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OreSome is a 2D strategy game about ore -- exploring space for it, fighting aliens for it, blowing up planets with it. Build a network of frames and bots to defeat your enemies -- or just throw a sun at them. In a dying, decrepit universe full of foes, build up your forces and mine your way to the top of the food chain to explore further and further out into the void. By the time you're ready, you'll be powering light speed jump drives with stars, building Death Star style super weapons with black holes and in charge of the largest scale mining operation ever known to man -- all working for one of humanity's least scrupulous corporations -- and there's a lot of competition.

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Suggestions (Games : OreSome : Forum : Game Discussion : Suggestions) Locked
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Jan 10 2013 Anchor

I'd be interested in hearing what anyone would like to see in OreSome in the future. There's a number of features planned, but I'd really like to know what you guys would choose to add.

Jan 11 2013 Anchor

hmm.. one thing that might be useful for you is some sort of error log. I have no history of programming so I have no idea how to build something. but it would certainly help pinning down bugs.

Jan 11 2013 Anchor

The research menu could show the exact number of ores and research point required and how many you have? I just click and buy and it costs some ores, no clue how many though :)

Jan 11 2013 Anchor

it actually does say how much ore it would cost. top left of the screen.

Jan 11 2013 Anchor

The error log is a good plan, might be able to get something basic for the next patch. It's true about the ore in the top left, though putting the number of points till the next level is a good idea.

Jan 11 2013 Anchor

Maybe adding some quick keys for the minimap and what not?

Also might just be me but i like to be able to exit any menu with ESC.

Adding custom way points, so you can find your way back to your creations...?

Edited by: svleur

Jan 13 2013 Anchor

Waypoints are definately going on the list, though may be a little while before that happens. Esc to quit menus will be in shortly.

Jan 13 2013 Anchor

hmm.. maybe have the waypoints work a bit like the missions. where you can select to which one you're pointing. if any.

Jan 14 2013 Anchor

What about shops or trading? Or at least being able to dump ore. I always end up with infinite amounts of energite filling up my cargohold, so I can't even build a hopper since I can't mine massite when being overloaded.

Jan 14 2013 Anchor

There are actually shops in game already, though they're more trade than buy sell. You park items over one pad and other items appear on the other pad in exchange. The issue with the builder bot being full is something i clearly need to look at though...

Jan 14 2013 Anchor

Maybe be able to dump little silo's of ores, like you see in the missions? Cause I like that it forces you to not just keep on mining, but mine carefully and what you need :) Doesn't mean that research for bigger cargo wouldn't be cool aswell? By the way, maybe there could be a counter somewhere that shows you how close to full your ship is?

Also a fun idea would be research on minimap for more distance and/or detail.

I notice that every time I upgrade it will cost me a lot of ores more each turn. Meaning if I update all the green ones first, because I find a lot of green ores. It is harder to upgrade the red/blue/yellow and I haven't even started, on the orange/cyan/purple and white upgrades !

Edited by: svleur

Jan 14 2013 Anchor

The upgrading is a little bit imbalanced imho. I'm basically forced to upgrade one path to get the cargo containers, then I need another path for the basic frame parts. It wouldn't be so bad if I didn't have to kill ludicrous amounts of enemies to unlock the research. Even FINDING enough enemies is a tough nut.

Oh and what svleur said. Upgrading the green stuff first seems like a waste. I usually end up with ~ 3000 Energite ~2000 Linkite but only 300 and less of the other ores, so there is no way at all to ever get any of the more elaborate techs in their branches. Also I've been all the way up to the chaotic regions and never even seen a single enemy that was not red, green, blue or yellow.

Maybe you should take in account the actual value of the ores. 100 Energite = 75 Linkite = 25 Massite = 10 Destructium etc.
And then if you research stuff, balance the cost accordingly.

Also, maybe some more convertor frames, so you can make anything from anything? Needs more factories, like with the Nuke Frame.

Jan 14 2013 Anchor

You make some good points. Balance does need work currently, though I should inform you of a few things to help you recommend ideas.

Any of the ores can be farmed with frames or other tech, besides white. Yellow is ability only at the moment which is, I think unsatisfactory - I'm going to put in a refinery frame to convert green to yellow ore without clicking the button over and over.

Part of the tech tree is about making choices - get more stuff quickly, but struggle more later, or hold out till you can get better kit. The numbers may well be wrong, but the principle is sound.

