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Star Control: Founders BETA 1

Star Control: Founders BETA 1

It's been 25 years since Star Control II.

Today, we hope to give the Founders the first taste of a new Star Control adventure game.

NOTE: This is under NDA so do NOT video or take screenshots of it to share outside the NDA area here or on Discord.

Please keep in mind that this is all still work in progress. Your mission, should you choose to accept it:

- Play the first 30 minutes of the Adventure. Then play it again, and again, and once more for luck.
- Keep your bug-eye out looking for bugs and typos.
- Once you have a good feel for this part of the game start providing feedback on the doc linked below and in this channel.
- We are looking for feedback on pacing, presentation and overall feel of the game and story first impressions.
- Have fun breaking the game.

To access:

  1. Go to Steam
  2. Right click on Star Control: Origins and go to properties.
  3. Click on the Betas tab
  4. Enter this branch password TywomSweatIsDelicious
  5. Choose the VIP branch.

It should then download the game (it'll be pretty big) and you can begin trying it out.

You can post your ideas, thoughts, suggestions on the Founder's Starbase forum.

Basic info we'll want in any report:

  1. What Operating System are you running
  2. How much memory your computer has
  3. What video card you have
  4. What CPU your computer has

I find the easiest way to get this info if you don't know it off hand is to run DXdiag.

The target release date for Star Control: Origins is the end of Summer.  That will mark the beginning of the new era of Star Control games!

Good luck!

 

UPDATE!

We've created a response thread: https://forums.starcontrol.com/489387/star-control-beta-1-response-thread 

Keep posting here and we'll keep updating the response thread.  Some of your reports are so awesome that we didn't want the responses to them to get lost in a comment. :)

Thank you everyone!

218,511 views 171 replies
Reply #76 Top

Planetary Analysis by First Officer

Playing through again, I feel like the first officer could give a verbal (and maybe written) briefing on encountering a planet. Very brief, just a highlight of the planet, but most especially any dangers.  So a warning before Venus saying, "A very hot and corrosive atmosphere means this one will be dangerous without improving our lander."  If the weather is going to make for a rough entry, "Watch out on entry, those cross winds will tear our ship apart".  For resource wealth "Wow, look at the resources on this planet!" or "What a boring planet".  If there's water that can kill you, "Watch out not to drive into the oceans down there...".  Something that helps summarize what we should be aware of before landing.

If first officers can be traded out later, maybe that analysis could be a benefit of certain officers...

 

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Reply #77 Top

Agree with much of the feedback there is here. My 2 cents in no particular order:

- The basic feel of the game is nice and true to the SC history. This you have captured well!

- Music is nice, though it nags me when the conversational music with Tywom slows, but its just a personal preference.

- Space battle is fun, but quite easy to beat an enemy which is supposed to be formidable.

- The look of the solar system with the planets is really nice!

- But the system-exploring planet zooming needs to go. Its really frustrating to not be able to see where the planets are from the getgo.

- Having the Tywom suit stretch with the character is not particularly convincing, when the keyboard on the suit for example changes shape with the character.

- The intro needs to be longer and explain more, right now it gives very very little about anything. So many games omit this with the result of the story being shallow and not engaging.

- Speaking of the story, so far it is quite the carbon copy of SC2 - not really inspired. The game needs to feel like SC2, not be like SC2. Perhaps change it a bit so that you first are ordered to explore the Lexite thing in our moon, then find something there that makes you explore the planet where the Tywom are, who accidentally alert the Scryve, because of the clumsy things they are or something like that. So that you need to question if the Tywom are really your friends or not.

- Also the dialogue is funny at times, but the Scryve is just basic evul - not really that unique or enganging.

- The planet exploration is not fun and fast enough. Its hard to tell where the resources are and it takes too long to actually get them. Some resources are impossible to get also, because of the terrain. Also the dangers in the planets are not evident until you suddenly die - not fun. The basic idea is nice and i like the landing thing, but the whole ordeal needs to be more fast paced fun.

- We really need a sell all-button. Also, I dont get why you need to have such big boxes of resources in the sell-menu. Just have a list or something.

- The UI to choose between trade and ship is a bit clumsy. Takes a lot of space for no good reason and works differently than any other menu = not consistent playing experience. Why not have them as dialogue options?

- We need a faster way to exit conversations.

- Being able to destroy landers while having no money makes it easy to be stuck in the game. Not really something I expect in games in year 2018.

With a few tweaks this looks promising, I cant wait to see the end product!

