Ideas for the Kickstarter

@INovaeFlavien I, for one, have faith in you and the rest of your team! Don’t let anyone get you down!

3 Likes

The mid-kickstart slump is always crappy, it’s been pretty obvious you guys are working your asses off. I’ve seen you all over the place spreading the word! :smiley:

5 Likes

Flavien, thank you for your response. No person in this thread ever stated you or the team was lazy. If anything I wrote seemed to imply that, then I apologize, but that certainly was not my intent nor is my perspective on INS.

Regardless, it seems many folks feel like my comments are coming across as abrasive, and not constructive. I think it’s time for me to step away from this particular conversation.

How you choose to run your company is not my business. Perhaps I’m having difficulty separating my frustration with the seemingly slow pace of the public’s support for the campaign from the apparent efforts of your team. You’re right, we don’t see the majority of what you guys are doing behind the scenes.

You still have my complete support, financially, intellectually, and effortfully (in terms of peer-peer marketing etc).

I wish you the best.

Navy

edit: thread title changed

13 Likes

I do think the community itself is getting a bit wound up.

Perhaps some ground rules on behavior are in order…

Proposals:

  1. Constructive feedback
    a. Shall not mention past failures or deficiencies
    b. Shall offer positive ways to promote I:BS
    c. Shall consist of reasoned explanations with supporting evidence if possible
  2. Outreach
    a. Shall be simple promotions and explanations
    b. Shall not insult or compare to other game titles or companies
    c. Shall be factual and not overstate I-Novae intentions or goals
    d. Shall not insult others’ comments or written articles no matter how insulting or negative they are
    e. Shall not continually badger or pester people if they are not interested in it.
  3. Organization
    a. Shall make an effort to send a consistent message from all community members.
    b. Shall not flood any single outlet with evangelism.

There’s some old sayings that people innately forget:

“You are an ambassador for your country”
“One rotten apple spoils the bunch”

Behave yourselves in a manner consistent with what you want other people to see the community as.

Keep your heads held high and just share the dream.

8 Likes

The real challenge is trying to explain to people who Elite or SC don’t and probably never will have the combat offered here in Battlescape. You just won’t see 150+ players fighting it out in those games.

But the major issue is everyone instantly goes ‘Elite does this better and has a universe to explore, why should I care’. So the whole corp/clan/team combat superiority concept isn’t really sinking in.

As long as I-Novae reach their 300k goal, all will be good because they can just continue pledge funding from the website over a longer period of time.

1 Like

Maybe we (as the community) should try also targeting different sorts of people as well then?

Many space sim fans usually put 4X (and especially the explore part) first and twitch/skill-based combat second. Maybe we need to push the strategy aspect of the game a bit more, especially with what the capital ships can offer as mobile battlescapes/POIs/superweapons that need support.

Or maybe try to push the combat part, the one about seamless cinematic battles across entire planets that can also be quick and fun to people who like combat. And especially cool looking combat. FPS gamers. People in Planetside or WOT forums. Battlefield, which has mods that rely on building and defending bases in massive battles. Or even battlefront. That game IMO only has the cinematic feel, large number of players and a very basic gameplay going for it (at least from what I’ve seen) so the cinematic combat angle probably sells to at least a few people.

I mean, this is primarily a combat game with good visuals. Maybe we should focus on marketing it as such. People should probably not be comparing it with No Man’s Sky.

I dunno, just making suggestions here.

Navy… sorry. I don’t get this. Have you not been around here lately? To me it seems as if the team is not sleeping at all.

2 Likes

I think that’s enough feedback for now

Thank you to everyone that has provided critique up to this point. This weekend will be taking your suggestions and categorizing them. Many of you have good ideas, some of you have had excellent ideas with great arguments for them.

How can you continue to help?

  • spread the word, there are a number of great threads with links to content that can be shared with communities and media. The IMGUR gallery that got over 550k views! All of our videos! Live streams shared with a timestamp for relevant viewing! Subscribe to our twitter feeds and Facebook page, (they are getting great visibility at the moment)

  • Get streamers and reviewers interested in playing the game and sharing our campaign with their followers. Get them our contact info and we’ll get them hooked up. Or provide information where we can reach out directly. There is no way we’ve been able to contact everyone, so definitely make suggestions!

  • Answer questions on our public Media!!! First study our pitch for the game, and then go check out the comments section of various media published thus far. There are plenty of questions, and we can’t answer all of them, we have literally thousands of questions being fired our way.
    Please be positive in your replies, we want them to love us and our community :slight_smile:

  • We have more media on the way, and we’re starting to get some serious attention from bigger names in the games media world. So keep spreading the word, submitting tips, sharing with friends, and more, there are plenty of people that don’t know about us yet.

What if you still have suggestions?
We have limited time, so please keep try to keep any further suggestions on point, constructive, and preferably short. And read the thread before commenting, so you know if your suggestion has already been submitted!

Thank you again, may your space-beards gleam glorious among the stars.

Hutch out.

21 Likes

I combined the highlights/features/whatisBattelscape into one section at the top because there is a lot of overlap between the features of the engine and how that works to make the game unique.

1 Like

Were like grand parents worried about how our kids are raising there kids.

Its very frustrating.

4 Likes

I don’t think that anyone thinks you guys are lazy, that would be an insane opinion requiring data they couldn’t possibly have. I do agree that there is a disconnect between what you guys are doing and the community you are trying to sell your product to. Many of us have seen Infinity and what it can do over the last 8+ years, we get it. What we want to know more about is what game you are making, what will you be able to do? How will the systems work? These are the types of questions whose explanations got people excited for and behind Star Citizen.

