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Author Topic: Prospector, a roguelike in development  (Read 284535 times)

sambojin

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Re: Prospector, a roguelike in development
« Reply #2100 on: November 14, 2013, 12:11:11 pm »

Yes, posting on Bay12 is a requirement. They know that, we know that, don't mess with the system. It works, and it's pretty cool that some devs take the time to post here, regardless of the reason. They're not so much promoting as taking a bit of time to chip in to a pretty cool and wide-spread audience on the stuff they're doing. Even if it is for cash, glory, or simply connecting with prospective audiences of their games, it's a thing I'd like to see more of. When else do schmuks like myself get to hear directly from the makers of a game and possibly give a valid opinion in reply? Bay12 is a rarity on the almighty web due to the fact that it actually happens sometimes, from small or large studios, and even mini or micro developer groups from niche genres. They may not owe Toady royalties, but we all owe him a bit of kudos for the awesome community that has grown up around his products.

Anyway, as an aside point, I'm finally about to finish a study course I've been doing tomorrow (with hopeful employment shortly afterwards). In the downtime between the unpaid and paid, I'm damn well going to chill out playing Prospector (and probably DoomRL and Triangle Wizard). If it wasn't for Toady and the resident dwarf immigrants, I never would have heard of any of these games. So Approaching Infinty, you'll have to wait. But if it's half as good as Prospector, I'll probably sink a bit of time into it.

Ps. why doesn't anyone pick shooty redshirts? Marksmen rock. It's +1 to-hit goddammit. +1 for all 40 of them (with the required medics in tow). With Disruptors. And either point, line or split fire optional. Meh. Maybe I need to play the new versions. Maybe it's changed. 
« Last Edit: November 14, 2013, 12:16:38 pm by sambojin »
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #2101 on: November 14, 2013, 12:22:44 pm »

Honestly the game does get ridiculous later Sambojin where you feel a LOT less like an away team and more like a heavily armed army!
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BigD145

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Re: Prospector, a roguelike in development
« Reply #2102 on: November 14, 2013, 12:26:53 pm »

Honestly the game does get ridiculous later Sambojin where you feel a LOT less like an away team and more like a heavily armed army!

Have you landed on hostile planets before? Goddamn, you need a frickin army.
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #2103 on: November 14, 2013, 12:29:03 pm »

Honestly the game does get ridiculous later Sambojin where you feel a LOT less like an away team and more like a heavily armed army!

Have you landed on hostile planets before? Goddamn, you need a frickin army.

Yep! and the two hardest enemy types, that I know of, can kill you even with your army! (and only ONE time is it worth it)
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sambojin

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Re: Prospector, a roguelike in development
« Reply #2104 on: November 14, 2013, 04:56:19 pm »

I do get the melee side of things though. That one extra HP (or it used to be) can really make a difference early on, and give a bit of buffer space for your doctors and medical staff to keep everyone fighting fit. Although, having heaps of armour and a well trained cadre of snipers seems to do just as well in my opinion.
 
Strangely enough, after your extermitatus team has a bit of buffer HP, acid/lava and inhospitable planets are your friend. It trains your docs up quickly in any case. They're the one sort of officer that it's not a complete disaster to have quit on you, simply because 2 docs and a heap of medics work well and get trained quickly.

Also, what do you mean hostile planets? If it moves, and even if it doesn't, it's a target. I'm not paying my snipers for nothing and they need as much training as anyone else. Plus, my doctors and science officers need samples of *everything*. We don't come in peace, evil xeno scum. Or robots. Whatever. Pew pew pew! 
« Last Edit: November 14, 2013, 05:07:55 pm by sambojin »
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Gabeux

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Re: Prospector, a roguelike in development
« Reply #2105 on: November 14, 2013, 05:48:00 pm »

Well the game's going to be updated tomorrow, I'll wait for this release before going on.

I *think* the update will be about minor fixes, not sure which though, but I reported 3 and I know at least 2 got fixed, including the Apollo planet. To the unfortunate:
Spoiler (click to show/hide)
« Last Edit: November 14, 2013, 05:50:05 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Neonivek

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Re: Prospector, a roguelike in development
« Reply #2106 on: November 14, 2013, 05:51:18 pm »

Well sambojin... there are some planets more hostile than others.

