Hades' Star roadmap - May 2018


As we are approaching one year since full launch, here are some thoughts on what the future may bring to Hades' Star. The following are our current priorities. Note that in an always evolving game, priorities can change. I intentionally don't give any time frames. Some of these changes will take years to bring into the game, and some may not happen in the form described here.





Bringing in more players and help them stay longer

Hades' Star becomes a better game as more people play it. Healthy Corporations that help lower level players with Red Stars, organized White Stars, and an overall healthy community that welcomes new players are very important for ensuring the game has a long life. While there will still be later game content coming in (especially in the form of new modules and Red Star improvements), expect to see more changes targeted to new players. Thank you for your help creating a positive community so far - it really makes a difference in creating a sustainable game.


White Stars and Corporation progression 

As the most team-based mode in the game, White Stars remain very important and will evolve over the coming years with special events, map tweaks and perhaps secondary objectives. White Stars will also become the main way of giving the Corporation a way to advance. Relics collected will allow the Corporation to be upgraded to higher levels, giving its members special bonuses. While not earth-shattering, these bonuses will allow their members to progress a bit faster in the game, and also showcase their progression to all other Corporations in the game. Later they might also allow unlocking visual customizations.

We will also be looking to improve matchmaking and the overall experience for someone playing White Stars regularly. It is very likely that the 5vs5 and 15vs15 White Stars will be removed later this year. 5vs5 can be very fun because individual actions matter much more. In practice however, many 5vs5 matches are very unorganized and give newcomers to White Stars the wrong impression of what the mode can be, turning them away from it. In addition, the maximum amount of relics that can be collected in 5vs5 matches is extremely low compared to 20vs20, making it hard to balance progression. We will definitely be looking for opportunities to bring back the 5vs5 mode in special events for highly skilled players.

The other big advantage of eliminating 2 brackets is that matches will be more balanced. Currently the low search volume especially on 20vs20 is creating mismatches, as the system prefers to give a match to two Corporations of very unequal strengths, instead of not finding a match at all.

There are also a lot of thoughts for new White Star events. The Battleship Leaderboards event will be coming back later this year, except this time for bolder participants: Losing a ship will always reset its XP, even if it has Sanctuary installed.


Progression beyond the yellow star

Along with Corporation progression, Hades' Star needs more personal progression after the Yellow Star is fully explored if it is to stay a viable game for many years. Expanding the Empire beyond the Yellow Star in some form is something we want to do. There are countless ways in which that can be done, and we don't know yet what the best one is. This will probably be the biggest feature coming into the game, and we won't rush it. I find that having a vague goal ("expand the empire beyond the yellow star") and letting it sink for a *long* time, while other things are changing about the game, and more insights are gained from other related features, really helps the goal eventually turn into a solid feature.

So expect more news and thoughts on this over the next months/years, and of course feel free to send in your own thoughts and ideas as well.


Comments

  1. Please do something to make shipments less tedious. These take up so much of my time that I quit playing. I still think it's a cool game and I'd love to get back into it, but I just feel frustrated when I do shipments because I don't have enough time to get them all done when I log in and it's like I'm constantly falling behind on them. It feels bad man.

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    1. Having your transports and miners automatically use warp lanes when it is the most efficient path would certainly make doing shipments much less tedious. You could simply click from one planet to the next and have the ships auto-path like Auto Pilot does.

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    3. Yeah - shipments are really tedious and the reason I leave the game for stretches. I wish for a transport / support module that would store a route or something that could be activated.

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    4. 1 week player here, shipments being tedious is a main reason that I have held off buying the starter pack. Not sure if the game will hold up to keep me playing.

      One suggestion I would have is increase the shipments that automatically get picked up by the shipment computer. Could be 2 at level 2, then a further spread. 3 at 4, 4 at 6, 5 at 10.

      Then at least I could play 15 min, plan a 15 Waypoint route, and exit. Come back later, and done. I have money.

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    5. Try moving all your transports to one planet and wipe out first planet. Leave settings were they are and you will travel to closest planets. After about twenty minutes or so with 3 transports you should knock it out.

