Agree with a lot of what you have to say. No cheats, only cosmetics and getting things you may not have been able to get. Also think things like new areas to explore, new species, etc should be free to everyone. Changes in gameplay mechanics, like exploring worlds with away teams, will be charged for though.
Well, seeing as how I love TF2, and Valve for constantly updating it, I can't really find much fault to this. However, TF2 is a multiplayer game, and in it you can either find, craft, buy or trade for items. In a single player game (i'm assuming) you can just find it or buy it. Just a suggestion - maybe you can implement a type of trading to the game, so that gamers can interact with each other, as well as having a way to get items they want without having to wait for or buy them.
Kcur, Who says you cant craft in a single player isometric space game? Gotta do something with those resources... Trading is interesting but extremely complex. The real world is quick to find exploits, work arounds etc and we don't want to undermine the core of the game. More likely to trade crew members than anything. Probably gonna be an update thing after we see how the game settles and what the masses are doing to exploit things. No amount of beta testing matches 500k downloads
I agree that it would be hard to implement, and maybe it could be added as a future update. Is trading crew members anything like Star Trek Online?
The problem is people will cheat the system (cloning items, etc.), and this generates all sorts of negative feelings.
Iap freemiums premiums and dlc in games I think everyone needs to settle down. I understand the viewpoint from all sides and agree with some butrhink people are blowing this out of proportion. I typically don't like being screwed by developers for dlc that should come with a game either BUT (capital letters here) that does not mean dlc is always bad or evil or wring or overpriced. There has definitely been offenders in the debleopimg comunnity however I feel these guys are not gonna be like the rest of the pack and should be supported for breaking away for the norm. Expansion packs us a great freaking idea keep in mind iOS titles ate ge tally not that expense e to begin with and there is no disc for hard content. I lobe soulcalibur and was disappointed with the dlc in 4 or most figjtgamea for that matter cause with such a small coleslaw for dlc of unlockable charters and levels it can be almost certain they are preloaded on the disc and you are just payin for access Later. Which is super lame. And ultimate mvc3 I have mixed feelings about my friends bought mvc3 and feel cheated that they can't get all the new co yet as dlc and probably will not purchase ultimate I on thenother ha d never bought it as this type of thing seems to happen alot and honestly it's alot of cogent for cheaper so I'm defiantly buying it. Anyway as an example it's lame that it happened that way but the content does seem with the purchase and we are talking 40$ here. Other then new characters ga Splat balancing and levels the gameness the same just better not a huge change just more awesome. Anyway back to the point iOS games are a few buck not 40 and iap when legitimate ate not a big deal. What people hey riled up about ad many have mentioned is when the consumer gets screwed and basically punished just to play. And it's superno buoys that not what's happening here a few iap updates or expansions to support a developer willing to bring content worthwhile and game changing to an app is money well spent and actually brings us better games to the app store instead of more of the same drivel and crappy freemium trash WhIch this is obviously not. And it shows cause they are talking to us and being open about everything so people should just chill I get why other developers have pissed you off but don't alienate the good guys out there we need more of them :b
That may be the worst freemium game example you could use. Tiny Tower Bux are infinitely easy to get. Right now 124 floors, 640+ bux without buying any. But I get what you are saying about most freemium games.
Though I admit it quietly I like the Trek thing! I'll be checking this one out when its on the store!
Ok, what about ending IAP discussion and coming back to more important things: gameplay, production design, features we want to see in the game, possible multiplayer ideas, artefacts, aliens, distant and strange worlds, ship upgrades, superior technology of long lost civilisations, abandoned ships, spacestations, cities and outposts, crafting, character development, space and "land" based combat", weapons and their development, different ship types, ship development, etc...... So we have a lot to think and talk about, not just IAP... I will start: I am a great fan of MMOGs and online multiplayer games, I would like to see an MMOG Version of this game. Trading with other is a key element for me. So, I want to have an auction house And a friends list, chat and everything a good MMOG needs .... And what goes for dupes, every MMOG has to cope with them....
Will the captain be directly controllable (like being able to walk around the ship), or will it be like Game Dev Story?
The multiplayer potential is great - we agree. But its one of those things you have to get right. We always come back to X-Wing vs. Tie Fighter. They took Tie Fighter, one of the greatest games ever made, made it multiplayer, and basically destroyed the franchise. So when we do it, it will be done correctly, with balance and polish. MMO is interesting, but the logistics for something like that....man o man....
multiplayer would be great, but to be honest I'd much rather that they take the time to make the single player experience as polished as can be first. multiplayer can always come at a later date via an update.
What I forgot: It is clear to me that it is important now to finish and polish the single player game. Multiplayer is an option for later upgrades or a sequel. MMOG, I agree, is something which needs a lot of things to be taken in consideration. Maybe you can talk about that with the TA user "swiftest" . He and one of his co-workers are working on Dangerous: Null Space and they both have an MMO background. -> http://forums.toucharcade.com/showthread.php?t=49226
Yes - actually all characters are directly controllable. Now - the granularity is being balanced- we had individual guys repairing individual damed wall tiles- but we've found its a little tedious so now we have a repair 'mode' so you click the guy - then just click repair and he finds damaged walls - but now we have the problem of them being stupid - and repairing the wrong walls in the wrong order (fix THIS one stupid!) so we're thinking maybe an area of repair is best - 1. click guy 2. click repair 3 click area/room for repair priority its amazing but these games are so complex lol - it is annoying/fun cause even mundane things needs this huge in-depth analysis as to repercussion and playability.
Another option could be to choose in general settings (or ship management or whatever you have) which areas/rooms have which priority in the repair queue. If you do it like that it minimises the micromanagement since all you need to do is set the repair queue in general settings, and then: 1. click guy 2. click repair
It would be cool if you could mix species to create new species, sort of like a space pocket frogs. Also it would be cool if the people you could hire for your ship aren't static. Meaning the game randomly generates people from different species rather than having a set number of people already created. An example would be any Kairosoft game, they don't randomly generate people. That's what I DON'T want. (not dissing Kairosoft, you know we all love those guys)