Right on, i confirm it work in the beta version.
Drakaden
Recent community posts
I got a serious bug, i finished my first mission, the new recruit got added to my roster, but the other permanent team member disappeared, the other died during the mission from the ambush (They sure got many enemies, i'll be prepared next times), but yeah, roster issue. It also looks like the merc i used isn't showing up in the merc list.
As for the voices, as i suggested, allow them to be turned on/off, it's an easy solving for both parties, though ambient sound is definitely needed in either cases.
Alright, here's the things that jumped at me like a sore eye within the 15 first minutes:
The voice acting removal, it's not too quiet, i enjoyed the voices, now the game is just too quiet because it has no background ambient sounds, i'd suggest letting the voices in and give the players the option to make it on/off, some people may like the silence, i personally enjoyed the voices more.
The time delay: Overwatch can be sped up by 2 or 3 times, it's still too slow before it goes for the next turn.
Starting team members: I want to be able to customize them, i hope this feature will be brought back, i don't want to start with random jacks that i have no love for.
Starting merc: Would it be possible to just not hire a merc at the start? I want to keep the 50 credit.
Inventory scrolling: When scrolling down or up with the mouse wheel, it's waaaaaaaaay tooo slow.
Alright more ideas...
Special unique/story characters that you can find while exploring with unique skills, these will stay in your team permanently, but will ask a fee every times they are released on a mission, like mercs, but in the permanent roster, though unlike mercs, their fee is fixed, they don't cost more as they level up. (I know you had plans for special characters already, this is just another way to get some), they could also have their own story line and quests as optional quests.
Powerful consumables that once used, are lost, they are more efficient than the reusable consumables.
Purchasing unlockable hairstyles, i want a fancy ponytail for my wildcat conqueress :p (I am very biased, i just love wildcat, so deadly)
Purchasing unlockable cosmetic clothes that can override the functional armor.
An influence system that allow you to raise affinity with your team mates, purchase them gifts. Affinity could do various things.
Tax collector zombies! (jk)
I'll post more if i brainstorm again!
Alright, i'll throw out some ideas, hopefully some of them will be good:
The higher the rank invested the more money it cost.
Region bonuses: Extra cash earned, more XP in this region, merchant on mission field discounts, base vendor discount in this region, higher chances of a favorable find when investigating nodes (Finding loot instead of having to fight), discount on fuel merchants, fuel efficiency during travel (1 fuel reimbursed every/nodes), investing money to raise the value of missions in the region (better starting money and end mission payouts), etc.
Upgrades: Team mates cybernetic implants, weapons/armor one-time stat adding, more health to subs, more fuel capacity to subs, discount on rented sub prices, discount on mercenaries, discount on repair and refueling owned subs, more special missions available per informant payout, fuel start efficiency (Does not cost fuel units for # of nodes traveled ex: 3 first nodes cost 0 fuel, then fuel start degrading), etc.
After completion some of the republic missions i had access to armored and medic sub, though unlike the standard sub, they were showing no health, i was a bit confused, then had decided to equip a sub then cancel, then the equipped sub was showing the health, i then had to do the same thing to the other sub so i could see it's health.
Alright, my wildcat is surrounded by 4 raider scums, i empty my clip and i am victorious! But the cash is spread all over the fracking place...
My quality of life suggestion is to add a key that would allow you to click anywhere and the path it will create will be the character moving to take the nearest loot to him/her, then the next one, then the next one... until the character cannot move anymore or there is no more loot in sight left to grab.
It would go well with holding shift then left clicking, it would show a looting path to confirm, then click again to move and loot. Awesome to swipe all the loot in a turn instead of spending it over a few turns.
Something i noticed that the player cannot do is that enemies have both extremely accurate throwing skills, they rarely ever miss, and if they do miss slightly, it still hurts the place where the grenade lands, unlike the players where if they miss it miss everything.
I know you are aware of the later, though i'm not sure if you were aware of the former.
Yeah, i reported a few of those soft locks myself, very severe bug that one, lock up the whole game.
I like cinematic dialogs, gives some life to the game.
I see 37 is very oriented toward improving the dungeons, it's a good thing because right now the layouts are very, very predictable after having played the layouts a few times.