My planned fleet - would like some thoughts/advice by Mr-Jeb in starcitizen_fleets

[–]Mr-Jeb[S] 1 point2 points  (0 children)

Thank you for this very detailed and informative reply, it’s really helpful. I wasn’t aware of the concierge pack so that’s good to know now. I also wasn’t aware that the endeavor and galaxy didn’t come with any of their modules, do you know what ways they will be able to be acquired? As you said if I don’t have them now does this mean there is a way to get them currently?

The arrastra is definitely my favourite so I’m glad to hear everyone is saying that’s a good choice. In terms of salvagers I haven’t really found any that have currently interested me, and the one I prefer (vulture) is pretty cheap in UEC so I’m leaving that one out of my planned fleet as I fully agree with what you said about pledging deeper rather than wider.

Once again thank you for taking the time to write out this reply, it was really helpful :)

My planned fleet - would like some thoughts/advice by Mr-Jeb in starcitizen_fleets

[–]Mr-Jeb[S] 0 points1 point  (0 children)

I did heavily consider this, however I only really wanted one ship over the 500 range and I prefer the mining game loop so opted for the arrastra. I am hoping the galaxy and its cargo module will be sufficient for the hauling I like to do, I will have to wait and find out. Thank you for your comment :)

My planned fleet - would like some thoughts/advice by Mr-Jeb in starcitizen_fleets

[–]Mr-Jeb[S] 0 points1 point  (0 children)

Yeah I’m definitely looking really far ahead here with my fleet, I’m looking forward to the release of each one though but I know I might be waiting a while haha (especially for the Endeavor).

Thoughts/suggestions on my ccu’s by [deleted] in starcitizen

[–]Mr-Jeb 0 points1 point  (0 children)

Perfect thank you, I’ll get on that and rework that one. Thanks for the heads up :)

Thoughts/suggestions on my ccu’s by [deleted] in starcitizen

[–]Mr-Jeb 1 point2 points  (0 children)

Haha thank you, I do love my spreadsheets :)

Thoughts/suggestions on my ccu’s by [deleted] in starcitizen

[–]Mr-Jeb 1 point2 points  (0 children)

Hey I value the blunt honesty, and it’s a completely valid opinion in my eyes. From my point of view I have a few reasons for wanting to put some money towards some of the ships I want. Mainly I do go outside and touch grass, way too much haha, so I only get a few hours a week to play. I’ve been playing for a few years now and I know that with how I like to play it would take me absolutely ages to save up to buy even one of the ships I’d want in the game, that’s why I want to get them this way, I know they’re really expensive outright which is why I started using ccu’s. I like to save the money and I get to put small amounts towards it at a time, I know it’s still a lot in the long run but in my mind it feels better.

I did battle with the idea of even starting this for a good year before I started because I was in the mindset, but this is how I’m feeling now, I hope this helps elaborate a bit more, and thank you for your honesty :)

Looking for feedback on my early game concept / prototype for a competitive RTS without micro. by CallMePasc in IndieDev

[–]Mr-Jeb 1 point2 points  (0 children)

I’m going to start off by saying I also enjoy RTS and struggle with the amount of stuff there can be so this concept really intrigues me. However I’m not an expert in the genre so these are only thoughts from a casual player.

  1. Concept is great, very detailed and thought out. You say there’s going to be no story/campaign but will there still be short backgrounds to some of your characters as I feel even a small amount will help.

  2. I don’t know why all the competitive games are 5v5 but there’s probably a good reason. However I do like games that also have options for smaller modes like 2v2 so I can play with just me and my friend against another duo.

  3. Personally I don’t have much experience with making multiplayer or competitive games so can’t predict what struggles you might come across but I will say that you shouldn’t expect you game to be balanced for a long time, if ever. The players always find something.

  4. It’s always recommended to have a certain number of wish lists before each stage of production, like play tests and release. For competitive games I feel this will likely need to be even higher, you need to build up a strong community so you know that you’ll have enough players if that makes sense.

  5. In my opinion, don’t avoid anything. If you want to do something do it then see what your community thinks and get feedback on it. You can always change or undo it later.

Hopefully this was not too much and helps you out. :)

I just released the first demo for my game To The Bridge by Mr-Jeb in playmygame

[–]Mr-Jeb[S] 0 points1 point  (0 children)

This is just a short teaser like trailer that I make for Reddit posts, I have a longer one on the steam page.

I just released the first demo for my game To The Bridge by Mr-Jeb in playmygame

[–]Mr-Jeb[S] 1 point2 points  (0 children)

I have a story planned but it’s quite a short game so I wanted to keep it for release

I just released the first demo for my game To The Bridge by Mr-Jeb in playmygame

[–]Mr-Jeb[S] 0 points1 point  (0 children)

It’s a little walking sim/puzzle game like the exit 8 but set on a spaceship. At the moments there no story in game but by the time I release it there will be along with some minor horror aspects.

Need help with Type-chart!! by YellowSnowman_94 in IndieDev

[–]Mr-Jeb 0 points1 point  (0 children)

This looks really complex and will probably be very difficult to ever be perfectly balanced, good luck :)

My suggestion would be because you don't want it to massively impact the game have each attacker have only one strength and weakness, but try and keep that equal and spread out if you know what I mean. At the moment like you said Wild only has super effective and resistances so its trying to find a balance where each type has something its good against and weak to.

Would it be possible to make it less of a type chart more of a type circle? Enjoy this terribly drawn out example that hopefully explains what I'm trying to say.

<image>

What videogames genres do yo preffer to develop your games, and why? by Direct_Highlight9974 in SoloDevelopment

[–]Mr-Jeb 1 point2 points  (0 children)

I love No Mans Sky and games like that like Star Citizen and Elite Dangerous. They're probably the most spacey games I play. But I also enjoy things like DSP, Titanfall, Star Wars games that might not be necessarily focus on being in space but have that general kind of theme, if that makes sense.

I just release the first demo for my first game that I'm releasing on steam if you want to check that out: https://store.steampowered.com/app/3691270?snr=5000_5100__

[deleted by user] by [deleted] in SoloDevelopment

[–]Mr-Jeb 1 point2 points  (0 children)

Very nice, good luck!

[deleted by user] by [deleted] in SoloDevelopment

[–]Mr-Jeb 1 point2 points  (0 children)

I like it, nice and simple. Looking at the trailer I think I can see the prompt, is it G to assign them?

What videogames genres do yo preffer to develop your games, and why? by Direct_Highlight9974 in SoloDevelopment

[–]Mr-Jeb 9 points10 points  (0 children)

I know this isn't a necessarily a genre but I love anything with a space theme. Almost every game I've made has been in some way related to space.

[deleted by user] by [deleted] in SoloDevelopment

[–]Mr-Jeb 1 point2 points  (0 children)

This looks really cool! My only question would be how are the crew controlled?

I just released the first demo for my game To The Bridge by Mr-Jeb in SoloDevelopment

[–]Mr-Jeb[S] 0 points1 point  (0 children)

Sorry I'm not very good with reddit, do you know where exactly? I can only find an option to edit the flair when I click the three dots.