Reply #78 Top

Ok, so here comes by basic feedback after playing a few hours. The game feels like it has potential but it's still crude in the polish department. 

Music = Feels great. Congratulations. Quite immersive and realy points you into the right mood in a subtle way.

Art Design = Not realy a fan of the cartoonish human characters but that's not realy important. I just wish that you didn't take the game into a "cartoon game" wich unfortunately it's close, but hopefuly the story picks up afterwards into a more serious (yet funny at times) direction.

Story (so far) = Needs a better intro. Realy, Starcontrol II had a very simple cardboard story, we aren't expecting much more high-budget movie here, just a better introduction to the setting in a simple dialog with still pictures kinda-way. 

More oriented feedback:

Solar system:

 

You REALY need a better zoom control here. It feels like you cant see the whole picture of what you are exploring, especialy when close to a single planet. Completely breaks immersion of exploration and scale. Please make it much less zoomed out that it is now so that you can have a bigger picture of the system.

You realy need a full mini-map always present on screen of the whole planetary system you are in. If you wan’t to make it “exploration-style” you could add fog-of-war, but still, i think a full scan of the system is natural to happen when you enter it, and you can see what planets there is from the start anyways.

 

 

Before landing:

 

A button to scan would be useful instead of being automatic when you enter. Would feel nostalgic like original starcontrol aswell.

 

LANDING:

 

Scale: The planets feel small. Even at max zoomed out the planed feel realy tiny and that breaks immersion of exploration.

 

Minimap : on land, you should have a mini-map, with the known minerals pointed out, so that it’s closer to the original starcontrol. Would feel nostalgic and useful. Only having a few triangles and squares on the map itself feels realy crude and “low budget feeling”.

Return lander to ship: Using escape doesnt’ feel polished, you should have a dedicated key for that, and visible on the screen so that a newbie player knows how to do it

The whole landing site missing = destroyed lander = utter and completely terrible. Realy, i have no idea how you thought this could be interesting. You took the whole dificulty of planetary landing from dealing with the weather (because that’s now wayyy too easy), to that one single 10 seconds that means if you win or fail on the landing mission. It’s terrible, please get rid of it and put more dificulty into the weather (making it more unpredictible and risky)

 

Minerals = In starcontrol 2, by a single color scheme you easily knew what minerals were valuable and those which weren’t. In this game you can’t. It’s too generic and lacks flavour. Color coding them it’s the better way, but still, you can’t realy tell if a mineral is awesome or not. Doesn’t feel right.

 

Leaving the planet screen:

 

Again leaving the screen with only the escape key feels unpolished. You should have a button to “leave screen”

 

Final:

I'm an extremely dire hard fan of starcontrol II and it seems you are missing some key points here like the mineral easy to recognize value, the weather dificulty on planets, the minimaps present to get us a sense of scale, the freedom to land anywhere, etc. 

On the other hand, you nailed it with the planets graphics (but make them larger scale on landing please), the music, the feeling/vibe of space exploration and the ship upgradability (if it has a good number of upgrades till the end of game ofc.

Let me know if you want more detailed feedback of if i should stop cluttering your forums ;)

Cheers

Reply #79 Top

Quoting pchernik, reply 69


Quoting Matt Caspermeyer,

There needs to be a keystroke or button to click in the planet orbit screen to center the object's landing zone so that you can easily launch your ship. I found that once I rotate it and look around, that it would be nice to return it automatically to the landing zone being centered so that I can easily click the box and then the Ready to Launch button rather than having to do it manually. This would help streamline this part of the game and make planetfalls more efficient.



There is one, try Enter.

Quoting Ewiv, reply 74


Quoting Matt Caspermeyer,

There needs to be a keystroke or button to click in the planet orbit screen to center the object's landing zone so that you can easily launch your ship. I found that once I rotate it and look around, that it would be nice to return it automatically to the landing zone being centered so that I can easily click the box and then the Ready to Launch button rather than having to do it manually. This would help streamline this part of the game and make planetfalls more efficient.



 

There actually is a button for this. If you click on the one landing spot found button it recenters on the landing spot for you. Although personally, I think it would be more simplified and easier understood if you just clicked the launch button and it just recentered you and launched automatically.

I didn't think to click the landing zone icon or hit ENTER so thanks to both of you for pointing this out! :-)

I would like to add one suggestion on this. When clicking the landing zone icon or hitting ENTER, that means we want to get to landing right away. Can you have the rotation significantly sped up or instantaneous? This would help make this part of the game more efficient as waiting a couple of seconds is too long for those of us that are impatient and want to get to landing (especially if we've been trying to land on Titan for the 20th time without dying!).

Quoting Publius, reply 70


Quoting Matt Caspermeyer,

I'm assuming that Artemis / Elpis is the theorized planet X that Mike Brown and others at CalTech theorize exists due to an approximately 10 Earth mass ice giant that would make up for the strange perturbations seen in various Kuiper Belt objects like Haumea, Makemake, etc.



Very minor nitpick.  It's Caltech, not CalTech.  As an alumni and someone who has actually met Mike Brown, I should know.

Oh, my bad! I use Matlab at work and a lot of people spell it MatLab.

That must have been cool meeting Mike Brown - very impressed with his career!

:-)

Okay, I finished my second playthrough and have some more comments:

Sunken Resources:

If you buy the technology that increases your collection range, you can now pick all these up. One thing here about the markers (triangles) is that if the resource is sunk below the ground, the triangle icon disappears once you should "see" it, but I can't see it because it is below ground! I have to "seesaw" back and forth (move forward a bit, slide, then move backwards, slide, then forward again, repeating) to find the resource. I could see this getting tedious if you can't really see where it is and it is really something important. So there needs to be an improvement here on how to show resources sunken into the terrain.

Bugs:

When landing on a planet and suffering damage, the count is not always accurate. I've landed with 0 crew quite a few times now, and when returning to the ship sometimes I have 5 fewer crew and sometimes 4 fewer. The same goes for any number in between as well (I lost one crew, but upon returning to the ship, I hadn't lost anyone).

The text for the Lexite structure on Elpis from your first officer has a typo. I can't quite remember the whole sentence but there is "a a hurry" (double a's) in the sentence.

I'm not certain if this is a bug, but as someone else mentioned, when picking up the Scryve (I'm pretty sure its the scout) debris from Titan your first officer mentions that we'll keep it as a trophy for now until we figure out what to do with it and you'd think you'd see it in your inventory, but it is nowhere to be found.

Conversation Suggestions:

If this is our first voyage beyond planet Earth, how can the Commander tell us about caves on Ceres?

I think it would be cool to have a conversation selection about Wymdoo's number of arms. Something like Spiderman to Winter Soldier about his metal arm in Civil War: "Wow, you have four arms!?"

Also, as being an engineer is my profession, something about Wymdoo's pocket protector: "I know someone who has a pocket protector just like that!" or something like that. Wymdoo, would probably respond: "You do!? I'd love to meet them"! or "I'd love to hug them!"

The conversation with the Scryve Legate doesn't seem right to me. It is almost like talking to a toddler or someone who's ignorant about how life forms and evolves in the universe. How can life, indigenous to a system be trespassing? You think the Legate would know that and phrase it differently. If we evolved in this solar system, we have no choice but to live here and we had really no choice in mankind's existence. So trespassing and not having a right to exist seem like incorrect word choices. Without knowing any more of the story it is hard for me to make any suggestions here on how to improve it, but perhaps something along the lines of the humans are savages and barbaric (this at least seems plausible as we would be savages to a more advanced race (and the Scryve describe us as savages)) and threaten the existence of not only the Scryve, but the entire universe and therefore we must terminate your existence - something like that is about all I can think of, at the moment.

Final Thoughts on Second Playthrough:

Knowing how things went this time, I could focus on doing things slightly differently than before as well as paying more attention to the dialogue to see if things make sense.

I really think the conversation with Wymdoo shows the highest polish. There certainly is some clever banter there.

The Commander at the Starbase right now, seems superfluous. She hasn't really told us anything interesting and just tells us what to do. I find little value with the Commander right now. Maybe she'll share more interesting things as the game progresses.

The Scryve, so far to me, seem idiotic. Just a bunch of space bullies that act like a bunch of toddlers. They seem pretty one-dimensional as a character (and someone else pointed this out) and lack any nuance or subtlety to their conversations. I mentioned this earlier, but the fact that I destroyed two of their space vessels with little to no effort doesn't instill any distress in me about them. When facing either the Kzer-Za or Kohr-Ah in SC2, both races instilled an "oh, crap" feeling that I better be serious about my dealings with them and both of their ships are formidable. I get none of that from the Scryve so far. For those that suggest that you should be beaten to an inch or your life and then there should be a malfunction when the Legate is about to destroy you, I don't think that is going to work because it will show that they are incompetent. I think what is better is to take the SC2 stint and have a badly damaged Ilwrath Avenger equivalent (in this case, perhaps it would be the Drenkend) attack you next. The idea here, is that right now, the Scrvye's vassal races should be capable of dealing with us since the Scryve have more important things to do. Having them be in Sol for a race in its star-faring infancy seems like a level of micro-management that the Scryve (or any race that has more important things to do) wouldn't concern themselves with.

