thanks for that killer of fate. i appreciate how helpful you have been.
im not great at explaining things via text about why i think its poorly designed but i will give it a go. both good and bad.
the good...
it does bring a feeling that the universe is alive. and the basic concept is a good counter to offer some challenge for colony which can be i win buttons.
each faction has different demands and triggers.
resolution can lead to bonuses/perks for the colony's.
the framework is good. but death is in the details.
the bad....
its
mandatory if you grow your colony. it also initially unfolds the same way every single time. its like a job. and that alone after many play throughs really makes it more punitive than fun.
as i said earlier its poorly communicated. be honest, the first time you had to deal with the pirate crisis did you know who kanta was? where to find her? what her resolution states were? did you look it up on the web?
heres the part that really rubs me the wrong way. it feels like flipping a light switch. once the newness wears off and you have gone thru dozens of them you start to see how arbitrary the whole thing really is. examples below.
1) if kantas den decivs your screwed. i have witnessed the final fleet attack being comprised of 8-10 fully loaded fleets stuffed to the brim with capitals.
2) there appears to be no requirement in reality as to whether or not a faction actually could produce those fleets, in some of my games i have completely eliminated the faction and the fleets keep coming. its all fake.
3) why is there blowback AND onetime progress reduction events? so if a person actively defends the colonys it leads to a limbo state. you can fight them forever and all your doing is drawing things out. how does this make sense? really i have seen people defend this by saying your doing it wrong. REALLY?
the real way to do it is to game the system, do exactly the opposite of what person would naturally do.
there is more but those are my top three for now.
heres a few suggestions on how to improve it. i know it could be alot to program and wouldnt be an easy fix.
1) tie the enemies ability to produce fleets to its current economic state. no more infinite fleets from thin air. less annoying spam and more meaningful engagements. put a face to that attacking fleet, give it some character. find a way to change that fight into something engaging and fun rather rather being repetitious and tedious as it is currently.
2) clearly communicate to the player (who may be new) whats about to happen, prior to the crisis starting. and when it does start have a npc dialogue pop up. put a face to it. give the player some agency in how in unfolds. want to say screw you this means war! lets go!, want to ease into with a more diplomatic approach thats cool too even if that means giving some ground.
3) if your a person who loves exploration like me and uses just a few colonies to fund that exploration, this system is just a huge pain in the ass. please make it a toggle in the campaign setup. if that wont work at minimum please allow resolution to be handled while out in the field. do we not have phones? the way it is now requires your physical presence and creates a feeling that im trapped in my own systems. i just want to go explore.
thank you for the awesome game alex.