![]() THE NOT's: Altho it might look like other games in DEEP there is no open-world, no rogue-like elements and no procedurally generated anything: All the levels are hand-made put together, following a retro-strand of space games while featuring all the next-gen shine and splendor you'd want why defying the skies. These ships can be upgraded and customized both in terms of functionality (weapons, engines) as well as comestics, to be obtained by completing missions or getting achievements. THE DEPTH: Choose from different ships that range from the speedy scout, the tank-like Crusher or the balanced Raven. Shake off enemies tailing you by doing a loop, maneuver thru giant space constructs near Jupiter or rocky corridors planet-side, use your homing missles to target the next enemy while speeding past your ally mothership. FUN: If terminal velocity is your thing and barrel-rolling is your middle name, DEEP is what you're looking for. Battle Of Jove is an epic, fast, arcade-type campaign-based dogfighter that aims to take next-gen graphics & controls to achieve an experience that gamers have known since Star Fox: an easy to pick-up single player shooter where players chose from different ships they can upgrade as they take the role of one of the members of the rebellion in a fight against a power, deep AI. Scroll wheel on mouse to change weapon should work in both directions instead of just up.Informace o hře D.E.E.P. Similar changes suggested to lead indicator for kinetic weapons when tracking moving targets. Maybe increase the size of the indicator or change its color so it is more noticeable. Slightly enlarge the weapons lock indicator on the HUD. Options to remap controls on both KBM and gamepad. Look into adding full Six degrees of freedom to the game. Examples: fire both primary weapons at once, shield damage reduction, slightly faster EMP recharge rate. ![]() Consider adding specific abilities only available in Strike Mode. Strike Mode offers little in the way of advantages aside from lingering next to large enemies as a stable firing platform. A slower recharge makes it more of a precious weapon to be used less often. Keep its range, damage output and ability to gather resources the same. Reduce EMP recharge rate by a few seconds to make it more of a ‘clutch’ weapon. Examples: Eidos craft better have increased kinetic weapon ammo, craft with captured DEEP technology more energy weapon ammo, Light Fighters carry more missiles than other classes of fighters, etc.Īdd target height indicator on radar to better understand where enemies are. Widen performance differences in baseline capabilities to give each craft clear weaknesses and strengths. This would clearly define damage output, rates of fire, maximum weapon range, speed, hull armor, shield armor, etc.įurther adjustments to spacecraft to better distinguish them. Which type of weapon is more or less effective against shielded enemies, more suited for engagements at long range, etc.Įxchange bar graphs on performance descriptions for weapons and vehicles from bar graphs to exact numbers. Weapons Information: a better explanation of the in-game differences between energy and kinetic weapons. Perhaps a way to tie this variable to difficulty level would be good. ![]() Slightly increasing the time the missile alert prompt appears would provide at least one or two extra seconds to realistically be able to dodge consistently. The missile alert can be unreliable at times.
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