Little Raven wrote:
Single biggest thing: Implement zoom-to-cursor. That alone will make navigating the 3D maps about 10,000 times more intuitive. Of course, if we don't have 3D maps any more, then I guess we don't need to worry about it. (but I'd be very surprised if they dropped those. Most likely, they mean that 'management' screens like the tech screen will be 2D, not the main map)
Other things that niggle:
- Make stormers useful. Maybe armor gets less effective at bouncing back shots past a certain amount per second? Right now, a stormer just means lots and lots of stuff bouncing around but doing no damage.
- Make salvage useful at higher levels. I realize it's not supposed to be a way around random tech trees and it shouldn't be, but right now it's useless past the very beginning.
- Narrow the discrepancy between facing Major Unknowns manually vs. auto-combat. Right now it's ridiculous.
But seriously...don't change too much. Your formula is damn near perfect. Update the graphics, the art, the voice acting, and throw in a few new bits of music, but don't worry about essentially packaging an old game in a new wrapper. That's exactly what you should do.
I agree about the maps. Just because I rarely use them doesn't mean I want them gone so others can't. The more options the better, for everyone.
Yeah, I never research stormers. Like never, unless I want to try some sort of themed development or something. They just stink. Maybe combine them with some other weapon that lowers the effectiveness of armour or something. Like shield breakers but for armour. A temporary reduction in reflection value maybe?
God help you if you're Hiver or to a lesser extent Tarka and you miss your AP roll. Gotta keep your fingers crossed that the ai doesn't get their armour for a long time.
Salvage definitely needs a boost later in the game/higher tech levels. As for it not supposed to be a way around random rolls, why not? It's clear that the Zuul race is designed with salvage being a clear aspect of the strategy for the race. In MooII I would design an uncreative race with heavy spying bonuses for just this purpose. Trying to survive long enough to acquire decent tech was enjoyable. Not to mention it's FUN in SotS when a race gets that one in a million tech roll. Have you played Hivers and gotten any projection tech? I have. It was AWESOME. First, their ships look great with that section. A section you never see, so just that was cool. But it is such a change from MD->AP->HvMD->Neutronium/Impactors that is has a lot of appeal just from the rarity.
I honestly think Salvage SHOULD be a way around random rolls. If necessary, reduce the chances of salvage, but when you do finally get that project, make it shorter to acquire the tech and get it into production. Right now the game is over long before you can use anything fun at the higher levels, even if you have 10+ tech projects underway.
I rarely have games seriously impacted by the specials. except for Swarmers and all the relics, drone relics and asteroid monitors. I usually have random at 100%. Anything more and it gets stupid. Every planet has something on it. I don't have any opinion on the manual vs auto resolve for specials. Hopefully this gets addressed for those who are most affected by it.
I agree that they shouldn't monkey too much with the game. Personally, I think there are some pacing issues that I'd like to see addressed. But for the most part, don't eff it up. I rarely play games bigger than about 160 stars for 8 races, because anything larger and I just can't handle the sheer weight of all the combat weighing down on me. I often reflect how the very best feature of the game (tactical combat) is often my biggest issue as well.
Actually, I take that back. The tech tree and ship design are the best features of the game. The tactical combat, while having potential, often degrades into driving toward planet in tight formation, focus firing their ships down, starting with the command ship, then a combination of killing the planet as softly as possible while taking out the satellites (which can be a chore at times). Zuul at least add the interesting aspect of trying to maximize the amount of slaves taken.
Does anyone really find the combat *particularly* tactical? How often per game do you change tactics, especially after you achieve critical mass for your empire?