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    6. I also think that it is tedious doing shipments constantly every hour or so. Makes it really annoying to play the game knowing you got to do it everyday to get credits. What I like to see is that Shipment AutoPilot can do auto shipment without connecting to all sectors by active warp lines like having a gap between sectors with active warp lines that can help too. Knowing that Shipment AutoPilot needs warp line that double each time you buy one and needs to connect all active warp lines it is not worth getting Shipment AutoPilot if have less the two warp lines. Only good for higher level of players to us.

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    7. Shipments only need to be run every 12 hours, because of planet capacity. At most every 11 hours to 1-2shipments/planet. If shipments are too easy and mindless then it might as well just be an hourly income.

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    8. If you're committed to getting maximum benefit from shipments, you're creating the situation that makes shipments a burden. If it's tedious to you, just mostly run auto, take a couple loads of non-auto shipments and bring back loads of auto ones, and let it go. That's lie 10 min for approx 75% of max shipment delivery. Or there are systems where you can pick up all shipments, cash in non-autos with offload & shipment computer (put all shipments on 2 trade stations, set a course back and forth several times, then to all other planets - shipment computer will pick everything up & cash in each stop at trade station).

      It's not the developer's fault that you'd rather spend an hour delivering everything for full value, wasting time & hydro in the process.

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    9. Shipment computer is good if you want to do shipments automatically by setting waypoints. Using shipment computer will yield a bonus. Or use offload & shipment beam to drop everything off at the trade station for a reduced price. Use shipment drone or shipment relay to fully automate shipments.

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  2. Agree on shipments, also some form of VERY limited time machine in your own system would give just a bit of respite. A few "quality of life features would go far...

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    1. Also lowering the costs of higher level warp lanes would be extremely nice. 3 million is a large amount and very boring to save for.

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  3. A white star event/tournament at 5vs5 scale would be an awesome thing. With small teams it's much easier to find people who will work together through out multiple matches. Also that scale really allows highly micro managed coordination that is a bit too much for other scales.

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    1. White Star tournaments sounds awesome!

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    2. so another mode that means nothing, hell i have yet to even get into one and seeing how there is not much to do aside from running shipments and redstars i doubt i qill be on till they fix that.

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  4. Have played many 5 10 15 white stars and a couple 20s. i think it would be a loss to elimnate the 5s and 15s...the 10s are a perfect balance if one doesnt want to go into game exhaustion...5s are great for smaller corps and trainer missions...sometimes it's fun to bump up to the 15s for us as a corp but jumping up to a 20 would be more than most of us prefer...

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  5. There are lots of reasons that 20's are low volume - they are exhausting, it's extremely difficult to find 20 reliable players (especially with a corp cap of 25) and they are a mess to coordinate. There are countless reasons corps play 15's when 10's and 20's are offered. I'm sure there will be a loud outcry against removing them. Please consider another solution to the balancing issue. If nothing else, target 20's rather than 15's.

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    1. I totally agree here. 20 v 20 when you only have 25 maximum members is getting ludicrous. It's almost impossible to get that many people who are all active for 5 straight days.

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    2. Excellent point, Dude. I'd rather keep 15s and ditch 20s.

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    3. Larger corp caps would help.

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    4. Agree. We haven't done a 20 versus 20 because we don't have 20 members free at one time. The 15 versus 15 is a decent size that we've been able to pull off a few times.

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    5. I was just getting into the purity of 5v5. Because of the aforementioned reliability issues and other logistical headaches, 5v5 is the closest thing to “space chess” that I can imagine. Removing it would be more than bothersome. They are a nice break after an exhausting 10v10

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    6. we have just done our first 20v20. it was way more stressful trying to keep everyone online and coordinated. we will be going back to 15v15's until we can be sure we have 20 guys who will actually have time to be active the whole ws.

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  6. Looking forward to seeing how the game progresses in the future!

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  7. Honestly removing 5 and 15 member whitestar missions will kill this game.

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    1. Given thehuge effort it took to even find a marginal 5 team, I might as well give up ws 10 is a big number

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  8. First, it's exciting to see the game continue to evolve, and you are correct that keeping an influx of new players is key to keeping the game healthy in the long term. I'd far prefer to keep 5s, 10s and 15s, with the effort being on better balancing teams on the 5s. I agree with The Dude that 20s are both difficult to organize and find balanced matches. Keep up the great work.

