Me too. Having an all female crew that is, even the alien ones. By the time I got the freebie male aliens, they were stuck on the bridge of my perpetually burning ship and they all perished on the very next mission...
Must add my voice to that of people encountering performance issues. While at first there was no issue at all for a few hours, as the days passed the game started experiencing heavy framerate dives that can make the difference during a battle, but inconsistently so. Sometimes, it's continuous for extended periods, then the game will resume working but God forbid a character brushes a wall that has to become transparent or a door has to open. Sometimes, it'll happen during traveling, but other times that part will work just fine. Clearing memory and restarting the device doesn't help. iPad 3 3G 64GB.
So it took me 1 hour and 90% of the ship is on fire but i manage to beat enemy with 8000 shield and as reward i got.... 1 token xD
In the "final battle" (on normal difficulty) my ship was fully upgraded, and never once did my shields fail and allow the enemy to beam over. If fully charged, they could take a hit without failing, and before the next attack I would either dodge or boost recharge the shields. Since I only had to use a token every other attack, I kept up easily.
Bad guess. Maybe 1/2 (probably more) just don't agree with your opinions. I personally love this game, so where can I get some of that sweet PR moolah?
Great Game Excellent art style, humor, and polish!!! Well done and glad to play it on the iPad! Would like a better starship combat tutorial in the game, explaining what and I why I am touching the screen. A whole lot of awesome here
Try removing any crew members from the engine room. I didn't get lag until the final few battles, but as soon as I took my engineer out of the engine room, 90% of it went away.
I am fairly happy with this game - it does what it does well. However, I do have some constructive criticism: 1. Allow characters to shoot while moving. 2. Make charge times for weapons faster. 3. Include a better tutorial (the tutorial also needs to be accessible after the initial tips) And some new feature proposals: 1. Turn based combat - One way to include this is to have an alien race that fools around with time and makes you move really slow, ie slow enough that real time combat turns to turn based. For this, I would suggest that both sides make their turns, then both sides move at the same time based on those turns, with shooting while moving allowed. Also, targeting a specific enemy/group and choosing an action to perform on arrival, along with special ambush skills, traps, etc. could spice it up. 2. Ability to revive members - maybe an upgrade to the healing room? Would cost a token, and would be a way to keep some higher level guys around (although there should be a limit per battle, or something like that, to keep a steady flow of recruits) 3. Ability to board enemy ships - I haven't played to the end, and don't know if this is already there. However, it would be fun to be able to board if you choose when you deplete the enemy's shields, and some extra missions based around "infiltration" could be cool. This might require an extra transport room, and be only available on larger ships. Also, since your ship can't be left to fend for itself, maybe automation of remaining crew/a pause where you can fire weapons etc. would be a good idea. Finally, the invading crew might be able to destroy rooms, loot tokens, take over + man the ship, etc. - maybe a possibility of eventually building a fleet? Or maybe they would just set a bomb and blow the entire thing up, since fires and explosions are so prevalent Just some thoughts.
You have reviving crewmembers option that is based on tokens once you get to second playtrough and can build large medical bay room
I don't agree with every word you post. I'm guessing you don't agree with everything I post. That said, you have no idea how much my respect for you grew upon reading this post... Objectivity and facts still matter! Yay! DBC
Boy this is a wonderful example of a great game botched. Did they do any player testing? 1. just have the crew automatically build a "token" if assigned to a room. If there were two things to do so you had to make a thoughtful choice it would be different but basically ask soon as I click on a token I click again to start building another one. Why wouldn't I? If they made a it a choice between say building a token and increased accuracy or something like that, then maybe I would choose different but there isn't. When building a token they can still fire the weapon so why wouldn't I always have them building one? And if I am always going to have them building one then why not make it automatic? 2. Make damage to walls mean something. I am not one to "game the system" but I don't repair hull breaches at all anymore. When not in combat your crew doesn't get sucked out so it is best to leave the holes there so that next time combat starts you have a couple ready made death traps for enemies. 3. Combat is frantic which is fine but then do something different with extra skills. I never seem to have time to click on a crew person and then a special skill during a fight. It feels stupid to have at all. Heck I never even leave my crew members the same class! After a fight I switch them all to engineers so they can fix the ship then I just randomly assign them back to red shirts, or whatever so I don't even pay attention to their skills. I think there is a great game here. I keep wanting to play it but they missed a few things which I just think are obvious. Maybe some updates will help
I disagree with a lot of people, but I still respect most of them This thread has an abnormally large number of people I'm finding it difficult to respect though, which is why I'm only really defending the game against unhelpful posts and childish statements. There's plenty of good criticism in here that I'm sure the devs would find very useful.
Has the dev entered this thread since the game was released? Be interesting to hear their views on the mixed reactions, and if there's any update news.
Just finished my second play through and I thought I'd hop on the forums to see what people are saying. I'm surprised that so many people are encountering so many issues with the game. Figure I'd thought my two cents into the mix: Pretty fun, but the controls are lacklustre. I often find myself selecting units and moving them where I don't mean to. Units often just stand around helplessly when they're standing in a fire. I'd love to see the AI tweaked. Little things like how units don't go back to work in a room unless you hit the "return to room" button (the little back arrow). However I've enjoyed the gameplay overall. The core gameplay works and it's fun, but it really could use some variety. As far as bugs go, I haven't really encountered much. I did notice on my first play through that after receiving bonus troops that put me over the ship limit that the frame rate started to dip sporadically. However on my second play through I didn't notice it. In short I think the game is worth it if you know what you're getting into. This is a charming looking space ship combat game. This is not sim city meets Civ meets FTL meets XCOM. It's a bit disappointing if you've been following this game from the start, but I think this game is fun enough to warrant a purchase. If you're feeling a little uncertain, I'd say wait for some patches and see if there any content updates coming to the game.
Zombie....there's a. Z-z-z-zombie....eyes-the eyes- oh god, his eyes are gone...z-z-zombie..... Yes, the Zombie Russian Cosmonaut video did freak me out when I saw it at 10:00 at night. Before going to sleep. Regrets...
I think I read somewhere that, moving forward, that dev was going to concentrate on his lead platform, PC, after releasing for mobile, so chances of anything further on iOS is remote. Maybe if you started a Kickstarter for iOS Star Command II? Anyway, I thought the ending wrapped things up quite finally with its Spoiler time loop deus ex machina ...