Because sometimes is even better to "start from the end" let me do so...... :)
I would like to emphasize that your feedback is much appreciated! It is great to have a player's perspective on the gameplay and its mechanics, especially at such an early stage as pre-alpha.
First of all it's not my first Alpha and not the first "early" one aswell so "my task" it's pretty obvious for me. I also hope that "we take players feedback" is not an empty phrase.
This particular mechanic is indeed intentional on game design level. Starfall Tactics is about strategy, careful tactics, and setting up your fleet on the battlefield.
This is where I met the first problem in my opinion. The game demand at some point a something more then let's say simple "clicking" on target but dot give tool to execute it.
Although some might find this a terrible example: if you position two tanks on the battlefield one behind the other, and fire at the same target, the front tank will get hit.
I can agree with You only if You add that we talking about simple bullets. We are talking here about guided missiles. It's not the same You must admit....
Similar case here, so you need to control your fleet and really manage how you position everything to make every shot count.
At this stage game don't give tools to do that so statement that it's design that way just to make the game more hardcore is in my opinion pretty silly and naive....
But of course, there are, at this point, some rather difficult aspects to this mechanic which we will review again, and further work on making it more of a Game Feature, rather than an annoyance.
At this point in my opinion there is at least two aspect to rework asap:
- colision system
- friendly fire
Those two are pretty much connected so it should be a bit easier I suppose.
We are reviewing all of our hypotheses as feedback from players flows in, and it is sight for sore eyes (literally, as well as figuratively), to have someone offer a new perspective on a mechanic you thought you were certain about.
From my point of view and my first impressions game has a small dilemma: to be more RTS'ish or more Arcade'ish.
If really depends of what this game You guys want to be.
You can give players bigger control of ships and in that case collision mechanics and friendly fire could be a important factor of gameplay
In other hand You can "demand" more strategical behaviour but for cost of some aspects of "arcade" gameplay.
Quick question. Is there any chance to implement some "replay" system. It really help on that stage to explain and make feedback alot easier to understand.