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  9. So, let me get this right. 20v20 is unsuccessful and so to improve it you want to eliminate 15v15, which is successful? That is such a poorly thought out decision made by someone that likes 20v20. Well, sorry, that isn't everyone.

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  10. 5vs5 ws have been a delight with 5 most active and dedicated players. Removing them would be very unappreciated.

    If this game is about fun then leave the things that provide said fun and rework those that do not.

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  11. I have some ideas for new modules and things. If you are interested pls e-mail me back at goldenhalogaming@gmail.com

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  12. The main reason why 20s are unbalnced is the corp. cap of 25. Its hard to get 20 player for 5 days. Kicking 15s out will nothing change. The copr will get smaller and do only 10s.

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    1. It's understandable that everybody keeps focusing on the 25 Corp cap Max however being the leader of a corporation it's important to also have in mind that you have your sub leaders and other people that contribute to the corporation this way you funnel and filter out the people that are willing to play and play the way the corporate leader wants to doing that ensure that you have your 20 person versus 20-person matches on an even level

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  13. 20s are way too hard to expect everyone to participate all the time. If anything you should eliminate the 20 bracket because there are very few corps that can match. And I am sure you have gotten complaints when top corps mismatch, we are not a fan of it too much either.

    TTL determined that 15s were the best to run because they do not involve so much effort all day long unlike the 20s, but still remain challenging. Having the three options (10,15,20) is important so a corp can have people take WS breaks.

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  14. One more thought, new update is the key to keep the game fresh, but Its both irrelevant and impossible to create many modules on every updates, so, new events like red star week(Cerberus bounty), module week (reduce install cost) or white star week (battleship leader-board/ relics collector leader board) could keep the game more attractive.

    We all talked about shipment dilemma, as dev struggled between player gaming time and player "enjoy" time. If make the red star more valuable to participate, then people will tend to spend more times(15x2+ mins) in game everyday, and regularly. Tedious shipping is one of the reason many of those give up tho.

    PLUS, a daily login gift or similar stuff works well to make new players stay in game.

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  15. As interesting as this was to read, it talks much but says very little. Big thinking and grand ideas are great, but without more fundemental expansion of the core game the tedium of what is barely more than a trading game means few endure long term. I run a corp and am level 135. We accept members of all levels. Very few make it too, let alone past level 50, there just isn't enough diversity of gameplay. Sure, we could be snobby and only accept the elite, but there need to be incibators for newer players too. The game is almost a year old. Doubtless there are many costs involved, not least for a new company building itself around a single product. Even so, it feels more needs to invested into development resources, primarily programmers, to acceletate pace of development. While there have being many improvements in the game since i started, with the exception of white stars, the vast majority have been incrimental rather than revolutionary. As important as a strong core code is, the slow pace of it's development and implementation leaves too much potential functionality under developed, leading to too many giving up with boredom and frustration. Focus on core functionally. While blue sky thinking is good it is not enough to overcome a war of attrition.

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  16. When people after some large amount of time reach RS5 they discouraged instantly by the difficulty level.
    Game is seriously broken.

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    1. Not broken as such, just needs more focus and balancing in the low-medium tier play (up to RS5 or 6) rather than adding new top tier features. I'm L150+ so not looking for stuff for myself ;)
      Pandering to the top level players will keep them i the game, however as you point out, retaining new players and hence the future of the game requires attention to the lower levels of play.

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    2. Spanish
      Yo soy casi nivel 60 y ya voy a probar mi primera red star 5, y exactamente estoy ansioso por el nivel de dificultad, ya que veo eso como un reto en vez de una barrera (segun como juego)

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  17. Has anyone thought of a mobile mining barge for mining out redstars? Would be super great for r.s 6 and up.

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  18. Andreas,

    Bringing in more players won't happen if you make the other changes you are considering. As it is, in the Galaxy chat, too many people mislead noobs about how to get into the game. They think it's funny to watch them struggle & waste credits and time. I watched as one senior player told a level 4 person that their only goal should be to upgrade their battleship to 4 as fast as they could, so they would only need one for most of the game. I was the only person who corrected them, and everyone gave me grief about ruining their fun.

