ABMS v2.08

Planning fixed deleted units only removing weight for currently selected submenu of ships or other units, but not both
Ion Howitzer fixed not firing, fixed not having pressure
offline() fixed setting image index of object using it, instead of target
Ion Howitzer now uses emp_trigger when not detonating
emp_trigger(( now sets shield reduction to avoid Ion Howitzer and other abilities crashing the game
Spear Lanzer fixed not inheriting Begin Step event, fixing its weapon showing as constantly fired and not using ambush trigger

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Posted in Patch Notes

SBMS v1.19b25

Removed extra Plasma Beam Cannon sound being listed
Sprayer Shot, Plasma Cannon sounds added to sounds list
Hit the Ground mission now triggers ending earlier
Removed requirement for Mainbase to keep moving for the mission to end. Mainbase won’t move for some reason.

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Posted in Patch Notes

Terran Partition v2.00 with Updated Alliance BMS

Slizer Battle Management System: Terran Partition just released version 2.00 (not that anyone would know unless they checked the file version since I haven’t been putting out patch notes).

This marks the end of the planned new features added to ABMS mode. I may add more features if there is interest shown.

SBMS updates:

  • Secret cheat code added to kill all enemies
  • “Live” mission fixed crashing and fixed game ending sequence not activating
  • Enemy Venator fixed crashing
  • Revenant and Maris Stellaris ships fixed not having their abilities displayed in menus

ABMS updates:

  • Boss fleets added when all other units are killed
  • Log in menu improved visuals
  • ABMS ending sequence added
  • Enemy spawns improved to not be as close
  • All units except the Buster are now available to build
  • Fixed new games using the last loaded game data

Honestly the only reason I added the cheat code was to make testing easier, which I should have done years ago because it’s saved me a ton of time and effort.

I never really gave much thought to improving ABMS mode, especially not this much. IT was asked for and it was a lot of work getting it updated and working, but it’s actually sort of nice. I hated working on it but once it started to work well, I got that programmer’s delight of seeing the thing that had become known as a dysfunctional mess suddenly and unexpectedly working reliably. It’s still a bit of a mess but it’s functional. And it’s kind of fun, but Wraiths are overpowered. I’ll have to copy the changes over to BMS2 when I can.

I think this screenshot is from version 1.98. I should probably remove all that text which was only there for me to test things, but some of it actually sort of gives it character? I’ll probably remove it. Also not sure what to do with cloak/speed, linear/circular scans and a few other things, but I don’t like to make changes to things that aren’t a problem.

I hope everyone enjoys it, and please report any issues on Steam or via e-mail.

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Posted in News

Terran Partition (ABMS) Now Available on Steam

Terran Partition (ABMS) is now available on Steam! https://store.steampowered.com/app/786460/Slizer_Battle_Management_System_Terran_Partition/

Terran Partition (ABMS) is a standalone expansion pack for Slizer Battle Management System. You do not need to purchase the original game to play this DLC. It includes the original story with improved and new missions, continues the story with improved graphics, longer weapon ranges, a new damage system, a better learning curve with new missions, and other qualitative differences.

Please leave feedback and report any bugs to the Steam forums accessible on the store page, or send a message through this website. Thank you!

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Posted in News

ABMS Story Missions Complete

All missions for the story mode have been completed. The story has been divided into five chapters with a total of 57 missions. The original missions have substantially improved gameplay, chapter one has easier missions,, and new missions have been added to improve the learning curve. Players are encouraged to start from the beginning, not just to experience the new missions and improvements, but also for the changes in unit rewards. A tool to import save files from SBMS has been added but is not ready yet because it needs ABMS to be finished to know what data to save.

I’m tempted to add a few more missions to the last chapter, which may delay release. I’m still aiming to release it before the end of the year.

I might add some extra units, but those won’t have any significant delay for the release.

Things to be completed:

  • Mission briefings
  • New missions’ weather
  • Chapter world maps
  • Finish implementing new units (weapon images, ability images)
  • Final bug testing
  • End of game needs work, it feels too anticlimactic
  • Letting people know that this game exists because apparently almost no one is aware of it

This is a big upgrade on SBMS. I hope everyone likes it.