I was able to talk to the Drenkend in my first playthrough and the conversation with them reminds me of a race in Star Control III. Maybe its the Doog or the race that used phrases like "crushify you". Since none of it was voiced, I couldn't get any of the possible nuance from the conversation.

So far I think the game shows a lot of promise, but I think this beta period is going to be very important to get the game's quality in all game phases up to the level we expect from Stardock.

I really hope you open the game up to at least a Chapter two installment, because I think you're going to need a lot of feedback from those who think outside the box to find and squish as many bugs, exploits, etc. as possible.

All the eye candy in the game is really yummy so far as the graphics seem to be stellar and I really want to congratulate the art team for a job well done so far!

Being a fan of Riku's music in SC2, I can see that he's done a superb job so far with the music in the game. Too bad you couldn't get Dan Nicholson as well (or did you?) - he had some awesome music, too!

I will play the Chapter One beta at least once more to see if I can find any more issues. I wish there was an easy way to save the dialogue so that I could review it for inconsistencies, etc.

Once again, thanks to Stardock for letting us partake in this Chapter One beta and for allowing us to provide feedback to aid in improving the quality of the game!

:-)

Matt

Reply #80 Top

Great feedback! Thank you everyone!

We should have update #1 available tomorrow afternoon EST.

 

Reply #81 Top

I didn’t realize the “fog” on some planets/moons was dangerous until I destroyed all my landers. Oops.

Maybe its just that I’m running the game in 4K on a giant TV screen but they didn’t/don’t register as storms to me.

After destroying all my landers I became stuck in the game, forcing a restart because you can’t progress with zero landers and no money to buy more. Whoops.

I was a little annoyed that the base on the moon didn’t include a decision point. I’d like to be given the option of sacrificing uranium (I’m not even sure how much) to the Lexite base.

Id also like if Mars was more intentionally modeled on Mars. Where’s Olympus Mons!?

I’m not bothered by the tiny planets as much as I thought I would be, but I do think the lander should be shrunk by half to restore some semblance of scale.

I also think you may need something that tells what your lander was killed by. Half of my deaths were unexpected and I didn’t know what caused it, so I wasn’t equipped to plan for things next time.

Reply #82 Top

Quoting SWVRoma, reply 44


Quoting smoon53,





 


1. The friction-less travel. I prefer my ship to keep coasting in the direction that I last used my thrusters. Coming to a dead stop when not accelerating doesn't even happen with cars on Earth, so it makes even less sense that it would happen in space with a starship.

2. Too easy to accidentally re-enter planets. They should have some sort of invincibility for a short time that causes you to go through the planet if you are within that time, or you have to go X distance away to re-enter. 



Inertialess Drive should/could be an upgrade.  Perhaps something you can get later from an Arliou crash site or as a gift from the Arliou themselves?  After all, their ships were unique for that sort of drive.  Seems odd we'd have it early.   Definitely something when you have faster engines.

 

And yeah, I hit moons a few times on accident right after leaving. 



Quoting bkee1701,



No Pluto? Come on guys!



This.  So much this.  #RestorePluto

 

I don't think it should be an upgrade. The ship's forward motion and rate at with the ship slows down is determined by Newton's First Law of Motion, aka the Law of Inertia. If an object is in motion, it can only be stopped by forces acting on it. Since space has no drag (friction), there nothing to cause the ship to slow down (unless it hits something). To slow down, you would have to rotate the ship around and use your thrusters in the opposite direction (See Star Control 2). That being said, I am always down for the idea for more upgrades lol :)

Reply #83 Top

^ That part of planet-lander UI needs to be a bit larger and at the screen bottom, so it's actually in your field of view since this is an action part of the game. Just like Doom has it. There's a reason Doom HP and Ammo numbers aren't tucked in the top corners of the screen.

 

Orbit view doesn't need an on-screen button to leave orbit. Just a fading in and out brief notification for the hotkey to do so. Make it appear regularly for the first 10-15 planet visits.