    Moving forward, I suggest the following...
    1) Fix corp hopping. Too many players join a corp just to play a WS or swap artifacts, then move on to another corp. Give us a 24 hour test period, then lock us in for a month. Or give us a reward for longevity in a corp.
    2) Shipments become tedious after 5 home planets. There needs to be a module/module combination that allows us to expedite or fully automate shipments. As it is, I seldom bother with mine. Most of the time I research or scrap artifacts and live off the production credits from planets. I would gladly give up extra hydrogen for a module setup that only took a few minutes twice a day to deliver everything.
    a) On a side note, the hydrogen use of transports is unbalanced. There should be an easy formula for it, such as having each additional cargo slot use 10% less hydrogen than the last slot.
    b) Spending crystals to buy hydrogen should be a set amount, like 50 hydrogen per crystal. As it is, if we need a small amount of hydrogen to complete a run, say 4, it costs a full crystal. At that exchange rate, I'll just close the app and come back later.
    3) Miners should not need hydrogen from our reserves to move around if they have some in the cargo bay. I mean, they should be able to just grab some from the cargo hold, right?
    4) The jump between level 4 and level 5 red stars is so unbalanced that most players don't even try to progress with them. Most players I know have long since adapted to just distracting the colossus ships while transports sneak in and grab artifacts. As long as influence is under 1900, it doesn't cost anything. Now I'm not saying take that trick away from us. I'm saying make the colossus ships a little less difficult so we strive to BEAT them instead of distract them.
    5) I personally have yet to do a white star because I just don't have the time to invest in a large one. I love the concept and love to watch them, but I'm in a small corp of players who mostly play on our own, and are seldom on at the same time. We usually cooperate only to the extent of diplomacy for shipments and artifacts. When you bring people together from around the world, it's a good thing. When you require them to coordinate time for WS battles, they are often going to choose to pass on the WSs.
    6) Rework module upgrade prices. I find it hard to justify the quadruple prints and 2.5x price increase between Cargo Bay 5 and Cargo Bay 6. That just begins a days long slog of playtime just to get a couple extra slots. And it gets worse after that.
    7) The growth at higher RS levels is also just too tedious. I got from level 1 to level five in less time than I spent in level 5. I agree the game should get progressively harder, but that jump nearly drove me away. As it is, I play the game much less than I used to, just because the 'next step' is so darn far away. I'm not willing to invest the amount of time it would take to progress in the game at the rate I did pre-RS6

    You've made a great game. Believe it or not, it's actually helped me in my real world job. I've used it to explain shipping and efficiency concepts to coworkers. But I'm tired of doing the same things over and over, with no reward but additional blueprints that I need four times as many of as I did the last time I upgraded this or that module. That being said, the next changes you make will determine how much longer many of us will play the game. Choose wisely.

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  20. Is that possible open more than one ws war at same time? And any joined ws player not jump in or not move long time in the war will bypass next one ws, looks like football yellow and red card.

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  21. There are some shared feelings here...
    1/ I am lvl76, the day-to-day is exactly the same... Ship the stuff from planet to planet. Sure the 3 warp lanes I have help. A little. But I have 10 planets to take care of and only 5 of them are bound with them. It has become tedious to do the deliveries...
    2/ I am RS5 ready... It is a bit hard coming from RS4. I choose stick to RS4 for farming purpose. I no longer hunt for new hot artifacts: I have the feeling that the ones I already have are ok, that I just need to improve them, getting old-good-arts at lower levels...
    3/ Even the farming is not that rewarding... The shipments delivery gets you so much more credits than the RS, some days, I don't even go out in RS.
    4/ All in all, I became a bit bored. I still think that Hades is a great concept/universe, I loved it in the first minutes. Tt just misses now a little something that makes me eager to play again.

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  22. If you take 5v5 away, we wouldn't be able to play WS at all as a new corp. We are not newbies to the game, and we don't get the "wrong impression". WS right now is the only reason im continuing the game.

