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The Secret Fleet mobile game review.

Discussion concerning the TV, film, and comic adaptations.
Re: The Secret Fleet mobile game review.
Post by JimHacker   » Sat Apr 26, 2014 7:18 pm

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Yow wrote:
JimHacker wrote:Hi all

I've got the game and am now in the Sachsen sector. I used to be getting lots of different levels of drops, but for the last 20 or so main missions and random missions I've done I've only been got common drops as a result, even when the random mission was rated legendary/orange. Do you think I'm seeing a bug, or just a fluke?

Same here, could be only so many non-common drops per sector or it might be a legit bug. I didn't post it cause I thought it was the former


Well this started for me in the Breslau sector, and not had a single drop other than common in Sachsen so far (now up to 30 or so in just this sector I guess). I did farm the second sector (forgotten its name now) pretty thoroughly, but surely it can't be a limit for the entire game? I think this has to be some kind of bug with a recent update or something.
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Re: The Secret Fleet mobile game review.
Post by Yow   » Sat Apr 26, 2014 8:14 pm

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:evil: I am soooo angry right now! Not with Evergreen. Not with the game. With ME!!! :evil:

I worked really hard on trying to bring down that Six-Grander, hitting it every which way from Sunday. Then when I finally did it, did I go and post it on Everyplay? Nooooo! I had to go and get so excited and run out and find out what else I could blow up before I realized what I had forgotten to do!

crosses arms and pouts Ya Big Dummy :x

Cthia's father ~ "Son, do not cater to the common belief that a person has to earn respect. That is not true. You should give every person respect right from the start. What a person has to earn is your continued respect!"
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Re: The Secret Fleet mobile game review.
Post by Starsaber   » Sun Apr 27, 2014 11:35 am

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I was wondering about that too. And even when I get Rare/Legendary cargo pods, I'm only getting common components. I'm still going to keep farming Breslau for a while since one of the stores sells Level Booster IIIs and I want to replace all my common ones.

Another question. What does it mean if one of the unlocked side missions has an exclamation mark on it? Is it just making it easier to see or does it mean I need to keep running it for some reason?
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Re: The Secret Fleet mobile game review.
Post by Yow   » Sun Apr 27, 2014 2:37 pm

Yow
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Starsaber wrote:I was wondering about that too. And even when I get Rare/Legendary cargo pods, I'm only getting common components. I'm still going to keep farming Breslau for a while since one of the stores sells Level Booster IIIs and I want to replace all my common ones.

Another question. What does it mean if one of the unlocked side missions has an exclamation mark on it? Is it just making it easier to see or does it mean I need to keep running it for some reason?


No clue, probably complete if the planets with question marks get you there :|

Cthia's father ~ "Son, do not cater to the common belief that a person has to earn respect. That is not true. You should give every person respect right from the start. What a person has to earn is your continued respect!"
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Re: The Secret Fleet mobile game review.
Post by Dca   » Sun Apr 27, 2014 5:34 pm

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Norm.bone wrote:
Yow wrote::oops: I must be the only one who didn't see there was an email in the support section to report game issues until just now. :?


Yep. I reported a bug with it. They got back within 4 hours.

I figured suggestions might be worth discussing publicly, though.


Nope, you're not the only one. Suppose I should go find it, although I'm not about to submit bug reports of more than a dozen words with any iOS device.

I PM'd them a list of about a dozen bugs / nits that I didn't think were worth discussing. Found a metal-making jackpot bug, too. Nah, nothing worth discussing.
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Warp vs. Bunkerage
Post by Dca   » Sun Apr 27, 2014 5:40 pm

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But what I do think is worth discussing is all this "warp" charge stuff. You get so many free warps, and they regenerate every 5 minutes or so. What's the purpose of this, besides limiting how quickly you can farm side quests? It also sounds borrowed from Star Trek.

Alternatively, why not get closer to canon by replacing it with a "bunkerage" fuel tank model? Traveling between locations (i.e. warping) costs fuel, fighting costs fuel, taking hits on sidewalls costs fuel, etc. If you run out, d'oh! Nobody lets their ship's fuel get below half full for a reason. To refuel, you have to go to an orbital refueling facility. If you want to limit gameplay speed, make refueling take a long time.

Or is this just my foolish consistency thing?
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Win, lose or tie
Post by Dca   » Sun Apr 27, 2014 9:53 pm

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Another one I'm not sure of: why do the en-route missiles terminate when the target gets enough damage to be destroyed? They should be able to continue in autonomous mode, equivalent to having their control links cut by non-fatal damage, although they might be degraded (as according to canon).

I guess I can see the game structure desire to avoid mutual annihilation, but that's simply a fact of war. Most of the battles are not won by a fraction of a broadside anyway, so I don't see how it would have a big impact on the game overall.
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Reputation
Post by Dca   » Sun Apr 27, 2014 11:03 pm

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This is starting to feel like a whole 'nother subforum, at least in my fevered imagination. I wonder how hot it'll get once the game launches for real.

I was surprised by the forced/restricted sequences in the interactions between the player and the target, and disappointed by the lack of a chance to plot my own course. I understand the MVP required a certain simplicity, so file this under "Christmas wishes" like maneuver and multiplayer. But I was left hoping for options to back off, negotiate, or slap down.

I think the game might be better if each player developed a "reputation" through choices made outside of battle. How does he handle negotiations, the locals, or captured characters? This would enable more customized feedback from interactions with system leaders ("We've heard about your massacre at XXX") and lots of other refinements.

Why do I get the feeling that we're re-creating the developers' dev plan, but without the benefit of expertise in game development?
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Re: Reputation
Post by crewdude48   » Mon Apr 28, 2014 2:28 am

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Dca wrote:This is starting to feel like a whole 'nother subforum, at least in my fevered imagination. I wonder how hot it'll get once the game launches for real.

I was surprised by the forced/restricted sequences in the interactions between the player and the target, and disappointed by the lack of a chance to plot my own course. I understand the MVP required a certain simplicity, so file this under "Christmas wishes" like maneuver and multiplayer. But I was left hoping for options to back off, negotiate, or slap down.

I think the game might be better if each player developed a "reputation" through choices made outside of battle. How does he handle negotiations, the locals, or captured characters? This would enable more customized feedback from interactions with system leaders ("We've heard about your massacre at XXX") and lots of other refinements.

Why do I get the feeling that we're re-creating the developers' dev plan, but without the benefit of expertise in game development?


After the movie comes out, if it a smash success, they might make a console/computer game that would have a personalized story line. Something with the same sort of system as mass effect. Doing that in a mobile game? Not no way, not no how.
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Re: The Secret Fleet mobile game review.
Post by Duncan323   » Mon Apr 28, 2014 12:20 pm

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1st post on the forums. Fun game so far. I missed any explanation of how to use defensive systems and made it to mission 16 without them (pound with BPL's then nukes to make it through to there) once I got my defended figured out I love this game though. Can't wait to see what you guys do with it
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