Reply #84 Top

Quoting Ph4z3r, reply 77

…it nags me when the conversational music with Tywom slows…

Oh, thanks for mentioning this one. Every time it happened, I thought it was slowing down for dramatic effect and that the next thing the Tywom said was going to be REALLY important. Like the music and the conversation were linked.

Reply #85 Top

Quoting OctateZero, reply 84


Quoting Ph4z3r,

…it nags me when the conversational music with Tywom slows…



Oh, thanks for mentioning this one. Every time it happened, I thought it was slowing down for dramatic effect and that the next thing the Tywom said was going to be REALLY important. Like the music and the conversation were linked.

I found this odd as well.

The other odd thing was how easily I was able to defeat the Scryve ship, all 4 times I played through. That didn't add up. Here's an idea - maybe blasting a rock on the moon would get you a one-time-use super-space-cannon left by Lexites, that helps with taking out the Scryve ship, and breaks after the fight? The Scryve can't be that weak right from the start of the game, that they can be defeated easily by a lowly hunam, can they?

Reply #86 Top

My list of comments in no particular order (although, they are largely in the order that I stumbled upon them). Sorry if there are any repeats from above as I haven't had a chance to review anyone else's comments.

- Gray out dialog choices after you've selected one. It got a bit confusing as to which conversations I'd already had as I got deeper into the convo tree.

- There were several points where I lost voice over like the reply to "I'll try not to try", half way through finding 2nd Lexite device on Eplis and other random locations.

- The CGI Intro seemed rushed, short, or to be missing something.

- I would have the notifications that pop up during conversations stay up longer, they were gone to quickly for me to comprehend all of them. Also, you should somehow differentiate between normal stuff an a "quest" or "mission" item.

- You can fill your crew with First Officer Kellys

- Either have a tutorial on how to use the lander, along with what icons mean and how to return to ship... and then keep a reminder on the screen that "esc" is how to return to ship. Found this out intuitively but could be frustrating for some.

- On Mars, after you find the first part of the ship, build upon the conversation saying something like "this must be the second and final part to the ship". The conversation just repeated itself (I got there before meeting Tywoom ship btw)

- When you pick up minerals and your storage is almost full, let us pick up partial and leave the remainder behind... that or just fill our cargo up rest of way and lose leftovers? I don't want to make another trip down just to pick up 7 copper...

- Hide something "special" (nothing big, maybe something to help early game with battle against scryve or something?) in one of the rocks closest to the lexite compound on the Moon, I just feel this would reward curiosity and exploration

- Saturn's rings just seemed a bit flat and covered my ship. maybe have a ripple effect as you pass through them? This would just make the game a bit more immersive.

- Make a "sell all cargo" button. Please.

- Make the drone fight a tutorial on what buttons to press, how to use environment to your favor and what the power-ups mean. Not everyone will have played Fleet Battles beta.

- Potentially nerf the Legate a little bit, like he got hit by an asteroid coming out of hyperspace and remove some of his crew? This battle may be a bit too much for new players. Embarrassingly, I had to do the fight twice and when I reloaded my auto-load the Scryve ship was already on top of me and wouldn't reengage convo so I had to go to a planet then leave its atmosphere to have him reengage conversation.

- LOVED seeing the Ur-Quan ship chasing the Spathi ship on the Tywoom ship, also loved seeing the "happy campers" post-it on the Star Controls right terminal when talking with her.

 

GREAT START! CAN'T WAIT TO PLAY THE NEXT 20-ish HOURS OF GAME PLAY!!!

Reply #87 Top

Some of the art and textures look very blurry and/or pixelated at 4K. The Tywom’s ship background art for instance, as well as Saturns rings, and character textures in dialog.

At 4K there is a line running horizontally through the middle of the screen when talking to the Tywom.

Reply #88 Top

Quoting veraxus, reply 87

Some of the art and textures look very blurry and/or pixelated at 4K. The Tywom’s ship background art for instance, as well as Saturns rings, and character textures in dialog.

At 4K there is a line running horizontally through the middle of the screen when talking to the Tywom.

Similar experience for QHD / 2560 × 1440:

  • First officer image on the planets doesn't look good (image too low res)
  • There's a line running horizontally through the middle of the screen when talking to the Tywom
Reply #89 Top

I've been unable to finish the little bit of game we have for two reasons.  A. the camera, already talked about a lot. and B. the lander. 

