Bacter
28.02.2009
Some questions and problems found:
1. Rare weapon sensors don’t work. For example if I use 4 rare weapon sensors each increases chance of finding rare weapon at 10%, this means 40% chance to find rare weapon or approximately every second weapon should be rare, but in game this doesn’t work at all. Or sensors increases weapons level, for example usual weapons becomes uniform and uniform becomes rare?
2. Laser hunchback and freeze good for nothing. Hunchback works on assassin bots and freeze doesn’t work at all. So these abilities are useless and if usual lasers don’t have any upgrades are much cheaper than rare lasers with freezing abilities, but no reasons for lasers with freezing abilities to be rare, because results are the same, but rare laser costs are higher.
3. Game doesn’t save properly. If I finished all levels and want to replay for example 8-10 levels some weapons will lose their abilities. If I had heavy grenade with “18% rate of fire and +20% bullet speed” characteristics they will change and will become the following “14% rate of fire and +18% bullet speed”. I haven’t tested this in middle of the game.
4. Lost experience. If player gain in one battle 80% of necessary level up experience and in second one 70%, player will have level up and 80% + 70% - 100%(for level up) != 50%, so 50% of XP is lost. I think it should be normalized and used in next level. For example on next level 50% after normalization will become 30%, so players XP indicator should be at 30% not at zero level. And why not indicate XP in virtual XP units and combine this indication together with XP indication bar.
5. Algorithm of weapon appearance in the shop. After little research I found, that last sold weapons class next time visiting shop this weapon class chance of appearance will incise. For example if I player sold some rare weapon, chance to find some rare weapons in shop on next time incises. Even rare weapons of same class differ, there are 3 types of rare heavy pulse gun, OK, but if I have a lot of money and I want to by only rare weapons with highest level of abilities (3 type)? For example game “Mach Commander 2” (a lot of stuff and ideas is from this game as I can see), if I don’t have money I can’t buy mightiest weapons, but they are available.
6. Spider will produce infinity count of smaller spiders?
7. What if I want to use energy repairer not only then shield energy is low?
8. In 9 level in boxes with rare weapons, if player don’t open this box immediately after finishing fight in chamber sometimes opening this box later you will find money in it not rare weapons. And in 9 level heavy grenades are very popular and sometimes in boxes with rare weapons appears 4 of 4 rare heavy grenades…
9. Using heavy pulse guns will eliminate approximately all weapons that enemy drops and weapons level in shop will be lower, I’m not expecting rare weapons, but they become middle size weapons.
10. Lack of customizable controls.
11. No difficulty levels. For example BOT SPOWNERs produces bots on N speed, but I know that I can handle them on 2*N or 3*N speed. I think that it is plausible to include such ability in transparent way to user in difficulty levels.
1. Rare weapon sensors don’t work. For example if I use 4 rare weapon sensors each increases chance of finding rare weapon at 10%, this means 40% chance to find rare weapon or approximately every second weapon should be rare, but in game this doesn’t work at all. Or sensors increases weapons level, for example usual weapons becomes uniform and uniform becomes rare?
2. Laser hunchback and freeze good for nothing. Hunchback works on assassin bots and freeze doesn’t work at all. So these abilities are useless and if usual lasers don’t have any upgrades are much cheaper than rare lasers with freezing abilities, but no reasons for lasers with freezing abilities to be rare, because results are the same, but rare laser costs are higher.
3. Game doesn’t save properly. If I finished all levels and want to replay for example 8-10 levels some weapons will lose their abilities. If I had heavy grenade with “18% rate of fire and +20% bullet speed” characteristics they will change and will become the following “14% rate of fire and +18% bullet speed”. I haven’t tested this in middle of the game.
4. Lost experience. If player gain in one battle 80% of necessary level up experience and in second one 70%, player will have level up and 80% + 70% - 100%(for level up) != 50%, so 50% of XP is lost. I think it should be normalized and used in next level. For example on next level 50% after normalization will become 30%, so players XP indicator should be at 30% not at zero level. And why not indicate XP in virtual XP units and combine this indication together with XP indication bar.
5. Algorithm of weapon appearance in the shop. After little research I found, that last sold weapons class next time visiting shop this weapon class chance of appearance will incise. For example if I player sold some rare weapon, chance to find some rare weapons in shop on next time incises. Even rare weapons of same class differ, there are 3 types of rare heavy pulse gun, OK, but if I have a lot of money and I want to by only rare weapons with highest level of abilities (3 type)? For example game “Mach Commander 2” (a lot of stuff and ideas is from this game as I can see), if I don’t have money I can’t buy mightiest weapons, but they are available.
6. Spider will produce infinity count of smaller spiders?
7. What if I want to use energy repairer not only then shield energy is low?
8. In 9 level in boxes with rare weapons, if player don’t open this box immediately after finishing fight in chamber sometimes opening this box later you will find money in it not rare weapons. And in 9 level heavy grenades are very popular and sometimes in boxes with rare weapons appears 4 of 4 rare heavy grenades…
9. Using heavy pulse guns will eliminate approximately all weapons that enemy drops and weapons level in shop will be lower, I’m not expecting rare weapons, but they become middle size weapons.
10. Lack of customizable controls.
11. No difficulty levels. For example BOT SPOWNERs produces bots on N speed, but I know that I can handle them on 2*N or 3*N speed. I think that it is plausible to include such ability in transparent way to user in difficulty levels.




