Update: Now that I've figured out mining (with forum help ) and got a bit of cash to upgrade my ship the game is going swimmingly. DEV: I do think the speed at which new pirates arrive to replace the recently dead ones is too fast. While mining I often had to kill off several pirates to mine safely - which is actually cool from a "mining is dangerous" viewpoint. However, after I kill off the 2-3 pirates in the system it would be nice to have 2-3 minutes of safe mining before the new enemies show up. It's the fact that no matter how many dogfights you win there is always a new ship shooting at you in less than 30 seconds that makes it tedious/annoying. It also seems less realistic that "random" pirates would essentially show up at the same rate they are killed off. (sidenote: I actually think it would be cool to show up in a sector with a bunch of pirates causing you to go "oh s---" and run - assuming there was a way to quickly escape to another sector and not just die.) The radar arrows aren't as useful as they could be. It would be nice if the larger arrows signified close contacts (e.g. large red arrow means the pirate right behind you). Currently it seems random on if the arrow is large or small. It would be nice to know (especially with the constant inflow of enemies) if any/all/which of the red arrows are the ones attacking you currently. If you are instituting a price tracking feature, I would prefer one like the GoF2 where it lists all the prices of the stations where you have been (as opposed to all the prices everywhere).
The size of the arrow is not random: the biggest is your currently selected target. It sort of auto-targets nearest threat when you kill an enemy.
Definitely would be better on iPad due to screen real estate. I play exclusively on my iPhone 6+ and it's perfect for me (I also have bad eyesight) I'm impressed I can play with no problems. (I was concerned at first) I have iPad 3 (2012 iPad) Doesn't run as good on it. There is frame stuttering (which is HIGHLY understandable) 4 year old device. I prefer the game run excellent on newer idevices than, run good on old devices and in return not take full advantage of newer devices due to comprises. If I decide to pick up a iPad Pro or iPad Air 3 I will give my impressions regarding gameplay on those devices.
Lol. This is true. Made me a skilled combat pilot from so many battles and instant respawn. My muscle memory with the onscreen controls is spot on. Hoping there is a middle ground. No as fast as they respawn now and not too slow to where it's empty space with no interaction for long periods. I'm pretty sure this can get figured out with the collective mind of the forum.
I met the same problem, cannot dock station... already reboot phone, restart game, but still no icon for entering station...
Are you manually selecting the station so that its targeting reticle is the two big triangular brackets "< >"?? If the station is not targeted and you're not within 700 units from it, the contextual action icon won't appear.
My apologies if I sounded too much whiny and rude. I understand this game is brought by a very small development team and all the difficulties they have to face. Nevertheless, the game has been published on the market, there's no sign or warning it is an early access or a work in progress.it has been released as a full game and as such it is rated and compared to similar games. I know it's common nowadays, especially in mobile gaming, to keep on adding features and content to a game months and sometimes years after release, and it is great and shows the developers care for their products and for the player, but sometimes this has become an excuse for releasing an unfinished mess. This is not the case, but when a game is out, it should be appraised for what it is at that time, not for what it can become after some content update. I'm really positive about this game, even though my words sounded a bit harsh; I realize it has very good potential, but as it is NOW, it feels somewhat dull in certain areas and not that polished in some other. Still, I'm playing this a lot and I'm liking the game. I hope that the developers manage to refine the game a little bit and give some more polish/content in the coming weeks/months. Just to make myself clearer: with all the mess going around Rodeo Games, when they released Warhammer 40k: Deathwatch there were a few nasty bugs, some things were not kicking-in as they should have and it lacked multiplayer. Now the game is probably never gonna get the multiplayer part and the bugs still present will probably never be fixed, but on release the game still could stand on its own feet and had lots of content. Besides the multiplayer part and the obvious bugs to iron out, the game still felt "complete", a feeling that I can't say to have with Stellar Wanderer. The game is good but something feels amiss, it lacks that something that could make it feel juicy and content-packed. Maybe it's just the visual style for the interface, maybe it's the different star systems that look all the same with different names, I don't know exactly what it is, but every time I play, I keep on feeling something is lacking. I'm sure this will eventually change when things get added/fixed/streamlined in the coming updates. Sorry again for sounding rude. Keep up your work!
