Currently, these systems also need to be explained better for the player, we realize that. The main reason for stamina is to limit uses of the combat roll, which give you limited invulnerability. We are looking into better ways to let the player know that the stamina is low for the wanted action (eg: jumping). Jumping - As with the heat meter, jumping won't work when your stamina is low. And of course, balancing the default heat usage per weapon. We are thinking of adding the Heat meter to the Aiming Reticle space as a toggle option. Terran weapons can easily break once they overheat. Kicker - Thank you for the feedback, as this will be very helpful in determining the proper difficulty curve. Wishlisting to watch development progress for now. Quite a few of my deaths in the demo were from thinking I was tossing the grenade clear of the cover I was behind, only for it to somehow tag the edge of said cover and blow up in my trooper's face, ending his run. Also, when tossing grenades, the hit box on the grenade for triggering its contact explosion is very picky. There are several items in the Lab that are under 'developed' like the medium armor and heavy helmet, but there is no option to build them in the Forge and no feedback as to why. You can Beamer some alien equipment like medium armor, light helmet, and shock grenades, but they don't add to fleet inventory. Some bugs: if you go to the menu and return to the game, it is possible to lose the One Pistol permanently. I was only ever able to live long enough to send one elite blaster back for research. For now, all I could really do was run up, beamer a few alien blasters, then run out of armor and health as I started to get into the first enemy base zone. I see the framework for an interesting game here, but that will depend on what upgrades and content is built on top of the brief part shown.
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