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Article View: comp.sys.ibm.pc.games.space-sim
Article #105009

Re: Space Rangers 2

#105009
From: Bip
Date: Fri, 05 May 2006 22:04
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"Master Baiter" <master@baiter.org> wrote:

>one of the main bug is, the first Robotic Battle training mission is bugged. 
>It will never start, crash at the loading screen. Even after patching, the 
>bug is still there. However, all subsequent Robotic Battle are fine.

Didn't have that problem when I played it.

>also, I was wondering why the developers are so lazy to create visual for 
>the Planetary Quests....some puzzles can be presented in still life pictures 

Because they're primarily text-oriented logic/math puzzles.  Visuals
wouldn't do much (there are visuals, btw, just not many), and would mean
more assets required per quest, meaning less quests.  I would rather have
more text quests than less text+visual quests.  This of course is a rehash
of the decades-old evolution of the adventure game genre, exemplified by
the rise and fall of Sierra's XYZ Quest games.

>(like the chess pieces puzzle) that will help players solve the puzzle 
>easier (without affecting the difficulty/challenge of the puzzle itself), 
>rather than requiring the players to picture it in their brain or draw it on 
>a piece of paper, it's helluva painful for people with weak memory problem, 
>know?

I don't recall any puzzle that involve positions of chess pieces, or which
require a diagram to solve.  I've played the game enough times that I'm
pretty confident I've seen all the puzzles.

>also, some Planetary Quest involve dungeon investigation could benefit from 
>a simple (which I figure would not take more than a few hour to create) over 

There is no dungeoneering quest.  The couple that I remembered have one
main corridor or avenue with adjoining rooms.  Hardly taxing enough to
require an onscreen map.  It's like the old Zork games, each "space" you
move to will have descriptive markers telling you what's connected to it,
and the linkages are never longer than 2 or three.  Humans' short-term
memory have the ability to remember sequences of up to 7 items.  But I
suppose in with today's attention span, then more aid would be desirable
for those deficient.

>the top dungeon map with a dot representing the player, just like the old 
>DOS era ASCII text based game. I really hate of have to visualize "I've take 
>the right turn, then down the stairs, then make a left turn, then another 
>left, then passing through a room with strange machinary, then through a 
>long corridor, then in to a room, nothing there, backing up, turn right at 
>the junction, then aha! An instant death trap, too bad, buddy, try again and 
>better luck next time" kinda thingie.
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From: Bip <bop@boo.net>
Newsgroups: comp.sys.ibm.pc.games.rpg, comp.sys.ibm.pc.games.space-sim, comp.sys.ibm.pc.games.strategic
Subject: Re: Space Rangers 2
Date: Fri, 05 May 2006 15:04:16 -0700
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