Just finishing my first game on normal, some thoughts.
Posted: Fri Oct 28, 2016 12:43 am
Hi everyone, just stumbled across this game recently. So far, it has a lot of things about it I like, and it feels very reminiscent of MoO2, which is awesome. Below are my list of pros, cons, and suggestions. A big thanks to the devs, which I understand are just a two man team. Awesome work so far.
Pros:
Simplified colony and transport management (how transports auto-trade). I love the colony management and transport system. In some 4x games, once your empire hits a certain size it is way too grindy. Having to go through every colony you have every time a new colony upgrade is researched to put the new awesome upgrade ahead of the less important things currently selected per colony is exhausting. Not having to assign transports to specific routes and being able to recall as many as you need to anywhere in your system is also awesome!
Unique weapon techs (techs in general):
A few games just have techs like +20% beam damage and such for all weapon upgrades. It is really nice to have unique weapons in the tech tree. Also some unique empire improvements to add spice to the game.
The current colony system is awesome. It is streamlined but still requires you to tailor your buildings to the specific planet and population. It is truly brilliant and one of the best I have seen in a 4x.
I love the random indigenous populations scattered around the galaxy.
Mixed reviews:
Combat: I love the nostalgia of the turned based combat and animations, but it is a huge disadvantage to go second. Maybe use an initiative system based on ship speed with some engine upgrade techs? I read on here about using an initiative system in blocks on this forum, and I like that idea quite a bit.
Cons:
Way too much spamming of transports and ground armor units needed in the game. I keep having to go into my colonies and spam out more transports over and over again. It's boring to keep having to do that. Ditto with the level of combat Walker spam and coordination needed to sustain a long endgame war. I think tech to increase individual transport and ground armor efficiency while also increasing their individual costs would keep their respective costs the same but reduce the repetition of having to build hundreds of them would be a nice way to go. Then have a way to upgrade all older models in one pass would be preferred over having to refit individual transports and armors. It could be a building project available and sharable across multiple systems for the transports. For the armors, maybe a project to upgrade all armors stationed or in orbit in the system. Costs would be scaled for the quantity needing to be upgraded.
Edit: after further thought, needing to refit transports, even in bulk, is unnecessary and leads to other issues such as "I'll just use the low tier ones as troop transports" and the fact that the old ones are already made and doing their job. Better to just have more techs to increase transport efficiency. The real issue is that my empire has around 1500 trade routes and that means I have spammed out 200+ transports. Too much time every turn is spent spamming out yet more transports and hunting down all the ones made last turn to send to the trading pool. I think reducing transport spam would make ground armor spam much less painful.
Some suggestions and random thoughts:
I would really like to see random events such as space monster attacks and A.I. rebellions.
Perhaps a few special leaders with different traits available? Not a lot, but maybe 3-5 per empire.
A.I. seems to need some tuning to be more efficient in it's colony development. For example, I was conquering the gremaks and kept finding colonies of theirs with poor minerals and multiple mines.
Also, missiles, torpedoes, and fighters seem too weak currently. Weapons with limited uses, which can also be shot down, should do far more damage than they currently do, and the fighters seem underwhelming damage wise as well. Would be really cool to have techs increasing fighter/missile/torpedo range, speed, and survivability would be a great addition as well. Things like short range teleporting missiles and cloaking missiles (giving a %evasion chance) would really shore up this category of weapons.
Overall, I really like this game and am excited to see what it will end up becoming!
Pros:
Simplified colony and transport management (how transports auto-trade). I love the colony management and transport system. In some 4x games, once your empire hits a certain size it is way too grindy. Having to go through every colony you have every time a new colony upgrade is researched to put the new awesome upgrade ahead of the less important things currently selected per colony is exhausting. Not having to assign transports to specific routes and being able to recall as many as you need to anywhere in your system is also awesome!
Unique weapon techs (techs in general):
A few games just have techs like +20% beam damage and such for all weapon upgrades. It is really nice to have unique weapons in the tech tree. Also some unique empire improvements to add spice to the game.
The current colony system is awesome. It is streamlined but still requires you to tailor your buildings to the specific planet and population. It is truly brilliant and one of the best I have seen in a 4x.
I love the random indigenous populations scattered around the galaxy.
Mixed reviews:
Combat: I love the nostalgia of the turned based combat and animations, but it is a huge disadvantage to go second. Maybe use an initiative system based on ship speed with some engine upgrade techs? I read on here about using an initiative system in blocks on this forum, and I like that idea quite a bit.
Cons:
Way too much spamming of transports and ground armor units needed in the game. I keep having to go into my colonies and spam out more transports over and over again. It's boring to keep having to do that. Ditto with the level of combat Walker spam and coordination needed to sustain a long endgame war. I think tech to increase individual transport and ground armor efficiency while also increasing their individual costs would keep their respective costs the same but reduce the repetition of having to build hundreds of them would be a nice way to go. Then have a way to upgrade all older models in one pass would be preferred over having to refit individual transports and armors. It could be a building project available and sharable across multiple systems for the transports. For the armors, maybe a project to upgrade all armors stationed or in orbit in the system. Costs would be scaled for the quantity needing to be upgraded.
Edit: after further thought, needing to refit transports, even in bulk, is unnecessary and leads to other issues such as "I'll just use the low tier ones as troop transports" and the fact that the old ones are already made and doing their job. Better to just have more techs to increase transport efficiency. The real issue is that my empire has around 1500 trade routes and that means I have spammed out 200+ transports. Too much time every turn is spent spamming out yet more transports and hunting down all the ones made last turn to send to the trading pool. I think reducing transport spam would make ground armor spam much less painful.
Some suggestions and random thoughts:
I would really like to see random events such as space monster attacks and A.I. rebellions.
Perhaps a few special leaders with different traits available? Not a lot, but maybe 3-5 per empire.
A.I. seems to need some tuning to be more efficient in it's colony development. For example, I was conquering the gremaks and kept finding colonies of theirs with poor minerals and multiple mines.
Also, missiles, torpedoes, and fighters seem too weak currently. Weapons with limited uses, which can also be shot down, should do far more damage than they currently do, and the fighters seem underwhelming damage wise as well. Would be really cool to have techs increasing fighter/missile/torpedo range, speed, and survivability would be a great addition as well. Things like short range teleporting missiles and cloaking missiles (giving a %evasion chance) would really shore up this category of weapons.
Overall, I really like this game and am excited to see what it will end up becoming!