Eufloria > Eufloria Classic

Suggestions

<< < (4/73) > >>

Rudolf:
Hey guys reading all these posts is quite encouraging as much of it is represented in the work already under way. I hope you will be pleased with the next version that we are planning. As I have said a few times now the current game is not feature complete but we are implementing the lacking features now. Our unique take on territory is being tested as we speak, as is defensive play. The seedlings themselves will be much more diverse  useful and the whole thing will be way more balanced and strategically interesting. A UI overhaul is planned as well of course and then there are some other additions that we want to keep to ourselves for a bit longer.

It is nicely progressing and we will keep you posted on when a new vesion will come out

Preachieved:
A little suggestion on the defensive portion. How about structures at the cost of seedlings. like a shield for an asteroid that has to be destroyed before the trees can be attacked. Maybe some things to alter the stats of the asteroid to produce different seedling types.

Alex:
Thanks for the suggestions. We are implementing a way to spend seedlings on defense, in a way. Should work. Modifying asteroid stats is definitely something I'm interested in. We've got some neat ideas for that too, which should make the game more interesting/involving to play too.

Sorry about the spam bots.

Suprsim:
This looks to be, perhaps, one of the first suggestions since the new release, so let me just say I never got a chance to play the previous version, I was only introduced to Dyson last night (I <3 Indiegames.com ^_^ ). This is a fantastic game! You guys have really made something special. Its like you took some of the really fun components out of SoaSE and made a beautiful new game! Not that I mean to imply you took inspiration from them or anything >_>

Anyways, this is a suggestion thread so on with the suggestions!

A way-point system. I don't mean you should be able to set way-points for a group of seeds, so that they attack asteroid after asteroid (that would seem to defeat the limited moving range in the new version) but if you could set an asteroid to have any newly spawned seeds move to an adjacent asteroid would be interesting. This would help with endgame movement, I think.

While I imagine, and as I've seen suggested by others, you are coming up with more trees to grow on the asteroids, you never know what has and hasn't been thought of:
-shield: despite some of my best efforts, it always happens. The enemy sends in 150 seeds to attack my asteroid that has 400 seeds guarding it. While I know I wont lose it, they still manage to destroy all my trees and take it over for a few moments. Whether or not this could be built at a more expensive cost or perhaps acquired only after certain prerequisites are met (3 out of 4 trees used, or all current trees grown to 75% of their maximum height or something) as I could see building a shield right away as being slightly lopsided.
-Artillery: While having trees that defend my asteroids are nice, perhaps a tree that can attack a nearby asteroid might be neat to try out. They could be used defensively too, aiding nearby asteroids that are being attacked.
-Core defense: have a "root" which protects an asteroid from capture, even if one of the tress is killed and the enemy has access to the core. It could help improve energy regeneration, or kill enemies who make it inside the asteroid

I recall reading something about an editor being put in place, all procedural of course, but I think it would be neat to design custom maps, down to the last detail. It would be fun to design interesting scenarios, say with 2 major choke points, or a player starting with many asteroids while three teamates work to bring him down. That being said, the generated ones do provide excellent replayability!

I know multiplayer has been suggested already, many times, and I'm sure you don't need to hear it again, but just LAN would be fantastic!

I don't know how the game is gonna play out as it progresses, but these are just my thoughts ^_^ Please make the game to be your very own! I really enjoy Dyson so far and I look forward to future developments, so clearly you know what your doing so far!  
P.S. A donation, or maybe even a "pre-buy" option (Like Cortex Command or Mount&Blade might be something to look into. I'd be all over that!)

Thymouspanis:
For me, I think, the biggest part of the game's appeal is the beauty of a single, simple system governing the simulation on every scale. Unlike every other strategy game I've played, there are no passively disturbing abstractions — they are avoided in the game's unfamiliar and already abstract object of simulation. This is how the seedlings' blossoming on the tree and dropping off is such a marvelous improvement. This is, at least to me, the game's strength, and despite its subtlety it should be played to. Even a detail as simple as making the seedlings congregate at the site before they plant their tree would richen the experience a lot.

The only part of the current version that must to be "fixed" is the movement control, particularly for sending specified numbers. Forgive me if you've already come up with a solution, but I thought of one: when an owned asteroid is clicked and held, lines appear connecting it to its reachable neighbors; releasing on one of the asteroids sends the whole garrison there, and releasing partway along the line sends a fraction proportional to to how far along the line the mouse is. Of course, the number to be sent would appear next to the cursor when mousing over the line. This would reduce the time commitment to sending part of a garrison, and free up the right mouse button. Way-points would also help a lot late-game, as was just observed, but seedlings should only be sent automatically when there are more than a certain number present, defined either manually by the player, or simply how many are present when the way-point is set.

Any changes other than relieving the movement frustration are in the category of improvements.

In terms of aesthetics, some procedurally-generated visual elements naturally occurring on asteroids would give them more character and could be used to show their composition in a natural way. I realize that real asteroids don't look any more interesting than their shapes, but features like random polygonal rocks, biological plants, relics, or particle effects (I recommend geyser-like), are definitely within creative license if you are willing to take it in a bit of a fantastical direction.

In terms of gameplay, diversity of situation and of appropriate strategy should take precedence over well-tuned difficulty. The difficulty of a level seems to vary depending mostly on how the AI factions interact in your absence. My strategy of planting only dyson trees almost exclusively on large, red-yellow asteroids did not require alteration on any level. The difficulty can be improved much more simply than the strategy by having the game "cheat" on undiscovered planets in response to how the player, or maybe just the AI, is faring. Improving the strategy is a complicated task that can be taken in so many directions, though I think it should still be secondary to what I mentioned at the beginning of this post. On this topic the only suggestions I'd make are to make the red circle much bigger around small asteroids than around large ones, which would nicely diversify their function and make small ones useful, and to add more variables to composition and/or other varying asteroid features that effect their strategic significance.

I noticed that trees stop producing seedlings on heavily-populated asteroids. The game shouldn't do this hoping the player won't notice; it should be an apparent gameplay element. This could be done by introducing a third tree whose product a seedling must periodically consume to remain, introduced with a few number changes.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version