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Posted in News

ABMS and Future Sequels

Part of the reason for why I decided to launch SBMS when I did was because the changes I wanted to make were going to qualitatively change the way the game played and felt. Players wanted the menu simplified and other quality of life changes that made sense, but didn’t fit into the vision for the game that I had. I made the first game as complete as I could, and started work on the sequel in December of that year, before SBMS was fully released.

A lot of the changes were massive improvements in the programming of how things worked. I remade a lot of systems and art that had superfluous components. There was a list of units the player owned, which had no practical purpose. To avoid dealing with it, I added a system in SBMS where each type of unit had a variable to count how many of it the player owned. Before that, the game had to go through the owned unit list and count how many Valkyries you had. The list stayed in the game because other things used the list, so it was more work to remove it than to leave it. in ABMS, I had to search for every place in the code where the list was being referenced, and change them to use the new system.

Most of these changes aren’t visible to the player, but they do make it easier to implement future developments and make the game less bug-prone. A lot of them would have made it easier to add new units and abilities, since now new content is mostly standardised. Right now, adding a new player unit requires me to make the unit’s object and assets, but also to add it to the player unit list, and add its abilities to the unit abilities list. Previously, I had to also add their information to the Planning room, Assembly room, and Aircraft Lab room, because their abilities, model numbers, and blueprints were only used in those rooms, so their information was also only stored in the those rooms. When I later decided I wanted to use their blueprint somewhere else (like the Library room), I had to either copy the information over, or move it to a central database. Now, every unit has its specs saved to the database when the game starts up, so players can see any information about any unit I add without me having to do extra work.

The other changes I wanted to make were visible, like the new customised colours, which required me to change every unit model and UI element to be black and white. A lot of abilities have improvements for tactical depth, such as airmechs being deployed with a delay and at a targeted location, to avoid just hitting four hotkeys and send out your unstoppable mech army to finish the job. Lasers now fire at the location you targeted, instead of the angle that the unit was with respect to where the mouse was. Ships that were moving would keep moving, aiming their laser at what was now the wrong direction. The weapon pressure system, ships having much larger energy pools and energy costs, rotational deceleration, aircraft now having to select mutually exclusive abilities, and other changes are collective a huge improvement to the gameplay, but I imagine don’t actually look that impressive because they’re viewed in isolation, making them look like an indeterminate amount of small improvements.

These were changes I (mostly) definitely wanted to implement. I wanted to give players what they asked for and finally develop all the cool ideas I had. But that was a lot of work, and even after being satisfied with the gameplay and visual changes, I didn’t think they were enough to justify a $6 game. So I got to work finishing the new missions, updating the old missions, and redesigning the unused missions that I had simply thrown onto the end of the SBMS campaign.

This is not how you make an expansion pack.

What I should have done was implement the major requests and done the story. Everything else makes this game essentially a full sequel rather than an expansion, but I also feel that too much has stayed the same to justify that. Now I’m wondering if the next game will be too similar to the expansion pack because I already implemented so many changes. I could’ve given players more content and updates by now, and had more money. But I think in the end, players are getting more for the same price, and that’s (probably) worth it.

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Posted in Uncategorized

Heroes of the Storm- 2019

Heroes that should just be deleted from the game because they’re inherently designed to be annoying and ruin the game for other people. That, or just fully redesign them:

  • Abathur
  • Nova
  • Valeera
  • Kel’Thuzad
  • Qhira

Also inherently annoying

  • Annoyingly moving you around
    • Alarak
    • Garrosh
    • Stitches (hook and gorge, hook and putrid bile)
    • Yrel
  • Annoying pushing
    • Murky
    • Sgt. Hammer
    • Sylvanas
    • Zagara
    • Gazlowe
    • Li Ming
    • Samuro
  • Annoying Crowd Control
    • ETC
    • Diablo
  • Annoying but less Annoying
    • Dehaka
    • Hanzo
  • Annoying can’t die/stuns/blinds
    • Lili
  • Annoying can’t die/kills you even though he’s a healer
    • Kharazim

Annoying but can be fixed

  • Varian
  • Illidan (particularly with abathur)
  • Kael’Thas (Pyroblast, Living Bomb)

The pattern here is that these heroes designs rely on them being annoying. The pushers run away far too easily, particularly Sgt. Hammer, who is supposed to be in a siege tank, which is supposed to be slow, but isn’t slow, because it has rocket thrusters on it, and stealth, and prohibits any enemies from getting into its range by out-damaging and out-ranging them, then pushes them away and damages them with mines if they get close, then flies away. With Lt. Morales, it’s even harder to deal with her.

