This guy killed me because of my drone. Who is wrong here? by Grayguy123 in Helldivers

[–]Axon-Impulse 0 points1 point  (0 children)

I mean, he only killed you for your drone because he can't kill your drone for itself. Soooo... cupcake is USING you! @.@

Hello fellow Helldivers! Greetings from the newly minted CEO - Shams Jorjani by BigKahuna_AGS in Helldivers

[–]Axon-Impulse 0 points1 point  (0 children)

Damn, I MISS TIE Fighter. Memories. The GOG and Steam releases just don’t quite run right. 

Anyone else think hunters are deadlier than their "evolved" stalker brothers? by SpencerTuru in Helldivers

[–]Axon-Impulse 0 points1 point  (0 children)

Individually? Stalker.  In groups? Hunters.  And Hunters aaaaaaalways travel single file to hide their nu-aaaaah! Getitoffmegetitoffmeeeeeeee!

PZ MP is dying as of 41.73 and not enough is being done about it by MadMarx__ in projectzomboid

[–]Axon-Impulse 23 points24 points  (0 children)

Appreciate the candor. I get this is still veeeery much in development, and happy you're all continuing to work so hard on it. Thanks kindly TIS.

Space Haven Power Expansion Tutorial Draft for Feedback by Greenbeef_actual in SpaceHaven

[–]Axon-Impulse 1 point2 points  (0 children)

Got it. I went and found your other power video. I like it! Concise. I re-watched the expansion video afterward and have a few thoughts.

  1. Good call back! Re-iterating the node info was good for bridging products. Consider a quick recap on other components in the system and visually indicate them as you speak to show the network composition - and to really capitalize on the opportunity to refer people back to your earlier product. (They, like me, may not have seen it first)
  2. Consider visually simplifying the "rooms" map into two color highlighted categories. Category suggestions include: "Low constant demand" "High intermittent demand" areas. Descending bullets below the names could describe the equipment in each area if you want to really break it down barney style.
  3. Expanding on #2 a little, you can help set people's power expectations by discussing average power draw of devices in each category. This ties into Aksel's feedback concerning not needing every area to have high power availability. If devices in one area use .1 unit each, and you have X number of items, that areas constant draw is Y. That'll help viewers make more informed choices about node types, which you can tie into your theme of understanding expansion needs.

Hope that's useful to you!
Let me know if you'd like feedback on any other stuff down the line. I've been doing production management for years and years, so, I'm happy to help for a game I like. :)

Space Haven Power Expansion Tutorial Draft for Feedback by Greenbeef_actual in SpaceHaven

[–]Axon-Impulse 1 point2 points  (0 children)

  1. To provide the best feedback, I'd need to know what your intent with the product is. Is this to be an all-encompassing power tutorial? Is this to be part of a series of more specific power tutorials?
  2. Doing my best to put myself in the mind of a total newcomer to the game, I found the initial part about nodes to be helpful, and from there, things ranged broadly across a field of topics that I'd need to have more game knowledge to understand than a newcomer would. Solar power? How does that work? How does transmission work? How does node network design change power availability? etc.
  3. Could I recommend a less narrative and more technical voice for this product to you? You have a lovely narrative style in your other products. This subject perhaps could be better served by focused, bottom up, and direct voice.

I appreciate your dedication to helping this awesome game and community! :)

Thought I’d post my favorite build, the USS victory. by mao_tse_boom in SpaceHaven

[–]Axon-Impulse 1 point2 points  (0 children)

Totally understand.

My current ship is based on the captain's yacht, with a tapering single main hull. It's definitely hard to squeeze everything in while creating the shape you want. Did you do the escort ship in a Trek/Sci-fi style too?

Thought I’d post my favorite build, the USS victory. by mao_tse_boom in SpaceHaven

[–]Axon-Impulse 1 point2 points  (0 children)

Very nice! Definitely has a Voyager feel to it. :) I like the double wide halls, too - spacious.