fun
MadHarriet
Recent community posts
So it is possible to get to level 5 on the web version... 
... but success depends so heavily on your luck with weapon drops, I feel it really takes away from the potential for strategic builds and layout. You can't really go in with much of plan. Some runs deliver the lucky items that give you a shot, but most don't.
- The ability to change from defensive to offensive maneovres while in game would be another great addition.
- Lasers are hit and miss, and often don't fire when you really need them too.
- Salvaging your dead ships is worth so little, be nice if would scale with the gear you have invested in them. Once you start losing ships, it is generally game over, as the cost of resurrection cuts too deeply to allow any sort of recovery.
- Only a few of the support modules are really worth it, and a bit more thought needs to go into the boost/cut to values. For example, evasion and light hulls is a good idea, but it's currently a useless strategy.
This has the bones for a really engaging game, it just needs a few adjustments for balance. I love it, well done.
I played the original in ASCII characters in 1978! I discovered that if you fired phasers with a negative value, you gained that amount of energy, and so did the enemy! This led to my strategy of placing the ship on the edge of an enemy sector with full shields, firing -100,000 (or something), waiting for the now powerful return fire to obliterate my shields and systems, then limp by impulse drive into the adjacent sector (which you could do), find a base, recover, then blaze away with the power of the Gods! Bit hazy on the details, but as a kid I thought it was pretty cool to discover this 'hack'.
Thanks for the warp drive down memory lane!