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  23. Shipment are becoming more tedious, I am reaching the level 100 mark and things are starting to slow down. Additionally in regards to 15vs15 I would keep that mode. It is hard to find 20 people to commit to a WS. Wishfully thinking, I also believe some customization would be welcome for our ships, even if it is a simple color pallet and a few patterns to begin with. Perhaps different "skins" for achieving certain things? With that being said, I think the game is great and has great potential.

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  24. Hi. Just wanted to also chime in that I would really love to see WS15 stay. 5, while nice for more casual runs or helping newer corps learn WS can live without but 15 is really the ideal WS experience over 20. 20 takes so much out of leadership doing it right and it can sometimes be difficult to get 20 people all free on the same week. Please consider keeping 15 also or even instead of 20. If 15 does have to be dropped, please let us recruit beyond 25 in corp before hand so that we have larger populations to handle needing 20 for a WS. Limiting to 10 or 20 will likely lead to people being left out of WS10 runs due to not enough spots and quitting the game.

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  25. I agree, shipments are a pain. Don't want to grind artifacts. And shipments have made me step away.

    I feel the functionality of the shipment autopilot is great, but the warp gates are to costly, if they were reduced to allow more connections earlier on and a quick button to pay a flat fee to connect them the same as previously setup that would be a long way in helping.

    Love the game, please keep up the good work!

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  26. Rather than adding more 'medium to late game' features which only impact the top players (RS6+), balancing behaviour and reducing the grind for low-mid players should be a priority. IMO. Closely related, some of the newer tech is too helpful at level 1 and need better progression through the levels eg Autopilot could be cheaper and run for a shorter period (10 minutes, 20 minutes, 30 minutes) as there is little point purchasing beyond L1. Similar with genesis and Barrier (then big jump at L5). In this vain, anything that almost everyone has but usually at L1 needs balancing. Similarly, anything almost no one has (hydrogen bay extension, anyone?)

    Teleport and TP-like buffs should be balanced. eg max Leap distance should scale with Teleport level (eg max Leap distance is 1.5x TP of same level) and max destiny range should also be finite but scale by level (even if it's 2x TP range).

    Alpha shields would serve a mid-game and RS/WS purpose if their cooldown was less than the effect duration. This would allow them to be easier kept at 100% or even introduce the possibility of pumping to 2x

    Barrier is too much of a game changer, even at L1. IMO it is actually two effects: one which is the actual barrier in space, the second effect is a slow field. The barrier could be retained as one effect and introduce a graduated slow field, opposite in effect to time warp and affecting friends aas well as enemies. Again IMO, barrier should prevent both friends and enemies from crossing and have reduced duration.

    Alpha storms are fine and a valid part of the WS game, but ships should have to stay in the WS for a minimum period before being able to jump out, eg 1hr.

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  27. Playing many games in my life, I liked this one the most.. but the update frequency should be more .. You dont have to do extreme updates each time, just something new every 2-4 weeks.. and leave the big updates when you finalise them..

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  28. Ideas:
    1) The de-colonization of the planet
    2) Destruction of the Trade Station
    3) Building on planets (faster ship repairs, influencing research time, faster spawn shipments .......)
    4) Thermoformation of the planet Fire-> Desert-> Water-> Terran-> Ice

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    1. Ability to move planets within their sector. Calling a destroyer to blow up a planet

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  29. Maybe more interactions between corps members. I mean, there's diplomacy station, ok, but that doesn't sounds illogic not being able to send ships and aid fellow members in my corporation without every single time unmatching diplomatic relationship? WS is great, but can't be the only way to improve cooperation

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    1. Private Red star is a huge corp benefit, but I agree. There was a suggestion on Reddit for WS relics to be used creating a corp shared Blue Star. IMO the system would behave the same wrt exploration, expansion and mining but credit, H and trade benefits are shared between the corp members.

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    2. I like the blue star idea! That would be perfect.
      - Using influence to open sectors
      - Using relics to build specialised stations:
      Trade hub - for richer members to dump extra resources and to act as an exchange. (donating gains alliance points)
      Artifact hub - for members to exchange artifacts. (donating gains alliance points)
      Research hub - to commit ships to speed up research of alliance items.
      Alliance hub - to trade alliance points from above to customise ships etc to researched alliance tech. And to upgrade the alliance (upgrade member limit, rank bonuses, ship design customisation and other bits to boost private red stars.)