I'm suprised you've had trouble finding enemies, I find I come across the large foes moderately often in the more dangerous regions, but it could be that the spawn rate isn't high enough. Also, the small enemies massively increase in number out there, making it easy to get kills. They spawn in groups of up to 10, and there's even spawner planets that you could farm if you were careful. Large enemies will require fewer kills than small ones (far fewer, in fact) and even they can be farmed in the right circumstances. This isn't the case currently, but it will be soon.

Also, you'll find more enemies in quests than in regular space - and later, there will be far more quests available. Many quests will have rewards of high level ore, which should boost your reserves.

Tech cans also help you out. I intend that eventually, most techs will be found somewhere in the game, if you look hard enough, which should again reduce costs.

Jan 15 2013 Anchor

Maybe above new game, there could be 'Continue'. To continue with last made save?

Jan 15 2013 Anchor

Now with the "dump ores" button it immediately struck me that you could use the mechanic for other stuff.

For example if you dump a certain amount of a specific ore into a star, it changes its properties (maybe dump 100 Repulside into it to make a Pulsar out of it)

Or you could feed creatures with their respective ore to distract them or lure them around, some kind of that.

Jan 15 2013 Anchor

Freelancer11 wrote: I'm suprised you've had trouble finding enemies, I find I come across the large foes moderately often in the more dangerous regions, but it could be that the spawn rate isn't high enough. Also, the small enemies massively increase in number out there, making it easy to get kills. They spawn in groups of up to 10, and there's even spawner planets that you could farm if you were careful. Large enemies will require fewer kills than small ones (far fewer, in fact) and even they can be farmed in the right circumstances. This isn't the case currently, but it will be soon


For me the spawning rate is TOTALLY different for each world. I have worlds where I have to reach at least badlands for my first research points. But I also have world where they just keep on spawning, I had to abandon my save game with the nuclear plant I found cause of it. At 2,0 they just kept on spawning ... I could barely get one or two blocks in correctly.

Edited by: svleur

Jan 15 2013 Anchor

Mercurio wrote: Now with the "dump ores" button it immediately struck me that you could use the mechanic for other stuff.

For example if you dump a certain amount of a specific ore into a star, it changes its properties (maybe dump 100 Repulside into it to make a Pulsar out of it)

Or you could feed creatures with their respective ore to distract them or lure them around, some kind of that.


or even a

'dump enough destructium into a star to make it go nova Legal department: not this again...'

Jan 15 2013 Anchor

Clear button for shipyard so you dont have to restart it if you wanna start over. Obviously a clear button needs 'Are you sure?' option with it :D

Jan 15 2013 Anchor

As to the spawn rate, that might be a bug... I'll look into it, but it should be a bit more stable than that sounds.

The other ideas all sound good though.

Jan 23 2013 Anchor

the enemy spawning works fine if you are staying in one place but if you are flying around, you wont get any spawns at all. I think they just cant keep up, even if you zoom out fully you wont see them spawning, Until you stop and wait a moment.

Jan 23 2013 Anchor

Yeah, that's what I would expect. It needs some tinkering though, I suspect.

Jan 23 2013 Anchor

When I loaded up my game for a moment I saw a ton of enemies on screen (around 15 of the small kind)

Then it finished loading and there was nothing left, just the usual empty stuff with asteroids, planets and some stars. I've been sitting in one place for 5 minutes now, zoomed out to the max and didnt get a single spawn. So far 30 minutes of gameplay with only 7 enemies at all, not counting the mission enemies that are pre-placed in bulk. Bit weird. Perhaps some planets should be enemy spawners by default?

Actually.. have a look at my bug report. It seems like 96% of the enemies spawned in the central system.

Edited by: Aarkreinsil

Jan 24 2013 Anchor

Quick buttons for abilities, instead of needing the build screen open all the time ... ?

Jan 24 2013 Anchor

Yeah, i think that's needed. I'm thinking a 'reuse last used ability' key might be enough though - not sure yet.

Jan 24 2013 Anchor

Either that or you could make a quick menu like starcraft and warcraft?

EDIT: Syphon frame should be sucking, wouldn't that look more natural if the hexagon red field went from outside to inside instead of from inside to outside? I just noticed making the tutorial :)

Side note: maybe the planets in the outer regions (uncharted and further) need some type of protection from those energite creatures. They seem to destroy the planets now in seconds before i can even mine them ...

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