Helium Rain

Helium Rain

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Pathblinder 2017 年 9 月 8 日 上午 8:14
Fast traveling to other sectors disconnects you from the experience.
An hour in and I'm fairly impressed with the game. Clean UI, beautiful graphics, docking being its own little mini-game. But the one thing I have to nitpick has to be how traveling to sectors works. You select your destination, fast forward, then you are teleported there.

I've done five different VIP transport missions and each one involved me going to a station, undocking, teleporting to a new area and docking again within the span of 2 to 3 minutes. Easiest money of my life.

I know it is unfair to compare the game to the X series, but it's always going to happen. The Jump Gates kept the illusion of progression to new systems. You know each time you go through one you're just loading a different map, but even still you never felt as though you were removed from the flow of the game.

You had a route to plan out and you had to live through the experience. You see how the economy is determined by distance to suppliers first hand.

The way its handled in Helium Rain just doesn't do that for me. It feels almost like a cheat, the true scale of the system is lost on you because distance doesn't really matter. For you personally, you'll arrive at the opposite end of occupied space within seconds with the click of a mouse, regardless of where you are.

I don't know what I can sugges to fix this, short of abandoning the fast forward mechanic all together and opting for a different means of system-wide travel. Maybe even just a requirement of some sort before fast traveling, a seperate option required to leave a system instead of speeding up time. Or an animation, stuff that makes you feel as though you genuinely traveled there and experienced a long journey. I just thought I'd openly nitpick in the hopes of stirring some ideas. If my criticism helps improve something along the way, then I'm happy.

One of the only games I'm genuinely excited to see come out of early access one day. Keep up the good work.
最后由 Pathblinder 编辑于; 2017 年 9 月 8 日 上午 11:22
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Stranger 2017 年 9 月 10 日 上午 1:24 
I feel the same ! We originally thought of having a better flow between sectors but moving to a more strategic time system was much easier and reliable. It's something I'd love to make better in the future.
Tyl_Loesp 2017 年 10 月 6 日 上午 10:16 
I agree with PtM. The game is great but the fast travel is one of the main immersion-breakers. Makes it start to feel less like a space sim and more like a spread-sheet. It's also almost a requirement in the game-play. Some kind of cut scene would help maintain the feel that space is big. Maybe a montage of the ship exterior from a moving camera, or a slow silenttracking shot down empty ship corridors, or maybe series of layered fades from static crew scenes sitting at posts, playing cards, sleeping in 0G, nursing a cup of coffee looking off into space (things people do when they have lots of time to pass). Even a spinning clock or whirring digital timer will help give the sense of the passage of time.
Madame Presse-étoupe. 2017 年 10 月 13 日 上午 5:40 
引用自 Ser Slojanko - The Third
the true scale of the system is lost on you because distance doesn't really matter.
I second this as well as how important it is to the whole Helium Rain/space opera experience. Travel has to be a challenge (and by that I don't mean a monetary challenge due to fuel consumption) for the player to understand and feel the immensity of space. Fast forward and click-to-travel is the way to go for a strategy game, but not for a flight or simulation game.

The challenge here is Helium Rain lies in between these two genres so it's tricky to find the right balance. My personal preference would be to make travel a gameplay mechanic and not just an UI thing, but others will likely prefer the opposite.
最后由 Madame Presse-étoupe. 编辑于; 2017 年 10 月 13 日 上午 5:40
Garm 2018 年 1 月 5 日 下午 7:29 
I think having requirement for player to reach boundries of the sector before moving to another would work. Sounds rather easy to implement too.
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