Yes, you’ve explained that it’ll be a space game where people can fight within a solar system with some form of resource mechanics, but you’ve yet to provide any explanation that would set Infinity apart or make it sound interesting. Can I upgrade my ship? What kind of ship variety do you plan? What kinds of weapons will there be? What kinds of base building will I be able to do (ignore that this is a stretch goal)? Describe some of the mechanics you plan to implement? Don’t talk about how these ideas fit into stretch goals, talk about them like they will happen. If CR only talked about what he believed Star Citizen could do with what we had on the table at the time of pitching the project, it’d sound much less ambitious and he would have failed to generate anywhere near the 100million that he has. Also, some other people have said you have to compare Infinity to the competition - I think that is a very relevant statement. Infinity won’t have the same scale or depth as Star Citizen, but it will be MUCH more combat intensive; you won’t have to spend potentially hours searching for consistent combat like in Eve-Online.

Honestly, you guys should really look at the game ‘Allegiance’ [http://www.freeallegiance.org/]. If I:BS accomplished what Allegiance did on the scale the Infinity engine would allow for - you would have a very unique game with good depth and replayability. Allegiance had a commander mechanism where each team had a commander (there could be many teams, in some games there were 12+ commanders that would form impromptu alliances), who would control the resource and research direction of his team. He would task AI miners to mine asteroids while his team would protect them. He would then use the resources gathered from the mining to research new technology or for allowing his team to purchase ships (some ships had a cost, like capital ships, and a team member would have to request the funds from the commander who could accept/deny).

If you believe the answers to these questions exist, they are not laid out in a way that is very obvious to the majority of people to discover them. I’m actually following this project and I still have very little idea what type of game Battlescape will really be if it is ultimately created.

1 Like

I hate to pile on here, but that’s the elephant in the room. Planetary transitions are a unique aspect of the game, but they should not have been presented as a central campaign point. Rather, they should have been presented as something that was a part of a bigger picture - the gameplay. That’s why I suggested the script for the campaign video that I did. It was obviously too late for the campaign video, but the idea behind it was the important bit: you’re building a game, so tell us about the game. The unique stuff - the visuals, the seamless transitions, the scale, the newtonian motion - that’s all great stuff, but it should be presented in the context of the gameplay.

You’re building a game. Show us what game you want to build. You’re telling us about Monopoly and showing us how pieces move around the edge of a board (on doubles you go again!). That’s novel and interesting, but it’s not the game.

2 Likes

But it really could be. No loading screens in between the equivalent of Mars and Earth could make for a whole different game.

Pretty much the only thing besides the cosmetics and reordering, I think the thing they should really sell front and center is the big battles. No one has been able to achieve that technical feat yet, not even Star Citizen Here I found a clip of like 5 ppl in combat trying to kill Keith cough I mean Hutch…it looks fun…now just imagine 20 ppl doing that, there would be laser bolts flying everywhere! :smiley:

1 Like

that’s me they’re trying to kill actually :wink:

6 Likes

“Which one? I don’t get it. I don’t want to fly from Mars to Earth. It would take too long. Everyone will be spread out all over the place. I’ll never see anyone. There’s a space station sitting there, but there’s nothing going on. Why don’t I just stay on the planet and fly around and dogfight? Why is this even a space game?”

This is why they need to show the gameplay idea - people can’t read the minds of the INS guys. Having seamless transitions means nothing without a context where it makes sense. Expecting people to see the videos, extrapolate out the experience of a game described in a couple paragraphs and decide to put money into it is unrealistic. I only backed them as a thank you to Flavien for providing me with years of entertainment.

1 Like

I backed because no other game has the kind of freedom that the engine offers while providing solid team goals and dynamic multiplayer battlescapes that are totally under control of players. I back games on kickstarter that offer unique experiences.

5 Likes

That video is the best demonstration of the actual purpose of the game I’ve seen. So far all the videos and streams are typically done solo, maybe with one or two other people in them, and just show them flying around exhibiting the engine. In that respect Scott Manley’s video was relatively dull while this video has plenty of action and evokes that real sense of fun.

This is what we need more of; we’ve shown them the engine, now show them what can be done in it.

Also, is it possible to modify the maximum number of backers per tier mid-campaign? If so, I think the maximum for the discounted $45 and $75 tiers should be increased to 1,000. Far more people would be inclined to pledge if those were available and the number of people pledging would make up for the lower price.

1 Like

Agreed. The focus needs to be on selling the game, not the engine.

I see that the devs have added more 2500$ options - 5 nameable moons in addition to the 5 nameable planets. Seems to be a very good move, as it already brought in one more 2500$ backer.

This and the fact that some people have been asking for a 1000$ tier in between the 500$ and the 2500$ ones gave me this idea: Add some more naming options for smaller things in the 1000$ tier. ( Or maybe in multiple steps between the 500$ and 2500$ tiers. )

Examples:

  • The earthlike moon has several mountain ranges that can be seen from space
  • If we get the oceans back, there will be continents, large islands, separate bodies of water, from oceans to large lakes
  • There are vast deserts visible from space
  • Maybe there are neutral / npc settlements/bases/space stations/structures?
  • Mayor craters / terrain features on the lava/martian moons/planets?
2 Likes