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« on: January 31, 2022, 10:57:51 PM »
Exploration UI:
- It would be nice to see reinforcement radius. It can make all the difference in the world as to whether a fight is winnable, knowing if it's going to be one group or three. Over time you get an idea but it'd be nice to see it, at least for stationary targets like bases.
- Hyperspace nebula/storm layover. Can't really tell if the hyperspace terrain is stationary once spawned into the map or not, but it looks like it might be. If so, got to imagine that safe travel lanes would be of utmost importance to folk. Being able to see where clear paths are just out of screen bounds would be nice. Even at max zoom out, there's not enough time under sustained burn to maneuver, making those storms/nebulas/whatever more hassle than they should be.
combat UI:
- On "strategic" screen, would be nice to see fleet ECM/Nav ratings
- Show current order when a ship is selected, like "moving to nav point" or "escorting ISS Pegasus" or whatever
- For ships with officers, show officer skills when ship is selected
combat AI:
- Have a different move command, like "move at normal speed" so you don't have two of your ships teleport/burn drive ahead of the rest and get instakilled by the massed enemy fleet, or use up their charges and be unable to move usefully once battle is joined
- More aware pathing. Right now when a ship goes after another, it pursues the current location, which results in "get behind and chase" which is a poor approach. Especially once enemy fleets have been broken and are moving to retreat, a pursuit should run to interception at the retreat point rather than the highly inefficient get behind and chase
- Keep a cohesive center of battle. Right now the AI will gladly spread fleets all over everywhere (and watching four cruisers decide to chase after an overdriven Hound while the escort ships run to the other side of the map and headbutt a battleship gets old real fast) during normal combat or full assault, only keeping together if the player has enough command points to order them to do so (and even then the fleet is at best barely half obedient). Shouldn't be hard to run a simple triangle or square of mass and teach the AI to prefer to move toward it, keeping a fleet or battlegroup at least somewhat cohesive and thus at least somewhat alive
- Implement a "JFGT" command so ships will Just F'ing Go There. Watching two cruisers bounce off an invisible wall just because an enemy frigate drifted between them and their waypoint is excruciating
- More rigorous leashing to waypoints. Currently, there's no way to stop an AI controlled ship from leaving its assigned waypoint, officer or no, to chase after one tiny enemy ship, which leads to...
- Formations. Seriously. It's a game breaker. Your combat pathing AI is just not good enough to not have some sort of user override.
general stuff:
- Lack of difficulty information creates a death spiral mechanic. It's very easy to be grossly outclassed and unable to win the plot point fights. Those who've played a whole lot will act like that's not a concern but the vast majority of your players will be first-time players, and setting someone up for failure is a lot different than allowing them to overreach and fail.
- Certain unclear rules. What determines how much slowdown a fleet suffers in nebula? No way to tell in game at present, though it's clearly some combination of fleet size and also ship size. When does game world scale up? How fast is "slow enough" to avoid hyperspace storm damage? That sort of thing; the sort of thing a proper game manual would probably cover.
- Is there something more after Baird gets upset and cuts the player off? Feels like there isn't, but also doesn't feel like anything's resolved at that point either. Some sort of clarification would be better than meandering with no quest log info at all
-There should be a way to fully extricate Pather and Pirate cells from player worlds; just popping a base and getting a year's reprieve from raids doesn't feel like any sort of accomplishment
I played Star Control and Star Control 2 a lot as a kid and really hoped this would be a sort of spiritual successor, but there's no charm here. It feels like you're building the game toward the feedback of a handful of min/maxer veterans and it just doesn't capture a sense of exploration or fun, instead getting mired down in fleet optimizations and FedEx runs to fund battle recovery. Combat is either trivial or a slog with almost no area in between, and the dreadful AI and movement mechanics add frustration to the part of the game that should be fire and forget.
Still, it's a lovely game. Good luck with it.