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Post by StormHunter on Apr 17, 2016 0:41:30 GMT
Pixel Starships History & Backer Items ReferencePixel Starships was a kickstarter project posted by SavySoda May 26 2015SavySoda is based in Australia. -It was a staff pick and gained the required funding of 22,000 AUD on June 25th. 452 people backed the project. They are called "backers" -The Alpha was released on Aug 22nd 2015 for backers who had donated the required amount of 45AUD or 35USD -The Beta was released to all backers on Nov 9th 2015 -On Jan 6th 2016 the game was released to the general public on IOS. The game is still technically in Beta today (as of this post). Here's a quick list of some items you might see in game and wondered how to get... Well you can't! they are backer only!19 AUD (15USD) 2k Total Starbucks, Fusion Drive, Engineer Bob32AUD (25USD) 3k Total Starbucks, MML, Phaser, Storage (Broken), & Previous items45AUD (35USD) 4k Total Starbucks, Doge, Dog Kennel & Previous items83AUD (65USD) 8k Total Starbucks, Flying Saucer Starship, Area51 Alien & Previous items121AUD (95USD) 12k Total Starbucks, Crew Star Commander (No Image) & Previous items173AUD (135USD) 15k Total Starbucks, Crew D4PO (No Image), Bling Capt, & Previous items(there were higher rewards, but this is pretty much it for in-game items) A BIG thanks to our Backer SQUID Nightlane for help with this section! He was winner of the Alpha and Pre-Launch Beta Tournaments! Also Father SQUID was the one who originally recruited me!
-StormHunter
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Post by craylon on Apr 19, 2016 3:44:54 GMT
here are two quotes from their kickstarter campaign i really like as they show hints of what is yet to come:
"We wanted to play an FTL style, all encompassing ship management game in a single massive online world. We didn't want a game that ended after finishing single player campaign in days. Instead we want to invest in a persistent world similar to World of Warcraft with fresh content and new players making the game alive and exciting for decades. "
"Manage diplomacy, trade, recruitment, research, exploration, manage ship's power and limited resources. Discover epic weapons."
and one i feel they are a bit off course atm
"The game has to be perfectly balanced and not a pay to win game. In-app currency (StarBux) will help speed up ship development but will not make a player more powerful. StarBux can also be earned in the game. Kickstarter rewards are once off exclusive perks not available in the standard game, but the main focus is on design uniqueness and recognition over power advantage."
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Post by wingoftech on May 2, 2016 17:44:11 GMT
here are two quotes from their kickstarter campaign i really like as they show hints of what is yet to come: "We wanted to play an FTL style, all encompassing ship management game in a single massive online world. We didn't want a game that ended after finishing single player campaign in days. Instead we want to invest in a persistent world similar to World of Warcraft with fresh content and new players making the game alive and exciting for decades. " "Manage diplomacy, trade, recruitment, research, exploration, manage ship's power and limited resources. Discover epic weapons." and one i feel they are a bit off course atm "The game has to be perfectly balanced and not a pay to win game. In-app currency (StarBux) will help speed up ship development but will not make a player more powerful. StarBux can also be earned in the game. Kickstarter rewards are once off exclusive perks not available in the standard game, but the main focus is on design uniqueness and recognition over power advantage." I tend to agree that try should be focussing on making their online world more expansive as it really is lackluster in terms of "MMORPG" elements and needs some heavy implementations if it is to change it's game type. I hope they do it at some point. This new RPG system they are setting up may work out. P.S. This is off topic and should be moved to a different thread...
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Post by corsair on May 23, 2016 18:31:02 GMT
So people say it is a pay to win game, I do "feel" that is on the surface what everyone truly believes, but it's not exactly a pay to win game in the end, skill can bring down the big dogs it just takes some coordination.
Besides the fact that some people dump a ton of money into this game and somehow have maxed characters and maxed out ships, how are they paying to win?
The only glaring thing, to me, right now, is how there are unlimited amounts of trophy fights. I think there should be a cap, like 10 a day maybe for pvp, where you can wait to rebuild your ship from damage, or pay to speed that up, but in the end both players are stuck at 10. They had better pick quality fights that they have the potential to LOSE now if that happens, rather than grind away as I am currently, killing hundreds of weaker players at the personal cost of time.
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Post by Cloggster on Jun 10, 2016 11:22:35 GMT
Was I knew of this game when it started, I would so have backed it to get that awesome looking ship.
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NextTrap
SQUID WarFleet Member
Posts: 20
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Post by NextTrap on Jun 25, 2016 9:33:12 GMT
The only glaring thing, to me, right now, is how there are unlimited amounts of trophy fights. I think there should be a cap, like 10 a day maybe for pvp, where you can wait to rebuild your ship from damage, or pay to speed that up, but in the end both players are stuck at 10. They had better pick quality fights that they have the potential to LOSE now if that happens, rather than grind away as I am currently, killing hundreds of weaker players at the personal cost of time. I think limit the PvP would be kill one of the best advantages of this game. But maybe rather limit the HP refills to 10. This still gives people freedom, but limit those who spend tons to refill to fight all day non stop.
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Post by StormHunter on Jun 25, 2016 22:36:03 GMT
i have heard of a limit on PVP. A max number of ships you can attack in a set period of time. Not sure what that limit is however.
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Post by corsair on Jun 28, 2016 5:39:36 GMT
That's exactly what I mean, to limit the HP refills or a hard cap in general.
When I took first in Tourney 5 I fought literally thousands of times for one trophy each. That was draining and costly--not as costly as Tombo's ship but far more draining than I'd like.
Essentially pay to win if you're going for #1. Though I managed to dodge paying to win by maxing everything last time.
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