Post by TeeWee on Jun 16, 2014 16:19:43 GMT -5
I've just been playing through two game years of 4X on my phone (OneX+). I must say it's amazing that you're able to do this on a phone. I'd like to offer some first impressions.
First off, 4X is just about my fave genre. I've played Civ in several versions, Alpha Centauri, GalCiv2. This gives me a certain intuition to many aspects common to 4X: exploration, settling, research, building economy. I also understand the need to research invasion tech before being able to invade (as I've worked this with GalCiv2 as well).
But what I cannot stress enough, something which you probably already realise more than anyone else, a good manual and ingame help system is absolutely critical to make me understand some of the basics and some more subtle implications. Things I need to know are what numbers mean when they're being presented, what upgrades do exactly, etc. As it is, the game is very much trial and error, thinking of a good explanation of a number and seeing if that is indeed what is happening by changing something and looking if that is indeed what it's doing.
In any case, on to the game itself. I have played ST RPG, so the setting with the syndicates is known to me. This makes for a very interesting mechanic, something which I don't think I've seen articulated so explicitly before: your empire is not homogenous, but is divided into three different "factions" which do share your overall civilization goal (be the most powerful civ), but also have a lot of internal rivalry. I didn't realise this on my first go though: I had three colony ships, settled three planets, all having a different syndicate! Later on, when I was building more Colony ships (ICS in space strategy), only when I was on a certain rythm, did I notice that I was sending out far more Cadar ships out, thus having more Cadar colonies. A very interesting mechanic, something I will need to exploit better in a future game.
What I also really like, is the ship design aspect. I have always loved meaningful customizations. I don't like putting lots of effort into graphically designing my ships, which can be fun on occasion, but not constantly. But customizing to fit my purposes (Glass cannons vs ultra-behemoths) is always fun.
The research tree looks nice with lots of branches, so that's nice as well. There is some structure in this, so after a few plays, I'll expect to be able to wrap my head around it without needing to know every single tech by heart.
There are a lot of parameters to juggle. CP, Income, Maintenance, RP, TP, EP. It's not always clear to me yet what generates what; this is familiarity, but also a problem with the help system.
For example, the colony detail screen shows a summary, but there's just too many things lacking that I can't figure out. The two numbers for Spice are a nice example. I have a colony with 10/9 spice. I guess it's refined vs unrefined, as that's the only distinction I can find about spice. But then, I can't figure out what it does. Is it good? Is it bad? DO I need to work on changing the ratio? How would I effect this? So many questions, and that's just one number. Factories Active / Built / Max is another. I think it's the amount of CP your pop is contributing, excluding bonuses (like Cadar-bonus). But it's not explicit. I also thought at first that a Factory gives 2CP per 2 pop (4 pop gives 4 cp), but I've now figured out it doesn't scale. Defense is another number I can't really make sense of. Other things on this screen are the income / maintenance. I understand these in principle, but not in detail: when I add up the numbers I know about, I'm not getting the same results. I think the numbers between parenthesis behind the CP-number is a bonus, but I'm not sure where the bonus comes from. Treaties I'd guess, but I can't check.
Other things I don't know how to control is population growth. Maybe it's by design (something about population growth representing "stragglers" coming into this system rather than autonomous growth by the colonies themselves) but then, it's not clear.
In more advanced stages of the game, I'm foreseeing a little problem with moving entire fleets of ships across the maps. It may turn a bit tedious, but I'll have to see if that's the case.
AI is always a worry for games like this. But that's to be judged later on when I get more hours into this game.
Anyway, this looks like I'm complaining: I'm not. I'm finding I'm enjoying myself, but probably not on this platform: I'm going to wait for iPad. It's probably just a touch too complex to be comfortably handled on the phone for my tastes: it will be perfect for iPad, where I have a larger screen and hopefully have easier navigation between elements. An iPad also is a more "serious" platform in the sense that sitting with an iPad is a more serious activity than sitting with a phone, as that's more of an opportunity-based gaming (hence casual gaming is so big on phones).
I also love your ambition and the unique multi-faction civ is something that you really need to learn and play, I look forward to that. Juggling the syndicates with their own petty battles with your grand plan looks fun.
I have supported your Steam Greenlight-campaign, but on Steam, you might have problems where this will compare badly against much larger productions like GalCiv. Also, I'd really want a much better manual system in place before launch there. Good 4X games have nice help pages and a working encyclopedia which can be accessed from each screen by clicking on the relevant game-term. Civ4 wasn't perfect, but had most of the information at the tip of my finger. I understand platform limitations are a harsh reality though, but PC customers (rightly so!) don't want to be hindered by limitations because your engine needs to run on Android phones as well.
Turns out to be a rather long post. I will end the post here on a final note: I can't wait for the iOS version to hit the market for me, as that's when I'll fully jump into this game. As for now, I'm playing it as a teaser when I'm not in the mood for HoS (when am I ever not in the mood for HoS?!?) Thanks Cory and Andrew for making what looks like another very good game.