      I think this would increase the communication within corps, make the game more fun and help to boost the experience for lower and mid level players as well as giving some enthusiasm and drive to higher level players to help out others and make the game more fun.

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  30. White Star’s are good for the game. It helps corporations get rewards and corporations work as a team. But I don’t like about it is that it takes forever or 5 days to end white stars. Meaning about it takes about a week to complete one of them. What I like to see is a 2-4 day white star or a faster game mode for PvP.

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  31. Why 5, 10, 15, 20, 25 in the first place? Oh yeah, because we have 5 fingers on each hand. This doesn't make it a good divisor. In this case, the problem identified is that there are too many divisions, and nobody wants to play a 20v20.

    Start with a more reasonable divisor of 12. Make divisions of 6,12,24. Only 3 divisions representing roughly the same matchups as before. The small 5/6 division is an important first step, in my opinion, for getting the feel of WS and developing some basic strategies, and working on coordination. If it often is chaotic, that's just a reality of the inexperience of those participating. Removing it won't fix this - you'll just have 10 player chaotic games where everyone does their own thing - and a couple really angry people trying to get everyone to coordinate - and lots of frustration.

    In my corp the 10v10 can be frustrating as we only have 13 members and it's hard to find 10 reliable players. At least we can manage a good 5v5 with good communication. If you want to reduce the number of divisions to encourage better matching, it would be much better to go to 6, 12, 24. With 10, 20, 25, you have a barrier to getting started, and a huge leap from there to the next level. It's not an elegant solution.

    Another solution would be to allow multiple WS to run at the same time for the same corp (with different members of course). If a good match can't be found, reject the search and suggest dividing into several smaller WS matches.

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  32. It would be nice if Miner ship can harvest until full befor returning to a planet ...This can be a good option to add !

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  33. White star 5vs5

    While I see the benefits of your plan to abandon 5vs5 and 15vs15, I do not see them happen. The 5vs5 bracket as you call it, is a very important one:

    a) easy to create a 5player team,
    b) low requirements concerning micromanagement
    c) high impact of individual choices

    d) Last but not least it is the easiest way for new players to participate in white stars.

    I for example do not feel comfortable playing with big groups and i am not sure that i would expand my corp or join a bigger one just to be able to play white stars. Chances are that im going on with single player for a while.


    Concerning the amount of relics in 5 player WS:

    It is totally true that a 5 player corp can't compete with a 20 player corp when it comes to the amount of relics. But if this really matters then what about new corps? Let's say in a year from now... it wouldn't be worth it to create a new corp at all since you start with zero relics and have to compete with corps that already have hundreds of relics.
    I strongly recommend to design the rewards for relics in a way that makes people want to have that reward without being able to progress faster (directly). Here are some suggestions:

    - cosmetic accessoires
    > auras, colors, personal avatars, personal gate designs, planetdesigns, ship ranks/titles depending on their performance
    - corp advantages
    > corp bank or vault to make it easier to support corpmembers
    > corp avatars, corp gate designs (WS)



    Features I like to see in the future:
    -> Terraforming
    this would be a great feature to be able to deal with smaller planets which tend to get useless or even a burden in the later game.
    -> Skill tree for experienced Ships
    -> although it might rival with the modul system a good designed skill tree could be a great addition.
    -> Synergies
    > the possibilities are endless. thats why i cant and do not want to be more specific on this one.

    @Devs
    I'm sure there are hundreds and thousands of good ideas coming from the community. Is there a location where all those ideas can be collected and discussed?

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  34. Removing of 5v5 and 15v15 WS ?
    Bad Idea
    5v5 may not be perfect for new players to learn about main characteristics of White Stars , but that size is still good for small organized packs of developed players.

    15v15 are perfect midpoint between 10v10 and 20v20, in terms of importance of individual actions and required responsivity. They are must-be for corporations that have 18-19 players willing to participate in WS battles.

    Anyway, i would like to see increased player count in corporations, from current 25 to 30, 40 or more.