Varian can’t die and will chase you and kill you.

Valeera suddenly teleports to you, you get silenced or stunned, and you die before you can react. Not being able to react is not good game design.

Nova gets free shots off on you and runs away safely. You can’t tell where she is because she now has multiple images which can cloak. She can replace herself with an image. If that weren’t enough, she sprints away. She is made to hit you and completely avoid getting hit. That is bad game design.

Kel’Thuzad can instantly pull, stun, and kill you, which leaves it down to the random luck of guessing where they will send their chain. Instant, unavoidable kills are bad game design.

Qhira, especially if hiding, has a hook that is difficult to dodge. If you do dodge it, you’re left running around randomly, taking damage and wasting time for her and her team to catch up to you. When you decide to go straight instead of random directions, she’ll hook you. When other characters hook to you, jump to you, or otherwise get close, many heroes have a counter for this. Junkrat can throw down a Concussion Mine and push at least one of the two heroes apart. He could use a trap. Uther can stun them and try to run away. None of these methods are of any use against Qhira because she is completely immune to not only damage, but also spell damage, as well as all forms of crowd control. This means there is absolutely nothing you can do to stop her from pulling herself in, damaging and stunning you. This means that Kael’Thas cannot Pyroblast, Kunkrat cannot use Rip-Tire her until she has already damaged you. Using any channeled ability while she is still spinning around you will get the cast cancelled when she stuns you. You can’t use a concussion mine because you don’t know where she will land, and she can easily land elsewhere if you do try. If she hooks you, the idea is you can limit where she can land by bringing her with you; this does not at all work in practice. You can travel a very short distance, and unless it is at the start of the game and she mistakenly lands inside your fort or surrounded by your team, she’s going to be fine. If you do pull her into your team, she can choose to land elsewhere and then use her other hook to escape. If you’re alone, you’re dead. If using her hook and two other abilities doesn’t kill you, Final Strike should. And if that doesn’t, the damage-over-time poison will. Qhira has assured kills on casters. The idea of spinning around a target hero completely invulnerably, then getting a free damage, stun, and damage over time, or landing where you please, is terrible game design. I don’t understand how anyone thought this was a good idea. It’s extremely cheap and uncounterable.


You might not agree with my analysis, but regardless, for people like me the game was fun and was then made worse by the addition of these heroes. If the worst of these heroes were simply removed from the game, the game would be more fun for us. That is a very bad sign. I have had the top 5 most annoying heroes consistently i every game I’ve played for weeks now. The game has been ruined for me. If it hasn’t been ruined for you, that’s good for you. Blizzard needs to decide which one of us they want to cater to, because I’m not playing a game where I can be instantly killed and not be able to do anything about it. That’s not fun.

Also, QM, because Draft forces me to fill in a role, which means I can’t play the hero i want to play. But these heroes are worst when you can’t ban/counter pick. Can’t win no matter which mode I play.

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Posted in Other Games

How to Make an RTS

I had made other games before, but for a while I had wondered how to make a game where you could control different units separately or together. The issue was that I had always had the player character react whenever a keyboard or mouse input was detected, so if I had made multiple player units exist at the same time, they would all move and attack whenever you gave an order. That solution was simple, although it took me many months or maybe even years to think of: give each unit a variable: “selected”. When you click on a unit, selected=1, and when you click on another unit, selected=0. Then have the keyboard and mouse inputs only work if for the unit taking the orders, selected=1.

This is really all you need to know to make an RTS, as long as you know basic programming. The ability to select and deselect units in different ways, and their reactions when they are or are not selected gives you lots of options to build an RTS around.

