Post by dave on Sept 4, 2016 6:10:48 GMT
First off, I'd like to say that I was absolutely hooked by the game. Coming from KSP, the premise of CDE was just fundamentally enjoyable, and I put up ~30 hours quickly. So, 5 stars from me.
Below are my notes on various things that I encountered that felt like bugs, difficult spots in the interface, or plot points that were hard to understand. I'm happy to provide any clarification on anything that needs it. There are plenty of notes that I made; I wanted to be thorough. I hope the input is helpful.
Mission 2 - I destroyed the ship and had no clue of what had happened.
Interramia mission - I launched missiles at the target ship and got confusing dialog messages. I also destroyed the crew module and got the dialogs for loss and victory.
Dismembered ships don't rotate about center of mass.
Renegade mission: starting orbits are different.
Mars mission - selecting my fleet brings up the dialog on the enemy fleet
Queue multiple launches and one hardpoint launches all things.
Match orbit from retrograde maintains retrograde.
Crash trying to look at the MPD on the belt trawler in prep for transfer to Mars mission.
(Why was the default fleet two belt trawlers? Don't I only have to move one person?)
Starting orbit position appears randomized. This can drastically affect mission time when the orbital period is as long as it is in high orbits.
defector cripple remus mission: can't exit after win when too close to target. Same "They found me" text shows for loss even for destroying target.
Question Why can't I design ships that have a large radius and a small length?
Struts stick out of armor
Friendly ship AIs sometimes will crash into each other trying to turn around and face a single target.
Vesta mission -- enemy fleet running out of DV should cause victory
Crash when launching nuclear warheads and countermeasures
Might be nice to have a relative-velocity display when targeting an enemy ship.
Neptune 40 km away from space station?
Rangefinder gets confused by a fleet and a flight of missiles that missed target on the opposite side. It would be nice to get distance and relative velocity against a specific ship in combat.
Neptune conquest mission: enemy missile fleets should be disabled when no enemies remain. Capital Ships Alive: 42.9% out of 4?
Delta-V: 4.1 km/s, beat record of 6, but no silver medal
Plot: It's unclear how I'm able to travel rapidly between planets that are extremely removed from each other to take over various military campaigns.
Jupiter mission: exceeded delta-V limit, but got Gold.
War crimes doctrine: It's unclear what "war crimes" have been commited in this game -- My missions have been pretty clearly focused on only military targets.
Below are my notes on various things that I encountered that felt like bugs, difficult spots in the interface, or plot points that were hard to understand. I'm happy to provide any clarification on anything that needs it. There are plenty of notes that I made; I wanted to be thorough. I hope the input is helpful.
Mission 2 - I destroyed the ship and had no clue of what had happened.
Interramia mission - I launched missiles at the target ship and got confusing dialog messages. I also destroyed the crew module and got the dialogs for loss and victory.
Dismembered ships don't rotate about center of mass.
Renegade mission: starting orbits are different.
Mars mission - selecting my fleet brings up the dialog on the enemy fleet
Queue multiple launches and one hardpoint launches all things.
Match orbit from retrograde maintains retrograde.
Crash trying to look at the MPD on the belt trawler in prep for transfer to Mars mission.
(Why was the default fleet two belt trawlers? Don't I only have to move one person?)
Starting orbit position appears randomized. This can drastically affect mission time when the orbital period is as long as it is in high orbits.
defector cripple remus mission: can't exit after win when too close to target. Same "They found me" text shows for loss even for destroying target.
Question Why can't I design ships that have a large radius and a small length?
Struts stick out of armor
Friendly ship AIs sometimes will crash into each other trying to turn around and face a single target.
Vesta mission -- enemy fleet running out of DV should cause victory
Crash when launching nuclear warheads and countermeasures
Might be nice to have a relative-velocity display when targeting an enemy ship.
Neptune 40 km away from space station?
Rangefinder gets confused by a fleet and a flight of missiles that missed target on the opposite side. It would be nice to get distance and relative velocity against a specific ship in combat.
Neptune conquest mission: enemy missile fleets should be disabled when no enemies remain. Capital Ships Alive: 42.9% out of 4?
Delta-V: 4.1 km/s, beat record of 6, but no silver medal
Plot: It's unclear how I'm able to travel rapidly between planets that are extremely removed from each other to take over various military campaigns.
Jupiter mission: exceeded delta-V limit, but got Gold.
War crimes doctrine: It's unclear what "war crimes" have been commited in this game -- My missions have been pretty clearly focused on only military targets.