Some comments I've come across that were oh so true....
from
Sins Forums
One of the guys over at Gamers with Jobs posted this on their forums, I "borrowed it" for you all to read, it was a very good assessment of the game as it now stands.
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Mr Crinkle:
Played about 5 hours of it now, enough time for all the tutorials and a complete play through of a medium galaxy game. My thoughts went something like this:
Minute 0-30: This feels overwhelming and complicated.
Minute 31-60: This is really sweet and entertaining.
Minute 61+: This is slow-paced, but still kinda fun.
I've never played Homeworld (I'll pause for the shower of stones), so I can't speak to any similarities there. It's definitely tilted towards strategy rather than small-unit tactics...think Supreme Commander instead of a Starcraft/Warcraft. All of your combat units have researchable special abilities, but everything has an autocast option; you don't have to worry about madly clicking templars to psi-storm those incoming mutalisks. Movement across the galaxy takes a very long time, so intelligent positioning and scattering of your forces is more important than building a giant armada and rolling.
The Good:
-3 dimensional space was handled very well. While you're free to rotate the camera any which way you please, any ships or structures within a planet's gravity well are confined to a circular plane. This is a lot less confusing than having an orbiting cloud of stuff scattered inside a big sphere. The play is completely 2-dimensional, it just doesn't look that way.
-Tech advancement is easy to understand. There are 2 main research trees, both of which are completely visible at all times. In order to access higher levels of tech, you just build more generic research stations around your planets.
-Autocombat does a fair job on its own, provided you go through the slight pain of adjusting your auto-engage range on your orbital bombardment ships. You can do better than the AI if you're willing to micro it a bit, but often it's not worth the hassle to do more than shift-click a bunch of focus-fire commands.
-Graphics are pretty nice for a beta, good explosions, fun camera shakes, and there's a nice sense of epic scale when your doomsday armada arrives in unison to wipe the last enemy colony off the map.
-Perf was rock solid, but I just built this rig about a month ago so I'm ahead of the curve here.
The Bad:
-Top level tech research goes agonizingly slowly. It's truly painful, and none of the techs are really powerful enough to justify this.
-Many technologies are ridiculously high priced for how little benefit they give.
-Ship balance needs tinkering.
-Combat doesn't feel fluid enough. As a consequence of being confined to a plane, your warships just freeze at maximum weapon range and exchange volleys. The only ships that actually buzz around are the teeny little fighters and bombers that your carriers manufacture. Would be nice to see some more ships swooping and diving around.
-They did the scale a bit too well. Ships are absolutely microscopic compared with the planets, and at any viewpoint where you are zoomed out to view a useful amount of space, they all get reduced to little icons. The ship icons are impossible to distinguish, and get buried under a large empire designation icon anyway. Possibly this is a consequence of playing at 1600x1200. I'd rather that they made the ship scale unrealistically large, so I could get an easy visual look at what the makeup of my fleet was.
-Planet development of support structures is kinda clunky. It's often confusing to figure out why you can't build a particular thing at a given time.
This isn't due to ship until Feb, so who knows what changes will come. They've got a good foundation for a game here, but they need to add in that undefineable something to raise the fun factor. Feels a little more like a sparse galaxy simulator than a game right now.
Only thing I really don't agree with is making ships scale unrealistic, I like it as it is now....
-------------------
Mr Crinkle:
Played about 5 hours of it now, enough time for all the tutorials and a complete play through of a medium galaxy game. My thoughts went something like this:
Minute 0-30: This feels overwhelming and complicated.
Minute 31-60: This is really sweet and entertaining.
Minute 61+: This is slow-paced, but still kinda fun.
I've never played Homeworld (I'll pause for the shower of stones), so I can't speak to any similarities there. It's definitely tilted towards strategy rather than small-unit tactics...think Supreme Commander instead of a Starcraft/Warcraft. All of your combat units have researchable special abilities, but everything has an autocast option; you don't have to worry about madly clicking templars to psi-storm those incoming mutalisks. Movement across the galaxy takes a very long time, so intelligent positioning and scattering of your forces is more important than building a giant armada and rolling.
The Good:
-3 dimensional space was handled very well. While you're free to rotate the camera any which way you please, any ships or structures within a planet's gravity well are confined to a circular plane. This is a lot less confusing than having an orbiting cloud of stuff scattered inside a big sphere. The play is completely 2-dimensional, it just doesn't look that way.
-Tech advancement is easy to understand. There are 2 main research trees, both of which are completely visible at all times. In order to access higher levels of tech, you just build more generic research stations around your planets.
-Autocombat does a fair job on its own, provided you go through the slight pain of adjusting your auto-engage range on your orbital bombardment ships. You can do better than the AI if you're willing to micro it a bit, but often it's not worth the hassle to do more than shift-click a bunch of focus-fire commands.
-Graphics are pretty nice for a beta, good explosions, fun camera shakes, and there's a nice sense of epic scale when your doomsday armada arrives in unison to wipe the last enemy colony off the map.
-Perf was rock solid, but I just built this rig about a month ago so I'm ahead of the curve here.
The Bad:
-Top level tech research goes agonizingly slowly. It's truly painful, and none of the techs are really powerful enough to justify this.
-Many technologies are ridiculously high priced for how little benefit they give.
-Ship balance needs tinkering.
-Combat doesn't feel fluid enough. As a consequence of being confined to a plane, your warships just freeze at maximum weapon range and exchange volleys. The only ships that actually buzz around are the teeny little fighters and bombers that your carriers manufacture. Would be nice to see some more ships swooping and diving around.
-They did the scale a bit too well. Ships are absolutely microscopic compared with the planets, and at any viewpoint where you are zoomed out to view a useful amount of space, they all get reduced to little icons. The ship icons are impossible to distinguish, and get buried under a large empire designation icon anyway. Possibly this is a consequence of playing at 1600x1200. I'd rather that they made the ship scale unrealistically large, so I could get an easy visual look at what the makeup of my fleet was.
-Planet development of support structures is kinda clunky. It's often confusing to figure out why you can't build a particular thing at a given time.
This isn't due to ship until Feb, so who knows what changes will come. They've got a good foundation for a game here, but they need to add in that undefineable something to raise the fun factor. Feels a little more like a sparse galaxy simulator than a game right now.
Only thing I really don't agree with is making ships scale unrealistic, I like it as it is now....