This a wonderful response to mine. Thank you for being mature. It's understandable. We are humans, and at times, out of passion for good, act out on emotions with knee jerk style reactions (which is natural) I've done it many times in my life, to where I now have to monitor myself at times - mostly when passionate about something. I agree with you. Every time I play as well, it does feel something is amiss. I can't accurately point it out yet. I think it has to do with the game having RPG elements and maybe not having enough role play to compliment the systems? I don't know, but this is my infantile thought on it. That said the combat system, especially in cockpit view (the only way I play) is beyond impressive. Like yourself - I've played all the top Space Sims. Elite Dangerous, Strike Suit Zero, Dark Star One Broken Alliance... etc. The combat here is spot on! Keeps me entertained with the skill factor required. When I say combat I mean all of it not just shooting - the physics of inertia, the vector change in movement within the YZ axis (though it's limited now) by not having proper roll. It still manages to get it right. When roll comes in -- lord have mercy. True talent will start evolving out of this beauty. Getting back to your concern, yea, we'll figure out what it is with more gameplay time, and as a community whole address it from there.
odi0n , it's good to hear that you love the controls so much. In Strike Wing we have implemented lateral thrust instead of roll and it's incredibly effective in combat (albeit available only on controllers) . Imagine something like the old Descent combat , but in space
I miss descent. It's my favorite game of all time. I knew every map inside and out. I was in clans and had multiplayer dogfights. It was truly gaming at it's finest back then. I have strike wing but I never played it with a controller. It looks like when my controller arrives I'll be needing to fire it up lol Billy
YAY!! Just seen the notification badge and updating now. You mean we can now dock without selecting the station as a target?
I try to be mature but sometimes I'm just human and screw it up being whiny and stuff :/ You're right saying this game and its developers don't need a whining crowd of people but informed constructive suggestions/critics. When someone replies to my posts with some "hey dude, don't be a jerk" message with good points in it, I tend to stop and think "hey man, wait a minute. I might have possibly screwed stuff up" XD So thanks for pointing out my jerkiness Tomorrow I'll try the newly released update. Have to get some sleep now (11:30 pm here and tomorrow lots of work )
Update Nice changes. In particular like the addition of the Last Base button when your blown up and need to choose what save to re-load.
Big shout out to the devs - many reasons GOOD NEWS FOR THE FORUM REGARDING ROLL: I am using it right now! While you're enjoying this new update released today. I will be testing out the roll maneuvers in the beta. Yes, it's a true roll. You control every aspect of the turn "just like Elite Dangerous" It maneuvers just like the video below (so far from what I've tested) and it's glorious: http://youtu.be/1gG4drQjvzo So for all my space combat sim heads and elite dangerous heads. It's here and it's glorious. I'll be testing all night starting now. Will set my alarm for 3 hours come back here and see if any questions that I can answer. You will all get this rolling feature in the next update. If you want to be a tester, reach out to the dev, there is a email link in the game. Either in game settings or main screen (I forget) Also, you can reach out to them here on the forums. They are paying attention and they are excellent. I will buy every DLC released for this game (if they make enough income to be able to create such projects) Which really, that falls on us, If we want more content, we need to support these Devs in any small way we can. Get the word out on Twitter or speak about it on YouTube/Facebook if you can. By the way. For those curious I am testing the beta on my Mad Catz CTRLi: Amazon: http://www.amazon.com/gp/aw/s/ref=is_s?k=Mad+Catz+CTRLi YouTube Review: http://youtu.be/DoGIFrhQNLk I don't think I've played Strike Wing. For awhile, Dark Star One Broken Alliance was what I played heavily (until Strike Suit Zero & Elite dropped on XB1) and so, before Elite and Strike Suit Zero, all I had was Dark Star One. (Console gamer) During that time, I tried playing GoF2 and it was just to arcadey for me, a "auto barrel roll" no fluid control over it and worse for me -> no cockpit view. I have nothing against GoF2, but that's when I knew it was not for me. I also at that time gave up searching on iOS. GoF2 was so big at the time, getting all these acknowledgements and rewards I figured everyone would just copy their standard and drop clones. I didn't bother searching the App Store again for space sim combat. I am just now getting back to iOS gaming by "force" lol. I've been traveling more and other life commitments. Thus, my main gaming platform is iOS and space combat sim has to be in my life. That's my love alongside tactic games like XCOM & 3D fighters like Soul Calibur. This is it for me. Luckily, Stellar Wanderer dropped right on time. Then, to put a cherry on the cake as they say, you, the developers are so committed to working with us "and so patient" that its a blessing your still here corresponding, wanting to make SW better. I've gone off the subject here, but regarding the controls on SW - yes! These controls are so responsive, so silky, the battles are very fluid where skill does take presidence while still retaining the pick up and play for newcomers (and more