Heya folks.
So, despite a number of people loving the combat, we are also getting some persistent gripes. Some of those were things that I have come to feel on my own anyway (the need for panning, for instance, pains me as well), while others are things that a number of players keep suggesting despite my feeling it's not the best (the "weight" to your ship and limited turning arcs). And still others I did not think of, but as soon as they were mentioned, I knew they were awesome (managing power between shields, attack, and speed).
This stuff is currently in-progress. The middle category of things -- the "weight" to your ships -- is actually done, and despite my initial worries, it feels really awesome. A lot of things have to be rebalanced around it a bit, and shield recharge is one of them. That's one that's been bugging me, but that nobody had brought up yet, to my surprise. Anyway, that change is also in, and on Normal difficulty mode it is feeling pretty good to me at the moment.
Oh, and also the little lines that _K_ suggested for marking where shots came from was a stroke of brilliance. I didn't do it quite the way he suggested, and I actually tried two different approaches today, and the one I chose I think just works extremely well. It's unobtrustive and really clear.
That said, the panning stuff is not in, and neither are the power bars (though the graphics for that are done, I just have to code it), and there are some other things that are related, as well. Impacts from shot hits being more noticeable. Numbers popping up to show the results of damage taken and so on from the past round. Changes to ship tooltips to give you the effective DPS of all your weapons against them. Stuff like that. Oh, and your objectives for the battle at the top of the screen, so you don't feel lost in the oblivion of "what should I do?" during the first battle in particular.
I guess I could release this piece by piece, but honestly I keep touching and tuning numbers on each piece as each further piece gets added. So I'm thinking that would be a waste of your time to test something that is in that much flux, and a waste of my time to read your feedback on the non-final version. Saving us both some time, I am hoping to have the most critical improvements done by the end of tomorrow, and then I welcome feedback at that point.
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In general it worries me quite a bit the number of people who are rage-quitting due to lack of information or other factors, and I'm hoping that the next round of changes here will cut out the vast majority of that. This really is turning into quite a polished little turn-based tactics system in my opinion, and despite my earlier feelings the "feel" of the flagships in the new version is a lot better and doesn't actually make dodging impossible -- it does make it harder, but that's not a bad thing. When paired with the recently-changed ability explosions, and with the upcoming power-distribution stuff and the just-added shield recharge changes, I think those things balance themselves out while at the same time giving you more (hopefully interesting) factors to juggle. I am finding it increasingly fun, and I already thought it was great. But my great mission right now is to win over the people who want to like it but just can't for whatever reason. We shall see.