I like the game. But once you unlock the newer ships, it would have been cooler to have different types of ships that had some kind of differences. A gunship with 3 gun ports minus the "large rooms" would have been cool. As is, it is a very fun game and I really look forward to updates.
I have an ipod touch 4g.. I read that it's probably better to play on a big screen, and that there are slow downs.. so if possible, would appreciate answers to the following: 1. are there any owners with an ipod touch 4g who have encountered problems? 2. in your opinion do you think it would be relatively easier on a nexus 7 than an ipod touch?
Thanks, regarding point 2 - i guess i meant waiting for it to come out on android, which *supposedly* is coming out in a months' time.
So that's it then? Second playthrough is identical apart from the new ship? So all those grey markers on the map are lies??
The crashes are really getting to me. And how long are you supposed to wait after defeating the modified human capital ship ? Nothing happens. Fourth time beating that level and stil nothing.
Seems about right. Star Command is just an average game. One designed more for the "Angry Birds" crowd than those of us looking for more substance to their games. Maybe if it wasn't being marketed as more than that I wouldn't be so disappointed, but even the app store description makes the game out to be more than it really is.
I'm not sure exactly what you're saying, but it looks like you've got both of those terms mixed up. "Premium" is generally used to indicate game with either no IAP or good use of IAP. "Paidmium" is a game with an initial purchase cost that then insults the customer with a terrible IAP system, often consumable. Well that's one way of looking it. There are so many posts in here with suggestions to make the game easier that my theory was there are too many "Angry Birds gamers" playing it, because it's been marketed and covered to the extent that casual games are. Then they find the game is not playing itself for them and start raging.
Well, as you say, that's one way of looking at it. Having read the complaints in this thread, however, most of them cite poor controls, the short game length, a lack of balance testing, significant slowdown, low framerates and hard crashes. You could claim Templar conspiracy, but it would seem overly dismissive and defensive to try to lump all of these people in as a bunch of Angry Birds players in over their heads, especially as out of all of the issues raised, the generic, "This game is just too hard for me," doesn't actually seem to be a very common one.
A few questions real quick: Will your ship grow or expand throughout a play through to allow you to increase your crew size or experiment with more rooms? Does it make any sort of difference how many crew members are assigned to a room? For example, if I have two in the missile weapon room ir the dodge room, will they produce a the needed token faster than if there was just one in there?
1) You won't be able to expand or get a bigger ship until you finish the game 2) AFAIK it doesn't change anything (apart from the obvious specialization)
You will have acces to couple different designed medium ships after first playtrough , only difference from smaller one is that they have 2 additional large rooms , and some new room types ; crew is sadly only increased by 2 members (every build room increases crew capacity for 1 , no matter if it's big or small )
After reading the 67 pages of this thread, I'll pass for now. Too simple for what I'm looking for. Off-topic: The funniest part is that I had never heard of FTL before reading this thread, but was curious about all the hype around it. In the end, what I want is FTL for iPad. Since it doesn't exist (yet) I ended up grabbing it for my laptop until they port it to iOS. Back to topic: when (if) the game gets updated with sandbox exploration and/or random mission system, I will possibly buy it. Until then, I'll follow the thread closely
I played through the game, with no intention of playing through new game +. I never had a crash or bug that forced me to restart/reload a save. Minor slowdown twice, both times at the end of missions. If you don't use exploits I found the game was not easy, nor was it particularly hard. The controls require you to use the zoom function to be precise and to zoom out to not be blindsided by attacks, etc. I'm not really trying to defend the game. Just illustrating my experience with it. It could have been, and I expected, a lot more. For a $3 game, I suppose, I was impressed. As to the "this game is just too hard" thing, that is actually paraphrasing most of the negative reviews I've seen on iTunes. The game's major problem,as I see it, is it's too simplistic for a lot of "hardcore" players and too hard/complex for the majority of casual players.
After 3 playthroughs and 10 hours i have to say that despite its problems i had fun. Hopefully devs will continue to support iOS as much as PC so game might be even better.
Considering that those features are intended for the PC/Mac version first, and that the PC/Mac version will be competing directly with FTL on Steam, it'll be interesting to watch the inevitable faction war develop. ^_-
True. Haven't been able to play FTL much yet, but I think it will grab me more than SC in the current state of both. We'll see how SC evolves.