TL;DR VERSION AT THE BOTTOM OF POST! SCROLL DOWN!
Thanks for the feedback Dale!
Captain Successor does have its own flight manual, but it's quite similar to the one from Captain Forever. The major difference is in the personal note at the bottom.
I wanted the player to explore and discover all the different modules, but I agree the Transrotator in particular isn't very obvious. Some players have started documenting things like this here
. I'm not sure what a warp module is so I can't be much help there.
I wanted to keep the story opt-in, which is why it's largely only explored outside the flight interface. The more recent builds of Captain Forever include a bit of commentary from Captain Farbs though, and hopefully I'll find time to add a bit more for Captain Impostor.
Uh - Captain Successor has an end-game boss. Have you defeated the Kilo class ships yet?
Anyhow, cheers again for the feedback.
Cap'n forever has his own wiki? That's awesome!
Captain Imposter? What end-game boss? Don't tell me anything.
I usually only play during breaks at work.
I have not beaten the kilo ships yet.
See, now there's something to look forward to.
You've gotten me pumped.EDIT #1:
This game is made for multiplayer.
But that's asking A LOT.
Regardless, the statement had to be made. EDIT #2:
v | | | | v
( ) v + | | + v ( )
----------- ----------- /---\ ----------- -----------
-o| =| =| @ |= |= |o-
----------- ----------- |---| ----------- -----------
^ ( )| = | | = |( ) ^
^ ------- | | ------- ^
( ) | | ( )
^ |---| ^
Pilot this vessel (Supporters only)EDIT #3:
Clone ships! Genius! Some player-created ships have found a loop-hole.
(Fix: Uniquely designed, impossible to kill boss ships as an End game challenge!)
One of the posters in this forum suggested different key-bindings for different blasters. I would like to back him up.
Although, it does
takes away from the decision making aspect of the game.
(Fix: Have 'key-binding' feature as a reward for killing boss ships in NON-clone mode.)
Also, a blast meter that changes for each key-binding would be spiffy!
I'd like make my case for meters.
PRO: It fits in perfectly with the "Space pilot" feel of CF.
PRO: Helps ship designers make better building decisions.
PRO: Adds numerical confirmation of the ship's strength.
CON: It may take away from the simplicity of the gameplay.
CON: It may take up a lot of screen real estate.
CON: It may increase loading time. EDIT #4:
Here's a suggestion to make more money!
Captain Forever on the iPad or iPhone.
Statistically, you'll generate more revenue on those platforms. http://www.fastcompany.com/blog/kit-eaton/technomix/hey-big-online-spender-you-must-be-iphone-ownerhttp://www.wired.com/gadgetlab/2009/11/iphone-owners-digital-content/
1.) Multi-player would be awesome!
2.) I'm making progress.
3.) Key-binding to blasters.
4.) Please add meters (thrust, mass, velocity, blast). Reasons above.
5.) Captain Forever on iPad/iPhone means more money.