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  35. 5vs5 have loot pros and not many cons:
    ~grate fo new starters
    ~smaller corps can easier find 5 active players (for us would be a struggle to find 10 active).
    ~testing new tactics and fittigs
    Cons:
    Taking it for sake of balancing sounds redicilous.

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  37. Ways to improve the game:

    PvP style red stars with greater rewards with 24hr cooldown.

    New type of White star with 3 or 4 corps i.e. 5v5v5.

    Login rewards.

    Corp loyalty rewards i.e. 10 days, 30 days, 60 days, 180 days etc.

    Corp leadership rewards i.e. 1.5x credit/hyro generation for leader, 1.3x for officer, 1.1 for senior member.

    White star kill rewards.

    Lower hydro use for transports, as people have noted not only is shipment moving tedious, it also wastes a lot of hydro that takes longer to mine than the shipments take.

    I'd also like to see more competitions like the battleship xp comp, maybe broaden the payout or split into groups like lvl 1-25, 26-50, 51-75 and so on so that newer players can compete.

    Just my 10 pence worth but hopefully you can take something from this.

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  38. +1 on keeping 5v5. If you are worried about bad experiences for new players have min level or something. Lots of us enjoy 5v5 and have none of the claimed issues nor see them occurring with higher level players involved. Its tough keeping people active for 5 days when there are so many instant modules and movements hidden. Consider have more module warmup times and movement visibility window of 10hrs so people can sleep at night. Its hard finding people who can do this stuff when they cant log in at work, sleep, or other normal life things.

    +1 to all the comments that shipment workload needs to reduce. Many players quit between 30 to 60. Some just stop shipments and do whitestars. Its human nature that people want to cap out their dailies...make it less onerous and encourage more redstars. Consider a little more fuel for people to do so. Its fair to require module help to do shipments faster, but Rush is broken by only working on the short final hope to a planet. Should work with shipping computer and autopilot to speed up all shipments. Then it would be worth the fuel to go past level 2. Autoship should also help reduce the workload at higher levels by something cool like picking up loads +200au/level from a warp gate outside a sector.

    Reducing fuel bills and lowering shipping time will get more players active in redstars. Public and corp queues will fill up when you can afford more than 1 or two a day. When you add 2 redstars + shipments its a 1.5hr a day game to maintain. Add whitestars and can go to many more hours. Keep the new players in the game by reducing maintenance workloads, help them catch up to the higher playerbase, and get more people active in the combat elements.

    If you do go down a route of 10v10 or 20v20, many smaller corps will no longer be viable. When you add bonuses for relics, its going to accelerate the income gap so to speak. You may want to consider fixing corp recruiting tools in game and a faction system letting corps share players. Keep the game fun for casual players who just want to have fun.

    People don't play whitestars due to the time commitment. Fix that before dropping 5v5.

    Please stop listening to beta players sitting at the top redstars and corps. The game is broken for middle rank players, and its tiresome training people to play just to watch them quit at level 60.

    For all the suggestions, this is still a great game. It could be an awesome game.

    ReplyDelete
    Replies
    1. Very nicely said and echos my own feelings. I think the fact that so many players have to resort to creating alts just to get enough fuel to manage one system is telling.

      If we could just reduce fuel costs some it will be much more playable for casual players (I don't think casual players are the ones creating alts) and people will spend more time in game.

      I would love to help lower level corp mates in red stars but I simply can't afford the hydrogen.

      I also love the game, just think some quality of live tweaks would let us enjoy it even more and help grow the player base.

      Delete
  39. That's great to have some innovation and new features but before adding new stuff you should fix all the existing exploit and problems.

    Like for exemple being able to use Leap on your mate when he is inside the Barrier of an oppenent. It just happened to me and it's very disappointing to find out this breach in your game.

    Description of Leap : Instantly teleport to your nearest ally engaged in combat.

    Description of Barrier : Enemy ships cannot teleport inside the area.


    See the problem ?

    ReplyDelete
  40. I don't know which game most people who comment here are playing, but it is most likely not Hades Star, from everything I read so far .. o_O .. shipments are tedious and time consuming? .. Try other, similar games, that are either pay 2 win or extremely boring to lvl up before you get some decent rewards. I just reached lvl 101 in Hades Star, and I have to invest, 30min. per day, knowing that I COULD get more, but I want to keep it simple. Saving up for 3mil. to buy a warp lane in late game is also totally doable, if I consider the feact, that I can make 100k Credits per day on lvl 101 - easy.