First off, 4X is just about my fave genre. I've played Civ in several versions, Alpha Centauri, GalCiv2. This gives me a certain intuition to many aspects common to 4X: exploration, settling, research, building economy. I also understand the need to research invasion tech before being able to invade (as I've worked this with GalCiv2 as well).
But what I cannot stress enough, something which you probably already realise more than anyone else, a good manual and ingame help system is absolutely critical to make me understand some of the basics and some more subtle implications. Things I need to know are what numbers mean when they're being presented, what upgrades do exactly, etc. As it is, the game is very much trial and error, thinking of a good explanation of a number and seeing if that is indeed what is happening by changing something and looking if that is indeed what it's doing.
In any case, on to the game itself. I have played ST RPG, so the setting with the syndicates is known to me. This makes for a very interesting mechanic, something which I don't think I've seen articulated so explicitly before: your empire is not homogenous, but is divided into three different "factions" which do share your overall civilization goal (be the most powerful civ), but also have a lot of internal rivalry. I didn't realise this on my first go though: I had three colony ships, settled three planets, all having a different syndicate! Later on, when I was building more Colony ships (ICS in space strategy), only when I was on a certain rythm, did I notice that I was sending out far more Cadar ships out, thus having more Cadar colonies. A very interesting mechanic, something I will need to exploit better in a future game.
What I also really like, is the ship design aspect. I have always loved meaningful customizations. I don't like putting lots of effort into graphically designing my ships, which can be fun on occasion, but not constantly. But customizing to fit my purposes (Glass cannons vs ultra-behemoths) is always fun.
The research tree looks nice with lots of branches, so that's nice as well. There is some structure in this, so after a few plays, I'll expect to be able to wrap my head around it without needing to know every single tech by heart.
There are a lot of parameters to juggle. CP, Income, Maintenance, RP, TP, EP. It's not always clear to me yet what generates what; this is familiarity, but also a problem with the help system.
For example, the colony detail screen shows a summary, but there's just too many things lacking that I can't figure out. The two numbers for Spice are a nice example. I have a colony with 10/9 spice. I guess it's refined vs unrefined, as that's the only distinction I can find about spice. But then, I can't figure out what it does. Is it good? Is it bad? DO I need to work on changing the ratio? How would I effect this? So many questions, and that's just one number. Factories Active / Built / Max is another. I think it's the amount of CP your pop is contributing, excluding bonuses (like Cadar-bonus). But it's not explicit. I also thought at first that a Factory gives 2CP per 2 pop (4 pop gives 4 cp), but I've now figured out it doesn't scale. Defense is another number I can't really make sense of. Other things on this screen are the income / maintenance. I understand these in principle, but not in detail: when I add up the numbers I know about, I'm not getting the same results. I think the numbers between parenthesis behind the CP-number is a bonus, but I'm not sure where the bonus comes from. Treaties I'd guess, but I can't check.
Other things I don't know how to control is population growth. Maybe it's by design (something about population growth representing "stragglers" coming into this system rather than autonomous growth by the colonies themselves) but then, it's not clear.
In more advanced stages of the game, I'm foreseeing a little problem with moving entire fleets of ships across the maps. It may turn a bit tedious, but I'll have to see if that's the case.
AI is always a worry for games like this. But that's to be judged later on when I get more hours into this game.
Anyway, this looks like I'm complaining: I'm not. I'm finding I'm enjoying myself, but probably not on this platform: I'm going to wait for iPad. It's probably just a touch too complex to be comfortably handled on the phone for my tastes: it will be perfect for iPad, where I have a larger screen and hopefully have easier navigation between elements. An iPad also is a more "serious" platform in the sense that sitting with an iPad is a more serious activity than sitting with a phone, as that's more of an opportunity-based gaming (hence casual gaming is so big on phones).
I also love your ambition and the unique multi-faction civ is something that you really need to learn and play, I look forward to that. Juggling the syndicates with their own petty battles with your grand plan looks fun.
I have supported your Steam Greenlight-campaign, but on Steam, you might have problems where this will compare badly against much larger productions like GalCiv. Also, I'd really want a much better manual system in place before launch there. Good 4X games have nice help pages and a working encyclopedia which can be accessed from each screen by clicking on the relevant game-term. Civ4 wasn't perfect, but had most of the information at the tip of my finger. I understand platform limitations are a harsh reality though, but PC customers (rightly so!) don't want to be hindered by limitations because your engine needs to run on Android phones as well.
Turns out to be a rather long post. I will end the post here on a final note: I can't wait for the iOS version to hit the market for me, as that's when I'll fully jump into this game. As for now, I'm playing it as a teaser when I'm not in the mood for HoS (when am I ever not in the mood for HoS?!?) Thanks Cory and Andrew for making what looks like another very good game.