One of the most deadly planets is what I like to call "Jellyfish world"
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sambojin

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Re: Prospector, a roguelike in development
« Reply #2107 on: November 14, 2013, 09:11:49 pm »

I'm still of the opinion that enough firepower will take out anything (other than certain bombardment related things, which is just firepower plus). I've gotten pretty lucky though on getting advanced equips, stupid amounts of minerals (with a mining corp near my start) and an alien ship pretty early on. Cram that full of away team members (or just use a heavy troop transport) and you're laughing.

I'll check the update tomorrow and see how many changes have occured. Is the arena still "free money" for minimal effort?
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #2108 on: November 15, 2013, 01:01:01 am »

No, I agree Sambojin you can get to the point (quite easily in fact) where nothing realistically challenges you.
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sambojin

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Re: Prospector, a roguelike in development
« Reply #2109 on: November 15, 2013, 04:36:43 am »

Yeah. I find that most of my saves sort of peter out at about the time that robots aren't that lethal any more. It was a few versions ago, so it might be harder to get to that point now, but after that it became more about exploration and special events/planets. Lightning Jellyfishes of Doom? Pew pew pew. Species extinct.

Once you end up modding out a 50 man crew with enhancements, have level 5-7+ officers and a heap of artifacts, not much can stop you. Although, you still will lose a few crew members to robots and the like (especially on older, bugged-out robot maps), but there's plenty more where that came from. Ship combat was a nuisance, not a disaster waiting to happen.

Still, I've had some hilarious "I'm invincible! But I forgot my emergency beacon....." deaths to asteroid strikes and super-volcanic planets. Plus, I've never actually finished the game, so I'll churn a fair few hours in tomorrow before the missus knocks off work for some entertainment and maybe some bug-testing. 
« Last Edit: November 15, 2013, 04:38:36 am by sambojin »
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #2110 on: November 15, 2013, 03:32:44 pm »

Well there is no real ending and honestly the "endings" feel very unfinished.

There really is no way to become the ultimate captain?
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Hanzoku

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Re: Prospector, a roguelike in development
« Reply #2111 on: November 15, 2013, 04:47:37 pm »

I don't know, I've completed the game after having bought a royal title and my own earth-like planet, and having averted the robot menace. I'm not sure how much more ultimate it gets after that.
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #2112 on: November 15, 2013, 05:12:04 pm »

I don't know, I've completed the game after having bought a royal title and my own earth-like planet, and having averted the robot menace. I'm not sure how much more ultimate it gets after that.

Getting to keep your ship... or even not retiring.

The ending always kind of feels like a downer. You have so much more life to give, but there is no where to advance but to settle down.
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Gabeux

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Re: Prospector, a roguelike in development
« Reply #2113 on: November 15, 2013, 09:49:44 pm »

I don't know, I've completed the game after having bought a royal title and my own earth-like planet, and having averted the robot menace. I'm not sure how much more ultimate it gets after that.

Getting to keep your ship... or even not retiring.

The ending always kind of feels like a downer. You have so much more life to give, but there is no where to advance but to settle down.

Yep, it would fix that if a "New Game Plus" style thing were added and after you "finish" the first sector, you find (or someone gives you) a warp drive or something that enables you to go to other galaxies or sectors.
After all:
Spoiler (click to show/hide)

By the way, it seems magellan posted the update rather silently  :P
From the downloads section:

Quote
R177
+ Major and minor bugs fixed
+ If your ship has a hot weapon it will be shown in the sidebar on a planet
+ reversed the order of choose weapon and choose target when firing on a planet
+ fixed some rover pathfinding bugs
+ new quest: Patrol
+ Apollo bug fixed and some details improved in apollo interaction
+ Changed shipfire on surface (smaller radius, damage calculated differently, ignores playerarmor now too)
+ releasing a key held down now registers instantly
+ lowererd poker game bets

Uploaded on: Fri 15. Nov 2013, 14:54

Nice! The key release bug almost killed me lots of times, and it always pissed me off a lot.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

puke

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Re: Prospector, a roguelike in development
« Reply #2114 on: November 15, 2013, 10:40:39 pm »

Good find!

I think the positive / negativeness of the ending depends on doing the "locate the factory" style missions.  I'm a little fuzzy on this, but I seem to remember being offered missions to locate in-tact robotic factories (pretty certain here) and possibly another to destroy them?  (less certain on that second part).

Since the negative ending is humanity retreating from an advancing robotic threat, and you suggest that the positive ending is more expansionist in nature, I would offer the conjecture that it is possible to get the positive ending by completing some of those missions.

I've gotten pretty powerful with alien scout ship and lots of artifact weapons and equipment, but never seen the positive ending you describe.  I've never completed many of the "find the factory" missions or systematically purged them, either.
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