    Nevertheless I also have some suggestions:

    -) Enhance diplomatic contacs. Maybe one player could build an embassy on another players planet, after they were connected for quite a while, and leveling up the embassy increases your reward for shipments done in the name of your diplomatic partner. There are many things one could think of ..

    -) Maybe think about a passive PvP mode .. smth like tower defense in space .. once you uncovered all the sectors in your yellow star, you get a "border-sector" that needs to be upgraded. In that sector the defending player got a space station with defensive capabilities as well as a certain number of battleships, depending on the lvl of your "border-sector". Other players then challenge you and get to attack your border system with their ships, limited by their modules and a certain amount of time, similar to red stars. Done correctly, an idea like this (or similar .. I mean, I am just throwing ideas at you guys now) could make people stay longer, give them more to do, but don't make the game a lot more time consuming.

    -) Stations, orbiting a planet - once the planet reaches its max lvl, a player can build an orbital platform or station, on a limited number of planets. Depending on HOW you upgrade that station, it could further increase, shipment value, hydrogen spawns in the affected sector, hourly income of Cr. & Hydro,or give temporary (for one Red Star, maybe?) defensive/offensive capabilities for ships that were repaired at that planet.

    -) Another approach could be to set a "main colony" on a planet of your choosing, giving it more detail and new/other stuff to do on and around your main colony but also enhancing the overall performance of your empire ..

    Ideas, ideas, ideas .. I got soooo many .. but I already love Hades Star - keep up the good work! :)

    ReplyDelete
  41. It's very hard to find enough active players for 20v20. Those are the least played matches around. If anything those should be eliminated. Or possibly you could add specific number ws matches. Designed for hades star discord memebers. Say 2 corps want to battle it out. Leaders decide on a set number of players thru hades ws discord channel. Then once both corps are ready. They can for example do a 12v12 match, 12v12, 14v14 etc etc. Another idea is to add a ws challenge. Where one Corp challenges another to a ws. Specific set of players again. Both agreed to thru actual game. Perhaps a special challenge button. Then once both corps agree and click the agree button. We will kick off as usual 12hr prep then ws begins. Anyways that's my thoughts. Hope you can use them. Thanks

    ReplyDelete
  42. @ Devs: just so u know it in time:

    I want a birthday badge in my account to show off! :-)

    ReplyDelete
  43. Hey, love the game!

    Was wondering if there was any plan for having graphics for the ships and buildings?

    I was admiring the detail of the planets and asteroids and would like to see that applied to the above.

    Thanks!!

    ReplyDelete
  44. The yellow stars are very common now in the game, in my personal opinion, I would like to see another type of stars habitable in the future

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  45. Any update as when if at ever these goals will be implemented?

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  46. I personally enjoy the shipment system, my problem is that I run out of shipments to do and need to wait several hrs for more. Having the option to upgrade planet shipment cap would be a great add.

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  47. I love this game! Would it be possible to add ships such as Destroyers, Frigates, and Cruisers for players? So new players start with Frigates unlocked.

    ReplyDelete
  48. Well, I was thinking a Orange star, which is similar to the yellow star but a smaller system, and the Blue star, which is similar to the yellow star but a bigger system and it is a corporation star.oh and, the Comet mission, which is a timed mission which allows access to small amounts of higher level artifacts than you would normally have access to with your red star scanner. Oh and, MOAR MOONS! that you have to colonize seperately, but they cost less. also, different kinds of moons. Terran moons, rocky moons, volcanic moons, icy moons, etc. how's that?

    ReplyDelete
  49. It would be nice to be able to rename moons like you could do with planets

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  50. I've had multiple friends download Hades Star and they initially love it. However the simplicity of the early red stars is a massive turn off and how they are forced to do tedious shipments at a point where they're the least invested in putting a lot of time into the game. They always cite that theres simply nothing to do, I feel White Stars should be more accessible to early players and the importance of corps should be emphasized more.

    ReplyDelete

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