in-depth systems waiting for them if they decide to stick with the game) STELLAR WANDERER MAKES A GREAT COMPETITVE PRIMER: I would recommend and say Stellar Wanderer makes a perfect "compliment" for competitive space combat players wanting to get better with their more grandeur PC/Console space combat sims. My gaming background is heavy 3D Fighting games (Soul Calibur) and Space Combat sims. Competitive players know, muscle memory is what makes you a beast on a competitive gaming level. Repetition of these movements until it's reactionary is a must to become top tier player. Well, I've found Stellar Wanderer is a perfect practice session arena for when you are busy moving about but want to get some quick sessions in to train those reactionary muscle memories. Or... you can always buy a $2,600 laptop (powerful enough to run said game you compete on Star Citizen/Elite), a bag to carry/protect such expensive laptop, probably another $60 to $100 then some extension cords, etc maybe $15 more.. and go about training that way. Me, I'd prefer just paying $4.99 get Stellar Wanderer, it's in my iPhone/iPad - boom start training. Get back on my console/PC hop on Elite or Star Citizen and never missed a beat because I've been training my muscle memory even when I was away from the platform. To random lurkers or skeptics reading this. First thanks for reading this wall of text. Moving on, Stellar Wanderer indeed does a lot. This is just my experiences with it, therefore, anecdotal. Seek your experience and see what you draw from it. No concerns friend. There will be many times when I screw up. Please make sure and let me know when I do (We will make ourselves better by engaging each other) ON A SIDE NOTE: I just saw this incredible tech demo on a Samsung Galaxy via pocketgamer, had to share. Maybe what Stellar Wanderer 2 could become: (Forward to 1:30) http://youtu.be/zr6u5wJEs4w Original article for those interested: http://www.pocketgamer.co.uk/r/iPhone/Unreal+Engine+4/news.asp?c=69163 ABOUT THE DEVS: The game has been out "under a month" and these guys already working on update 2? All this effort? And it's been only two weeks or less? Come on man. Much respect and round hand of applause goes to: Cosmin Vaipa Josh (And everybody else at dreambuilder studios & crescent moon) You've demonstrated to me, you can work swiftly in fixing, reiterating and more importantly - listening to the community. Because of this, I will always support your stuff. Don't care if turns out to be a dud. So what. I bet in my life, I have seen and invested in more duds than the ones you will mistakenly produce. We're human, there's mistakes in our nature - I'll move on won't hold against you. It's what you've done here in under two weeks, that has shown me your character, devotion and willingness to want to make something we all enjoy - more enjoyable. You could had easily remained silent and not done anything or worse, put out false hope while laughing as you drove off to dinner with your date. Luckily for us, you guys turned out to be the former. Don't know you guys personally, but I'm definitely proud of you guys. Thank you for providing me with non stop enjoyment since release and only wanting to make it better. I'm in the for the ride.
Could you explain a bit how does the gameplay gets more in depth? From what I've saw on videos and by playing Strike Wing, your only options are speed up, slow down and shoot. And when you shoot you don't even have to really aim, since there's auto aim if the enemy is inside the big circle. At least in Galaxy on Fire 2 you had to actually aim. Honestly I don't really mind lack of roll, but I wish it had at least lateral thrusters and actual aiming.
I like it a lot. Haven't chimed in , but it's been well worth the cost. Cost is relative, but sometimes it seems like people expect a lot for $4.99. The process of game development is a real job.
I'm sure you didn't. It's the game that started this whole thing Now, Bladecup.. this is a bit unfair. As Josh and everyone pointed out in this thread, Crescent Moon is the publisher, not the developer. Sure, Apple doesn't let you actually advertise the developer in a game and that's why the confusion. I can't speak for other developers, but for us Crescent Moon was the best choice since pretty much everyone else we've come in contact with is either screwing you or forcing you into F2P hell. Josh doesn't do that. He runs a fair business geared towards true indie titles. And for a small team that builds single player focused games that's a perfect fit. With Strike Wing (our previous game in the same universe) we have kept our promise and updated the game since launch. We've added hours and hours of content and features, all for free even if from an economic standpoint it didn't make any sense. Even as we fix things in Stellar Wanderer, Strike Wing is going to receive updates and the other way around. Because of how things are done in the App Stores it would be cheaper indeed as a developer to forget about the users and publish a new product to grab some more cash. But that's not how we did it. We'd like our games to end up being good.
Indeed, Strike Wing received a bunch of upgrades. In fact, I just bought Stellar Wanderer in the hopes of future updates. If possible, I would like to ask for the implementation of lateral thrusters (for people who use gyro, it's easy to implement in terms of controls) and the option for auto aim off. I would love to manually aim myself at enemy ships.
Auto-aim off doesn't work well with things that move so fast. We've experimented with that, we even tried to have an achievement work off this , but in the end it proved it's better to just leave it in.