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Currently, the pirate enemies are really overpowered and can defeat the player very quickly which is not fun to play against, especially in the beginning before the player can get any upgrades.
I can think of many ways to balance this:
Lower the damage of pirates depending on their proximity to the home base (gets harder as the player goes far; easy to implement)
Player automatically regenerates health at some rate after a few seconds without taking damage (regen speed could be a good idea for a new powerup)
Home base refills player health (quickly) when docked to (makes most sense).
If I had to choose, I would go for the last option (home base regen) because it makes the most sense, wouldn't make the game too easy, & also rewards strategic gameplay without punishing bold moves.
I would love further suggestions to balancing the difficulty.
The text was updated successfully, but these errors were encountered:
There's a lot to do to balance the demo and turn it into an actual fun game. Regarding the pirates, you have to consider you're not supposed to fight them initially; the idea is you start weak and need to upgrade your ship first.
As for the fighting balance, for instance, with the laser and precision aim mode, they're easy, and with the plasma gun super hard. The weapons themselves need balancing. This could be in the form of an aim helper, reducing the pirates' precision when shooting, etc.
You're right, laser with mouse aim is easy. Currently, is there any way to regain lost health? If not, could it deserve a new issue? The Increase Max Health upgrade seems pointless without some way to gain hp.
I'm submitting a...
Feature request
Currently, the pirate enemies are really overpowered and can defeat the player very quickly which is not fun to play against, especially in the beginning before the player can get any upgrades.
I can think of many ways to balance this:
If I had to choose, I would go for the last option (home base regen) because it makes the most sense, wouldn't make the game too easy, & also rewards strategic gameplay without punishing bold moves.
I would love further suggestions to balancing the difficulty.
The text was updated successfully, but these errors were encountered: