Warning: Declaration of Bootstrap_Walker_Nav_Menu::start_lvl(&$output, $depth) should be compatible with Walker_Nav_Menu::start_lvl(&$output, $depth = 0, $args = Array) in /home/farbs/www/www/wp-content/themes/strappress/strappress/includes/strap-extras.php on line 58

Warning: Cannot modify header information - headers already sent by (output started at /home/farbs/www/www/wp-content/themes/strappress/strappress/includes/strap-extras.php:55) in /home/farbs/www/www/wp-includes/feed-rss2-comments.php on line 8
Comments on: Jameson Alpha 0.3! Oh, and 0.2! http://Farbs.org/jameson-alpha-0-3-oh-and-0-2 Tue, 22 May 2018 22:42:40 +0000 hourly 1 https://wordpress.org/?v=4.9.31 By: Farbs http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20450 Sun, 14 Aug 2011 23:20:13 +0000 http://www.farbs.org/?p=667#comment-20450 Cheers! Out of curiosity, were you playing the standard 0.4 map or the special sparse 0.4 map?

]]>
By: Capt. Spongemonkey http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20449 Sun, 14 Aug 2011 11:25:45 +0000 http://www.farbs.org/?p=667#comment-20449 Hey Farbs

Just spent some time on Jameson 0.4. It’s pretty slick – I like the new atmosphere stuff. The one thing that stops me playing for more than half an hour or so is the sparseness of it. I appreciate a challenge, but the grinding aspect is a little too severe – you trek all the way out over endless space to unlock another Oxy station, then use your battered craft to fend off the boss from the nearby Scrap station, then you have to trek light-years out into space with just a booster and a laser to try and find some other ships to scavenge components and scrap off’ve.

I think what I’m missing is the sense of population found in Captain Forever / Successor – I’m finding that one tank full of oxy is usually only just enough to see you through one or two encounters, since they’re so far apart.

I guess there’s two ways to combat this – one would be higher population. The other would be a ‘lanes’ system, like that found in ‘Freelancer’, that fire you around the void when contacted over TelNet. Nodes in the lanes could even be unlocked like the stations are, only with smaller bosses (maybe ones that drop rather than destroy their parts when killed?).

Anyway, I trust you’ll get the balance right once all the features are in place, so I’m not too worried about the final product. I thought I’d just let you know how I’m liking it :)

Sponge

]]>
By: ggoDeye http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20352 Sat, 02 Jul 2011 03:22:21 +0000 http://www.farbs.org/?p=667#comment-20352 I have 20+ hours invested into Jameson and there is almost nothing about the core dynamics that I would change. I think it is a close to, and will ultimately be a masterpiece. My favorite games have historicaly been rogue-likes such as NetHack and ToME. Jameson has the same elements that always brings me back to those; “character” development that requires planning so intense that you really feel like you accomplished something and extreme consequences for mistakes.

What would I change? Exper from the first post has my favorite suggestion for a fundamental game play change:

“6)Another weapon, a drill bit. Whenever it’s in contact with a ship, it deals constant damage. Kind of the like the ramming spike, except you have to be touching the ship.”

Ramming spikes are practically unusable due to low damage, high weight and time-consuming ramming approaches that have a dismal chance of success. Drills could lead to a new paradigm in ship designs that are on par with lasers.

Also, add the ability to save & quit at anytime as well as port saves between browsers. Quicker/efficient telnet interface navigation will be greatly appreciated. The current time delays and number of keystrokes for routine actions kill the game flow and add essentially nothing to the experience. I would suggest having a single key press for frequently used actions. How about this setup?
#1 key) same as current
2) execute main function of station that ship is within radius of -> single keystroke to fill O2
3) map from closest NAV station
and wishful thinking…
4) unified macro level map like: http://hollowpointpuffin.com/toys/CJM/mapgenerator.php?mapID=3

I would keep the everything else in the existing menu system.

Sorry for the novel length comment. This game is just so good that I get fired up about it.

]]>
By: scrander http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20343 Thu, 30 Jun 2011 16:59:06 +0000 http://www.farbs.org/?p=667#comment-20343 Pirate factions? Not defined by types (e.g. needlers, merchants, etc.) but by AI tactics? Who follow you to the ends of the earth? With a large bounty on your head and more pirates for higher notoriety?

]]>
By: Jamie http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20341 Thu, 30 Jun 2011 12:34:05 +0000 http://www.farbs.org/?p=667#comment-20341 A Lima-difficulty boss at the end of the game??

]]>
By: Jamie http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20340 Thu, 30 Jun 2011 12:32:16 +0000 http://www.farbs.org/?p=667#comment-20340 I thought of some great ideas this morning, but I was beaten to the punch by capt. Wm. Chase. I really think you should use his idea!

]]>
By: Darkond2100 http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20339 Thu, 30 Jun 2011 05:50:55 +0000 http://www.farbs.org/?p=667#comment-20339 Oh course, my idea wouldn’t work out that well and would probably have a tendency to shoot itself to pieces if the chains were that long

]]>
By: Darkond2100 http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20338 Thu, 30 Jun 2011 05:37:12 +0000 http://www.farbs.org/?p=667#comment-20338 I LIKE Cptn Wm. Chase’s idea! A joint module! A chain of joint modules! with lasers at the end! Buahahaha! I could make a deadly jellyfish-like ship. Whichever direction I went, physics would push my laser-tentacles behind me so I can shoot whilst I flee! Love it! THIS is what I’d like to see in CJ!

]]>
By: Capt. Kevin http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20331 Wed, 29 Jun 2011 02:29:19 +0000 http://www.farbs.org/?p=667#comment-20331 @Berin, Like localhost:
—————————–
TELNET

SELECT HOST TO CONNECT

KEY- STATION – SIGANL
F9 – nav.localhost – ∞

—————————–

I like that idea

]]>
By: capt. Wm. Chase http://Farbs.org/jameson-alpha-0-3-oh-and-0-2/comment-page-1#comment-20330 Wed, 29 Jun 2011 00:13:10 +0000 http://www.farbs.org/?p=667#comment-20330 I had an interesting idea. I was thinking of a hitch module that would pivot like a trailer hitch. You could attach scrap modules to it and tow them like a trailer. Then detach at the hitch and they would hold together so you could continue the battle unhindered by the extra mass of it, afterwards reattaching and continuing on your way. Also, there could be trucker missions that you could take on for extra credits, from a scrap yard to a factory for example. Along the way pirates could try to hijack your cargo. What do y’all think?

]]>