug was fixed in 1.0.8 which will hopefully be submitted to Apple today. The wait time is a function of how long it would take the ship normally to get to the other station. The problem with reducing the wait time is that you could do nothing and the commandos would board the hijacked ship before it could dock. Let us know if you have some ideas for improving this mission with that constraint in mind.

Quote:
Ok I'm 5 cans into a 6 pack been on the game again , just had a new thought creep out of the fog , what about tying in all the missions into one screen , that you can select any mission from , make it an unlockable upgrade from a new faction "hint hint" , plus as a further unlockable , FAST TRAVEL to any sector, I understand traveling early on in the game sets the mood and the tone of the game but after 60 or so hours it can become a bit tedious , with the lack of accurate maps of the short cuts or sectors . Thx guys . No doubt I'll have more to say later cheers and beers
I'll drink to that! Our solution to the fast travel idea was the worm holes. Perhaps we could add those routes to the map after you've discovered them.

Quote:
Ok im into the second 6 pack now , I'm thinking DANGEROUS 2 , with an option to set let's say mission specific ships to the same speed for a more robust dogfighting experience! , make the ship handle a little more loose ,a bit of angle on the turns ,I don't want to say it ,a bit more like that other game , sorry, i feel if your going to have dogfighting u might as well do it right, otherwise the game is perfect , just some more spit an polish and this will be a number 1 series , dont mean to offend guys, i read back there somewhere u liked input ,I know the game needs separate speeds of the ships to function as it does eve style , just an idea , don't even know if it's possible "cheers".

Yours gamingly
Markwend
We definitely love feedback since we want to make as near a perfect game as we humanly can. If I'm understanding you, it sounds like you want a "match speed" type of autopilot which would aid enormously in dogfighting. It's something we've actually considered adding as another autopilot option. Probably when we add the radial menu concept to the autopilots in a future upgrade since we don't want another button to clutter the UI. The radial menu will get rid of all autopilot buttons and condense it all down to one button which opens up the radial menu to pick the autopilot.

Quote:
PS. I Rated the game 5 stars on App store , for this game needs to be on the front page dammit
Game of the week at the very least
C'mon all other members "rate it 5 and leave a review"
Awesome. Thanks, and I couldn't agree with you more!

By the way, we've dropped the price a buck down to $3.99 which is the lowest price yet. The thinking is we'll do a few sales like this until all the updates are in at which point we'll put it back to the regular price. So now's the time to grab Dangerous if you've been on the fence.

Helle - 3D fluid physics blocky puzzler - App Store - Google Play
Dangerous HD - Epic 3D space combat RPG - iTunes - Website - Trailer - Soundtrack
04-18-2012, 10:48 AM
Joined: Apr 2012
Location: Newcastle,Australia
Posts: 6
Thx for the feedback

Great , I'm looking forward to the update. Keep up the good work .