Radar Issues

November 15, 2016

As some of you may have noticed, I've been struggling to balance the radar in Directive Alpha properly. Ever since I launched it, it either felt overpowered or was too expensive to be of any use. I would like to share my motivation for having the radar, and where it's going in the future.

Why Even a Radar?

First things first. I like the radar. In my opinion it fits neatly into Directive Alpha's space theme. It's also something that I find relatively realistic to be used in the future.

Landing on a planet, comet, or any celestial body for that matter, is hard. (See for example here). Before landing, we might want to check if it's really worth the effort. Are there valuable resources? Traces of alien life? Snacks and beer?Using some sort of remote sensing device (e.g. a radar), we're able to tell without having to set foot on the planet. That's what the radar in DirectiveAlpha should be about.

The Future of the Future

I tend to put a lot of thought into new features, not just on a technical level, but also for story-telling. As I've said before, I like the radar, but I dislike the fact that it's currently just a click-fest which basically removes the need to gather any resources.

I want you, dear players, to be rewarded for using and upgrading the radar. However, the way it is now, you are not really getting rewarded, but flooded with nice bonuses and resources. It ruins the fun and sense of achievement. That wasn't the idea. Therefore I'm going to make quite a few changes to the radar mechanics in the near future. And although I don't have any clear plans yet, I hope I can provide you with an engaging Radar v2.0. If you have suggestions, I invite you to write me a Private Message ingame.

If you haven't started playing yet, go to https://directivealpha.com and sign up now!