Some tips to avoid issues when making a more advanced RTS:

  1. Centralisation– centralisation makes your code simpler to edit without having to make the same changes to multiple instances. It can also make it more efficient.
    1. control– some behaviour needs to be embedded into each individual unit, especially when they’re acting on their own such as for AI. Anything else, such as general army orders and player input should be handled by a single object that goes through each relevant unit and tells them what to do. You also don’t want them to act differently given the same order. This also allows you to have GUI buttons you can click on without clicking on units that would separately detect they’ve been clicked on, which is how SBMS currently is.
    2. input– similar to control, input should be handled by a single object, instead of having every unit and button do their own checks to see if they have been pressed. When you have 200 units in a match and more buttons, that’s 200+ unnecessary lines of code running 60 times per second, making your game run slowly.
    3. GUI– try to have a single object draw the UI and anything else in the game that needs to be standardised.
    4. databases– store relevant and related information together so you don’t forget where some of the information is, or lose access to that information later on
    5. functions– for anything that has to be done by many different things, such as checking if an enemy is visible, avoid directly checking the relevant variable. Instead, make a function that checks it and returns an appropriate response. That way, if you ever need to make enemy visibility more complicated, you don’t need to go to every object and script that checks it and change their code; instead you can change the one function, and all relevant things will perform.
      1. Don’t make too many functions and forget their names and then make new ones because you thought you hadn’t made one yet.
    6. Don’t centralise anything that would work better as an individual object. Too much centralisation can get things lost in very long lists or tons of scripts. Know when to add another object to handle more specialised things. Having just one or two other objects can help reduce processing power and memory usage, by avoiding having too many scripts or variables in a object when you only need the object for some of the things it contains.
      1. If you have a piece of code that’s being used a lot, be careful when replacing it with a function. The scope of a function should be as large as possible without doing anything extra that will sometimes be useful and sometimes won’t. Don’t copy extra bits and then realise that sometimes you want the extra bits of code there, and sometimes you don’t. If this happens, your function is trying to do too much, and you should make it smaller and take that extra code and put it outside the function, only when scripts need it.
  2. Planning– planning is essential for any game. Think of all the systems you will need and how they will interact before you build things that need to be modified later.
    1. multiplayer– sometimes multiplayer is best achieved when building the game to allow for it.
      1. input and networking– getting input directly from the keyboard might not work depending on how your systems do multiplayer, so input data will need to be sent to a host computer as a variable, which is then processed as input for a specific player’s units.
      2. unit behaviour– if you build a game where the enemies are hard coded to be computer controlled, it might be hard to then allow a player to use them. This is also true if you want to give a player control of enemy units in a single player game.
    2. efficiency
      1. Always try to minimise what individual units do. There are a lot of them, so even if you don’t want a lot of units on screen, do whatever you can to make sure they run as few lines of code, which are as minimally intensive as possible. Players with slower computers than yours will probably notice, and it will give you leeway if you ever want to add some intensive features later.
    3. naming– avoid duplicate names, not just for two similar units or abilities, but also between a variable used for some ability, like “power”, and the name of an ability, unit, script, or image that might also use the same name.
      1. Resource types- a prefix is useful for different resources, so spr_power could be the sprite you use to draw power, while obj_power is a player unit (object) in your game whose name is “Power”.
        1. Keep the prefixes short, so “bg_mission_1” is better than “bkgd_mission_1” or “background_mission_1”
      2. Don’t name your missions “mission 1”, “mission 2” etc. If you ever decide you want to add a mission in between others, your numbering will be completely off, which means you won’t just have to rename all the maps to one number higher, you’ll have to rename any variables associated with those maps. Use descriptive names instead, like “New York Alliance Naval Base”. Probably something shorter than that, but unique and memorable.
      3. Be careful with arrays. Sometimes it’s a good idea to store all relevant information in a single array, like having the index of the array refer to a unit number or mission number. Other times the number of the row or column is not clearly assigned to anything, in which case it may be better to make a new array.
  3. RTS Design
    1. Strategy and Tactics Depth– Strategy is not the same as tactics. An RTS, as we see it now, is not really about strategy as much as it is about knowing a few optimal strategies and being fast and accurate in your keyboard and mouse skills in order to pull them off. This is exactly what I wanted to get rid of, because it involves marginally more strategy than an action game might. StarCraft is not a strategically or tactically deep game, but chess is, and to a lesser extent something like Total War, where it’s not just about micromanagement and dodging, but unit formations and compositions (as opposed to the limited unit variety of rushes in StarCraft). Strategy is large scale and largely planning based, tactics are reactive and smaller scale. Mech Commander and Dawn of War 2 and X-Com focus on tactics, while Civilization and Total War and other games focus on grand strategy. Decide where you want to stand, and be very careful when trying to mix them like RTS does, because it might be too much to handle, which is why RTSs are so shallow. Tactics and strategy are about giving the player multiple viable choices and letting them decide which they would like to go for instead of having optimal choices. The more choices they have and can make for themselves, the better.
      1. Unit and Ability Design– a lot of cool abilities might make sense, but also might not lend themselves to tactical play. For example, deployable airmechs in SBMS can return to their mothership to repair as much as necessary. This reduces tactical play by giving you a unit that never dies if you’re careful with it, making it a tank with no penalties for taking damage. This is contrary to how every other unit is a tactical asset whose healthpoints and death actually have to be taken into account when making decisions. Abilities that require quick reactions are usually not tactical, while planning ahead is. I put some delays on abilities in the sequel so that you could activate abilities ahead of time instead of having to wait until the last second and time them perfectly. I made Valkyrie’s Magshield-B run on energy that lasts much longer than in SBMS, but does not recharge. This means that instead of mechanically having to reactivate them whenever it runs out, you have to plan ahead to make sure the shields are used at the right time, but also have plenty of error allowed because of the long duration.
    2. Economy– I took out economy altogether in SBMS because I don’t find it interesting at all. I like the idea of slowly expanding and finding and collecting new resources, i.e. the logistics and strategic choices in it, but I don’t like having to manage an economy during battle. Exploration and base building benefit from it, combat only benefits it when defending/attacking resource gathering is fun, but in competitive play it becomes restrictive and is a good way to shut down someone from ever being able to fight you. Instead I allowed people to get to the fun part without having to set up the infrastructure to get there.
    3. Resources– Unfortunately I made everything cost one resource, which means you have to be very careful about what you spend your money on. It’s easy to waste it and not even know until late in the game you figure out you needed something and bought useless things and basically cannot progress in the game.

