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Comments on: Avon Calling http://Farbs.org/avon-calling Tue, 22 May 2018 22:42:40 +0000 hourly 1 https://wordpress.org/?v=4.9.31 By: ZS http://Farbs.org/avon-calling/comment-page-1#comment-17487 Wed, 14 Jul 2010 10:14:38 +0000 http://www.farbs.org/?p=449#comment-17487 Forgive me, I was writing at around 3:00am (I live in the UK). I’m aware of the sector wide explosion, and I enjoy triggering it when my ship gets decimated, exacting petty revenge on the huge cruiser that just pummelled my hard earned modules into space dust. I believe the story is that you take command of the Eris (or the Nemesis in Forever) because the previous pilot is weary of the verse, and wants you to take care of the vessel in his/her absence. That adds a sense of age by itself, but I think Jameson is about the exploration of an existing verse, and doesn’t follow in the wake of such an explosion, so other ways of making the verse feel old might be appropriate; such as derelict ships.

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By: Vaconcovat http://Farbs.org/avon-calling/comment-page-1#comment-17479 Wed, 14 Jul 2010 05:41:15 +0000 http://www.farbs.org/?p=449#comment-17479 ZS

In concern to point 3, everything IS relatively new-born, due to the “Sector-wide explosion” created by your ship. The idea is that when you start playing, you take up where another pilot left off, after s/he exploded.

And i like the idea of distress signals coming from ships in need, like the stations do when you attack them.

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By: ZS http://Farbs.org/avon-calling/comment-page-1#comment-17468 Wed, 14 Jul 2010 01:38:06 +0000 http://www.farbs.org/?p=449#comment-17468 A few requests/suggestions/thoughts:

1: Undefined quests. I completely agree with Vaconcovat’s comment a few posts back. It’s discovering how to scrap modules, then playing effectively to capitalise on it, that makes it enjoyable. If you give the player an objective but no directions, it’s a puzzle. An objective WITH directions feels like a a chore.

2: Some kind of flight log. When you export your ship from Successor, the evolution of the craft can be spooled through. An expanded version of this that also could record your resource management, use of modules, opponents defeated, path through the universe etc would be very cool. Exporting this data for comparison with other players would be even better.

3: Derelict ships. Imagine wandering is some distant, unpopulated area of the verse, and stumbling across a huge derelict craft. Coming across the remnants of older battles would give the verse a sense of age; in Successor, everything seems new-born. The modules that comprise the wrecks could be heavily damaged, faulty, and often completely inoperative, ensuring the player doesn’t receive a bunch of free modules for nothing.

4: Strong atmosphere. The slow decline of oxygen is a nice touch, but I’d like something a little sinister to happen occasionally; for example, you could receive distress signals from unarmed craft under attack, or encounter a ship that silently follows you but flees if fired upon.

5: More interaction. You get a lot of messages in Successor, but you can only respond with attack or indifference. I’m not sure how, but a way of communicating other than gunfire would be nice. Speaking of which…

6: A peaceful option. In my very first attempt at Forever, I was reluctant to fire upon passive ships, and felt guilty when I did. Once I realised there wasn’t much of an alternative, it didn’t seem to matter. The ability of advance without the use of weapons could restore the moral implications of attacking a passive ship, and might increase the overall immersion.

7: Keep the lovely little touches. The laser spam melody (term coined by Berin), symmetry cultists and command line interface all contribute to the game’s unique feel, and I’d love to see all of them and more in Jameson.

Lastly, I’d just like to thank you for listening to your community. When reading your blog, it’s clear that you value the suggestions and opinions of those who comment.

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By: Berin http://Farbs.org/avon-calling/comment-page-1#comment-17406 Tue, 13 Jul 2010 02:47:28 +0000 http://www.farbs.org/?p=449#comment-17406 Both! But yeah, the lazer spam melody is, as you said in your previous post, one of those lovely little touches that really makes the game so rich.

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By: Vaconcovat http://Farbs.org/avon-calling/comment-page-1#comment-17332 Mon, 12 Jul 2010 05:33:28 +0000 http://www.farbs.org/?p=449#comment-17332 the sounds themselves, or the fact that they play a tune when fired repeatedly ?

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By: Berin http://Farbs.org/avon-calling/comment-page-1#comment-17327 Mon, 12 Jul 2010 03:52:48 +0000 http://www.farbs.org/?p=449#comment-17327 All I can say is that the chromatic laser sounds from the previous games are so awesome..

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By: Vaconcovat http://Farbs.org/avon-calling/comment-page-1#comment-17190 Sat, 10 Jul 2010 09:01:44 +0000 http://www.farbs.org/?p=449#comment-17190 This is why i like you. You care about the smallest, obsolete things. Which without, the game would fail.

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By: Ugly Duck http://Farbs.org/avon-calling/comment-page-1#comment-17159 Sat, 10 Jul 2010 00:07:54 +0000 http://www.farbs.org/?p=449#comment-17159 I found this quite interesting. I think that sound works well for notifications, perhaps have the longer version for important objectives, the shorter version for brief notifications, to save the player from fatigue of hearing it over and over. I had a go at myself, it think the best I could do so far was 9-7-4-0-2. It sounds like it would fit for ‘completing an objective’ since it’s quite triumphant and still feels continual. I tried to combine the two and it turns out you get a great sound. I guess that would be…

(0 and 19, 0 and 17, 5 and 14, 5 and 10, 7 and 12)

If you want to try it :)

The only thing I’d say about the Clippy system (or quest ui, or journal or mission hub or whathaveyou) is that they either become a nightmare mesh of interfaces and micromanagement, or they simply break immersion. One of CF’s strength is making everything feel natural and believable though, so I have faith you’ll break the trend.

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By: Will http://Farbs.org/avon-calling/comment-page-1#comment-17094 Fri, 09 Jul 2010 08:25:47 +0000 http://www.farbs.org/?p=449#comment-17094 Why don’t you just swarm info-buoys around important structures, and center the messages when they are activated?

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