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« on: December 23, 2013, 03:07:06 PM »
I don't know exactly what you were thinking when it came to combat readiness... but it should be re-considered as a part of the game.
I just spent a half hour trying to work my way up through the game (oh yeah, you can't actually trade *** yet, so you have to fight). Combat readiness is a cool concept but guess what, it sucks the fun out of the game.
If you EVER take control away from the player, it's no fun. If I have to sit and watch a ship fly in a straight line again because "all my crew are out sipping tea somewhere", while a much smaller ship proceeds to break me in half (seriously, couldn't even activate shields). You have failed at the goal of the game (fun).
If this were a retail version, I would never buy it, and I would tell all my friends to avoid it.
Also, the sudden (stupid) dip in combat readiness after each fight is totally stupid, as are the results of 'low combat readiness'. Sudden weapon flare outs? engine failures? What the hell is the ship doing in between combats? Do my engineers simply take apart every weapon on the ship, and dump all the fuel out the back for no good reason?
To be frank, this game currently sucks. Alien:Colonial Marines is a better experience compared to this. I would rather play Zork without a keyboard and any super nintendo game without a controller then play another minute of this game until this is addressed.
If you wanted to add in things like this, you should have finished the rest of the game first, before finding new ways to screw over your players... because guess what, that's what this does. It has no effect on the AI, it's just there to keep us from powering to the biggest battleships.
Try harder in the future.