Centralisation

SBMS started with player units being made separately from enemy units. All their behaviour was run with different sets of code, some of which I copy-pasted. This has the advantage of not needing to check which type of unit it is. Since then I’ve added an all_units object which is the parent of player_units and enemy_units, which contains certain variables I want both player and enemy units to have, and in the sequel game it contains most behaviour and graphical drawing for the two types of units. This means that I can make uniform changes to all units instead of having to do it twice, once for player_units, and again for enemy_units. The problem is that now it has to run an extra “if statement” to check what type of unit it is, since enemy units sometimes shouldn’t be drawn at all if they’re invisible. Instead of using an “if statement” which would take up processing power to pick which colour the units should be drawn in, I gave player and enemy units a preset colour variable, and the all_units object just draws in that variable colour, which can be changed at any time without having to constantly check what that colour should be.

Input

Player and Enemy units had checks to see if the player had selected them with the mouse. This meant that the more units you had active at one time, the more times the mouse button was being checked. Since collisions take up lot of processing power as they need to check every pixel of the unit’s model, the game could not handle many units at all. For the sequel I got rid of those checks, and now only the UI object checks when the mouse button has been pressed. It does a single collision check and will select the one unit you pressed, instead of every unit in the game asking you at the same time if they were being pressed. This should improve game speed a lot.