Lander landing is terrible.  The controls (at least on my keyboard) are bad. I don't feel like I have any control..I've tried a few times to play more and I just frustrated and turn it off after i run out of landers.  It's not a good experience.   And how the freak is that not expected to get shockingly tedious after a few dozen landings...it's a HUGE part of the game.

Everything else I've seen I've enjoyed, although the UI is prolly a bit short on info for less experienced players. 

Reply #90 Top

Quoting AuditYerTaxes, reply 89

I've been unable to finish the little bit of game we have for two reasons.  A. the camera, already talked about a lot. and B. the lander. 

Lander landing is terrible.  The controls (at least on my keyboard) are bad. I don't feel like I have any control..I've tried a few times to play more and I just frustrated and turn it off after i run out of landers.  It's not a good experience.   And how the freak is that not expected to get shockingly tedious after a few dozen landings...it's a HUGE part of the game.

Everything else I've seen I've enjoyed, although the UI is prolly a bit short on info for less experienced players. 

This is funny, i've came here to the forums to say exactly this. I can't realy continue testing the game because of this 2 terrible things that completely destroys my playing experience. Hopefuly it can be changed soon.

 

Reply #91 Top

Quoting Frogboy, reply 80

Great feedback! Thank you everyone!

We should have update #1 available tomorrow afternoon EST.

 

Are we going to swap to a new thread with the update? 

Also, here's to hoping we get a list of changes/fixes so we can test to make sure they are fixed and such. :)

Reply #92 Top

I for my part find landing easy, but offcourse the more difficult the planets atmosphare is, the harder the landing Will be.

 

 

Reply #93 Top

Quoting Culture19, reply 92

I for my part find landing easy, but offcourse the more difficult the planets atmosphare is, the harder the landing Will be.

Same here. I don't have any issues with landing. Landing on some planets is much harder than on others, but I assume that will be compensated later on in the game by buying some sort of better lander / lander stabilizers?

Reply #94 Top

One additional remark. Some of the resources that spawn seem to do so underground so they're not actually accessible, or at least that is what I recall. This is ignoring the stuff in the rocks that you can blow up. I believe I ran into this situation while driving around on the moon.

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Reply #95 Top

There's supposed to be a button to break the fall. I think it was Ctrl at one time, but you can check key bindings.

Reply #96 Top

Quoting AuditYerTaxes, reply 89

Lander landing is terrible.  The controls (at least on my keyboard) are bad. I don't feel like I have any control..I've tried a few times to play more and I just frustrated and turn it off after i run out of landers.  It's not a good experience.   And how the freak is that not expected to get shockingly tedious after a few dozen landings...it's a HUGE part of the game.

What planet(s) are you trying to land on. If you're picking Venus, say, you're going to have a bad time until you get lander upgrades.

Look for planets without heavy winds, if the weather gauge is bad you're going to get blown around trying to land. On the moon, for example, there's zero weather and you really don't even need to touch the controls to land dead square.

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Reply #97 Top

Landing on planets with weather will knock you off.  We should probably have a warning on that.  

The moon, for instance, easy to land.  Venus, very hard.

Reply #98 Top

@Frogboy - what are your thoughts on quicksave/quickload? Are you planning on adding that functionality?

I really like the way quicksave works in Wasteland 2:

  • There are 3 quicksave slots, working as FIFO: oldest one gets bumped off, and you always have 2 backups in case you inadvertently quicksaved when you meant to quickload
  • Quickload loads latest quicksave
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Reply #99 Top

Quoting Frogboy, reply 97

Landing on planets with weather will knock you off.  We should probably have a warning on that. 

@Frogboy - Agreed. The first time you come to a planet with heavier weather, there should be a first officer pop-up warning you about getting buffetted around etc (just like the one about not having a gun when you get to Elpis). Likewise, highly toxic planets could give a warning the first time if you don't have the right upgrade so as to not melt, and so on.

Reply #100 Top

Quoting bleybourne, reply 99


Quoting Frogboy,

Landing on planets with weather will knock you off.  We should probably have a warning on that. 



@Frogboy - Agreed. The first time you come to a planet with heavier weather, there should be a first officer pop-up warning you about getting buffetted around etc (just like the one about not having a gun when you get to Elpis). Likewise, highly toxic planets could give a warning the first time if you don't have the right upgrade so as to not melt, and so on.

 

I like this. Learning the hard way isn’t fun when you can quickly run out of landers and get irrevocably stuck. A one-time warning from the first officer would help a lot.

Its also a good way to bake a little bit of tutorial into the game naturally.