Post by g on Aug 7, 2020 5:45:38 GMT -5
I know this one is an oldie, so here goes my in depth feedback, maybe useful for part 2.
1. I agan have to compliment (after HoS) the writing team, for dedication into lore, narration and copy itself. While this game is more technical / strategic, it still feels like a live universe.
2. Gameplay itself is interesting, development is fun and tech-tree is also good. Being a huge fan of tabletop games, specialisation, branching, locking some aspects of development for the sake of others is what makes a game interesting to me.
3. I like the more "macro" approach to development. Keeping it simple (building divided into classes) instead of hudreds of building types makes the game streamlines and allows to focus on the bigger picture. This reminds me of old Master of Orion and it's resource allocation bars.
When I think about it, the all issues I have with the game are a result of GUI and not some concept-flaws. So, in essence, part 2 would NOT need much overhauling of anything. Here are my ideas:
1. Automation / scheduling (allowing for projects to be postponed till resources are available) for construction.
2. Global order of "upgrade all factories", "upgrade all engines of docked ships"
3. Think with fleets not individual ships. A fleet could be multipurpose, but would require a separate combat screen perhaps. It would be more "realistic" too.
4. There's a fantastic thing in ST RPG: a system has "urban / wilderness". This could have: rock planet / gas giant / asteroid belts. Players could have only outposts, minig stations and so on.
5. Similar to tabletop battle games, this game doesn't really need a grid, but range markers (a circle around a ship, or a ball should you choose 3D model).
6. A clear non extermination end game goal: capture ancient tech, conquer X% of systems, reach certain tech, survive X turns, capture X specific stars, have total output of factories or something at a certain level and so on.
7. Basic communication with Xeno or more lore explaining lack of contact.
8. Political / religious systems. Bio-augmentation introduces some fixed modifiers on a global scale. Cyborgization does something else. Religious empire will have another set of modifiers etc.
---I really like your games. There's 4X, strategy and complexity without any damned coins / crystals (buy 20 000 for 19.99) Hope you're at least thinking about part 2
1. I agan have to compliment (after HoS) the writing team, for dedication into lore, narration and copy itself. While this game is more technical / strategic, it still feels like a live universe.
2. Gameplay itself is interesting, development is fun and tech-tree is also good. Being a huge fan of tabletop games, specialisation, branching, locking some aspects of development for the sake of others is what makes a game interesting to me.
3. I like the more "macro" approach to development. Keeping it simple (building divided into classes) instead of hudreds of building types makes the game streamlines and allows to focus on the bigger picture. This reminds me of old Master of Orion and it's resource allocation bars.
When I think about it, the all issues I have with the game are a result of GUI and not some concept-flaws. So, in essence, part 2 would NOT need much overhauling of anything. Here are my ideas:
1. Automation / scheduling (allowing for projects to be postponed till resources are available) for construction.
2. Global order of "upgrade all factories", "upgrade all engines of docked ships"
3. Think with fleets not individual ships. A fleet could be multipurpose, but would require a separate combat screen perhaps. It would be more "realistic" too.
4. There's a fantastic thing in ST RPG: a system has "urban / wilderness". This could have: rock planet / gas giant / asteroid belts. Players could have only outposts, minig stations and so on.
5. Similar to tabletop battle games, this game doesn't really need a grid, but range markers (a circle around a ship, or a ball should you choose 3D model).
6. A clear non extermination end game goal: capture ancient tech, conquer X% of systems, reach certain tech, survive X turns, capture X specific stars, have total output of factories or something at a certain level and so on.
7. Basic communication with Xeno or more lore explaining lack of contact.
8. Political / religious systems. Bio-augmentation introduces some fixed modifiers on a global scale. Cyborgization does something else. Religious empire will have another set of modifiers etc.
---I really like your games. There's 4X, strategy and complexity without any damned coins / crystals (buy 20 000 for 19.99) Hope you're at least thinking about part 2