GUI

All abilities in SBMS are drawn by each individual unit. There’s a script that handles it, so it’s standardised, but the reason this isn’t handled by the UI object is because ability buttons on the UI need to change colour/sprite and show different numbers depending on what state the unit or ability is in. This requires some specialised “if/then statements” to check for how much energy the unit has, if the ability is active, if the deployed unit is dead, if the cooldown is active, etc. I’m not sure how to have this logic put into a centralised object, so I let individual units check to see if they’re selected, and if they have priority amongst the selected units, one of them draws the ability buttons it has. This could be handled by an object dedicated to that ability, or by a pre-made script dedicated to that ability, but this did not seem to be a good way to approach it. The drawback to this is that I have to modify each unit that has the same ability to make sure their ability button UIs act the same way, and that every player unit in the game is constantly checking to see if they should be drawing their buttons. It’s possible to have the UI draw ability button sprites, hotkeys, and a single variable for units by simply having those variables stored in the unit and the UI pulling them when it needs it. This would drastically reduce processing power used, but I don’t see how I could have the buttons changed depending on other variables, since that would require individual logic for each ability that does not fit into the rigid structure of a standardised UI drawing script.

Databases

I have most mission, unit, ability, and other things’ data stored in a central object called “game”. But, I stored some data that I didn’t think I would always need, like unit model-numbers (like the “F-22” part of the American fighter plane, the “F-22 Raptor”) in the Assembly room’s object. This means that I can only access that information in that room, and it’s unavailable anywhere else in the game. The “game” object is permanent, so everything in the game can get information from it.

The “game” object currently has 49 scripts containing all the database variables of missions, units, etc. I think there are far too many, although I remember where most are in the list, I think the (maybe half?) of these scripts that are unit related could go into another permanent object.

Planning

I have a lot of data stored in single arrays with many rows and columns. Unit names, sizes, sprites, descriptions, costs, etc. are all stored in a single array. Each column (or row, depending on how you visualise the array in your mind) is numbered based on the unique unit number that each unit has assigned to it. Valkyries are unit 1, Wraiths are unit 2, etc., so if I need to draw the Wraith’s blueprints somewhere, I just use the variable game.unit_types[2,4] to get that sprite. The problem here is, you need to remember that blueprints are stored on row 4, names are stored on row 0 (game.unit_types[2,0]), etc. Recently in the sequel I changed the unit abilities array, which stored the ability name and hotkey like this:

unit_abilities[i,0]=’Missile’
unit_abilities[i,1]=’M’
unit_abilities[i,2]=’Magshield B’
unit_abilities[i,3]=’T’

This meant I had to use even numbers to get ability names, and odd numbers to get the hotkeys from the array. The sequel has it like this:

unit_abilities[i,0]=’Missile’
unit_abilities_key[i,0]=’M’
unit_abilities[i,1]=’Magshield B’
unit_abilities_key[i,1]=’T’

This took a lot of testing and searching to change every script and unit that ever tried to access the information in the way it was previously stored.

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Posted in Game Philosophy

Response to a Warframe Analysis

This was written in response to the following video: https://www.youtube.com/watch?v=ztbRJm19BUo
I don’t mean for it to sound rude but I am quite surprised you view the game sometimes in the exact opposite way that I do.


There is so much bias in this. I don’t disagree with your overall point but I am very surprised at some points. You somewhat admitted them but I still feel the video is misleading.

1) “Welcoming to new players… You’re not going to need to dive into one-hundred page FAQs to figure things out”

I didn’t have much trouble, but this game is extremely unfriendly to new players due to few tutorials, convoluted systems, and hiding data and instructions. It’s a good thing they introduced endo and added more tutorials.This game practically needs the wiki to be played. Bosses are often invulnerable with no instruction or even hint of how their gimmick works in a hectic and unforgiving environment where you often can’t test hypothesis and take the time to get close and notice the glowy (does juggernaut even glow?) spot. Mods and abilities sometimes have vague descriptions, weapons don’t show you all the stats or inform you about mechanics they use, stances don’t tell you about what each move does.

2) “Warframe does a spectacular job of making all of it’s content attainable in a reasonable way through nothing more than gameplay”
“Blueprints for those will drop easily and quickly enough…”
“There is no gambling involved in Warframe”

Running tens to hundreds of the same mission is -not- reasonable, easy, or quick. It is definitely a matter of gambling, just with time instead of money. Wasting players’ time (sorties giving endo or boosters I don’t want, or giving me a riven only for it to be for a bad weapon) is not acceptable. You’re right that we can buy what we want on the market, but either for money via buying plat or for time via grinding mats or things to trade for plat. Oh and 3.5 days just waiting for a new frame to build.

