Completely enjoy this game but I agree this game needs more of a tutorial ot an info page. But even so this game kicks ass. Good work on it.
What I am providing is constructive. What isn't constructive is trashing a dev because the game isn't everything that it was originally intended to be. Even the dev will admit that. This game needs to be looked at for what it is rather than what it was hoped or dreamed up to be, and what this game provides is solid time management/strategy in a solid, polished package. What I am trying to do is provide an unbiased opinion of the game, ignoring the hype that surrounded it so that people who are on the fence realize that, even though the ge does not include all the original bells and whistles intended, it is still well worth your time and money.
Forget the hype, look at the screenshots, read the description, maybe watch a video. Then if it looks like a game you want to play, buy it.
Strategy? For you micro time managment is strategy? FTL is tactics Civ is strategy SC is strategy like hotel dash, no more.
If anyone's interested, pocketgamer posted a guide and walkthrough of the game if anyone is having some issues, maybe this might help a little? http://www.pocketgamer.co.uk/r/iPhone/Star+Command/feature.asp?c=50502
Nice game, needs some spit and polish. A way to group people into squads pre battle would be useful to better deal with boarding parties. I've not had a hull breach so far but it sounds like having your crew avoid these unless one opens up next to them would be a good idea. Also (unless this already happens) it would be good if breaches stopped sucking people out into space once shields are restored. More upgrades. Stats on a selected rooms efficiency/output and the description of the room itself as shown when you built it. Xp for bridge and engine room crew. The ability to set patrol routes for crew and the ability to call for backup (possibly from crew assigned to same squad) Quick question, does anyone know if bridge and engine room bonuses only apply if there are crew members assigned to them? The only slight worry I have so far with this game is how easy it would be to convert it to a fremium model. Pay cash to get extra tokens/ammo, and while traveling in the solar system might be quick interstellar travel could take some time but could be rushed by forking up cash. Hopefully I'm just being paranoid. Had about 5 fun hours with this so far and look forward to continued updates from the Devs.
Ya it's the 1st criteria for me. No GC, pass. I was looking forward to this game because it seems long and in depth but all that time will go in rewarded. I hope down the road they update with GC achievements/leaderboards.
This game is not fun. I was not part of the Kickstarter. I was not even aware of this game until yesterday. o Long periods of time when you don't do anything To dodge or recharge your shields quickly, you need a 'token'. The only way to get these tokens is to click on the room, then click "generate token". This process takes real time, maybe 2 minutes a token. This makes no sense when you are not in combat (sitting around watching your ipad is not fun), and makes no sense when you are in combat (the speed at which you can dodge or recharge your shields quickly is already limited by a charging meter). So you need both your meter charged and a token to use these abilities. o Crew are all identical There seems to be a vast universe of crewmen, but they all start out with 0 in the possible skills. o Game consists of minigame combats The game consists of sitting around doing nothing, then doing some very difficult minigames while simultaneously moving your crewmen around and reassigning them to different stations. None of this is really fun, but the minigames are under a veneer of Star Trek. You are not given an explanation on how to win the minigames. o Game ONLY consists of combats You fight a ship, then go somewhere else and fight another ship, then go somewhere else and fight another ship. o Still buggy and incomplete Clicking 'contraband' on a crew member says 'coming soon'. Don't include this button if it's not there.
Yes of course, like Hotel Dash no more. You have to tap in time for token, wait, omg! Battle tap for token, tap for crew to fight, tap for recharge ammo, tap here, tap there. No strategy at all, only tap here and there in time, like Hotel Dash
I am stuck in the first tutorial combat, i cannot figure out how to fire my guns. I tried putting all my crew into gun room and tried tapping the 3 circles on the enemy ship and my ship never fires! Its the most frustrating thing ever being a gamer for a decade and not being able to figure this out. The tutorial needs a lot of work.... anyone help with some clear step by step on how to actually fire?
I've had more time with it, although it wasn't as great as I was expecting, it's still a rather fun game with a lot of potential with updates. 7.5/10 so far. Still though, I think the best game I bought in the past couple of weeks was Lego Batman. Thought this game would pull be away from it, but ah well...for 2.99 and especially no lame coin based IAP, it's a pretty good buy and it'll keep me entertained after I'm done with the Batman game.
I had the same problem, I mentioned it a couple pages back. Tap the little circles themselves when the dot goes on top of it and it will say hit once you do that. I'm guessing you we're doing what several of us were doing at first and just tapping anywhere on the screen.
The batman game has no multiplayer, the Star Command same thing it looks like... I dont get games that have a campaign but no multiplayer for end game.
Had to wait a long time in a line in the morning, so I played for a couple hours. Some impressions: 1 - Choose the "attack" room in which your "rythm" skill work best. Like many people here, I couldn't use the laser. But I managed to do OK with the Proton Torpedo and the Machine Gun. 2 - If you use the Torpedo, preparation is your friend. Create ammo tokens before going to a planet. 3 - Protect your crew at all costs... because they are fairly costly. 4 - The "dodge" room is VERY useful... if you follow the same advice as the Torpedo (create tokens beforehand). I always start with two attack rooms, with a medic room as soon as possible. After I got the hang of the tips above, the battles became much less hectic. Good luck for you!