3) “And if and when you do decide to shell out some of your hard earned cash it provides solid value that feels commensurate with the amount of money you spent”

The dollars per plat is not even slightly worth it. I’m hesitant even at 75% off to buy those rip-offs. If you consider the dollar price of in game content it’s often just as bad as other games charging for microtransactions. I paid 30 plat for what was advertised as a giant poster and turned out to be tiny. At the smallest unit of platinum purchasing, I’d have to spend $5 for 75 plat just to buy that one, at most two posters.4) “not constantly trying to upsell you or lure you to its storefront”

Except most cosmetics, weapons and frames show a plat price to straight out purchase unless you want to grind for days hoping parts will drop, wait twelve hours for it to build, grind for some argon which you can’t stockpile, then wait three whole days for. That was almost certainly done to make you fed up or impatient so you click on the very obvious “Rush” button to spend plat to speed it up, or buy argon, admittedly hidden away in the marketplace though.

5) “Movement is tight”
Except for getting stuck due to poor collisions.

6) “It’s going to make you want to grind”
No, no it really doesn’t. I avoid grinding at all costs, while many people grind weapons they might hate just to rank up for convenience and quality of life improvements.

7)“Bosses… are going to drop something worthwhile on a near constant basis. Even when the boss drops a part you already have you can sell it for resources that are far from chump change. You never feel like you’re being shorted. There’s never a situation where you’re fuming because you’ve just spent an hour on a mission and the boss only dropped loot that you already had or was below your level.”

I don’t know what kind of experience you had but this is all the opposite of mine and many other peoples’. Bosses drop resources and worthless mods most of the time. Ones that I have more of than I will ever need, and the rare times you get frame parts, they only sell for credits, of which I have 12 million. So it is chump change and I usually feel like I’m being shorted. Good luck getting Mesa, Ivara, or Equinox, or just primes.

8) “You can pick a piece of loot and not rely on drops at all.”

This is objectively false for anything that needs rare resources to build or parts to drop from loot tables, which ism I think, every worthwhile item.

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Interpreting Feedback: Asteroids and Laser Wars

Theres a theory that consumers don’t know what they want to buy. I think this is for the most part cynical and disrespectful, but it is based on something true. Most people don’t always know exactly what they want at all times because it can be difficult to think of solutions to problems or needs they have. It’s not their job to tell developers what to make though, so developers need to interpret feedback they get.


I was told by a few different people that SBMS looked like the game Asteroids. I was a bit confused, and almost offended because Asteroids isn’t even a strategy game; it’s a very simple shooter, so this isn’t a comparison I would have ever made. Upon letting that idea “bake” a bit, I realised that they might have thought this because they only saw objects shooting at each other in what they might have assumed was space. Someone else described it as “laser wars”.

I think the problem is that they are used to mechanical-skill based games where you simply attack the enemy, so their first thought here is to directly go for the enemies without a plan. They then see the lack of mechanical skill involved as a simplification of shooter games. It’s like a shooter, but aiming and firing are automatically handled for you, so you simply tell your units who to attack and wait for them to finish fighting.

This is understandable, but completely missing the point of the game. I think this is the same reason people find the game so hard. Some have even suggested to give the player an equal number of units.

The point of the game is that you cannot win just by direct passive combat. The core gameplay involves tactics, not reaction time or accurate aim. Missions are supposed to be lost if you simply let your units fight without much thought. The fun of the game is supposed to be the tactical manoeuvres and choices that allow your weaker force to overcome a more powerful one.

I don’t think I ever really made this clear. I set out to make an RTS that was more tactical because that’s how I like to play RTS games, but never realised that I had to explain that concept to others. Since RTS has been twisted into a micro/macro game genre, it’s normal for people to want an even footing. I’ll need to explain that early on, instead of just saying the game is more tactical.

Maybe I misunderstood the “Asteroids” and “Lasers” comments, but even if I have, it’s led me to be clearer about how the game works.

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