Antares -First impressions
Posted: Fri May 13, 2011 12:12 pm
I played a couple of scenarios from the tutorial campaign, trying to approach this from a newcomer's perspective (though I'm quite familiar with the PG series):
Got a decisive victory in training scenarios 1 and 2 (6/10 and 8/14 turns respectively). An idea here might be to have a breakdown of the various thresholds for victory (e.g. decisive, tactical, marginal) presented to the player at the start of each battle (a la PGII). The counterargument, I guess, might be that by not knowing how many turns you have left for that coveted decisive victory adds to the suspense -but knowing that did not subtract from my experience either with PGII or Fantasy Wars/Elven Legacy, for example.
I do like the idea of having to pay prestige for bringing units back up to full strength: it adds weight to the decisions to launch costly/desperate attacks in the previous scenario. The mouseover tab for "regular" and "elite" replacements is a bit "messy" as it seems to include font tags (<b> </b> /font tags?) Explaining the drop in experience when opting for regular replacements is also a useful bit of info which I liked.
On a related note, is it possible to see a numerical representation of experience, or is that info available only in the form of stars?
In the second scenario, the (quite useful) briefing states that 2 core unit slots have been made available: yet, it is impossible to buy new units before placing your existing ones (purchase button is grayed out): I don't think it's clear whether this is because newly purchased units (should) become available only once the existing core units have been placed or because there weren't enough placement hexes during the initial deployment (there were 5, as many as the existing core units -I think it may be the former, but perhaps mousing over the purchase button could include that info).
Speaking of mousing over icons, when I moused over the "weather" and "forecast" icons, the windows would flicker, unlike the info windows when mousing over the other icons.
Also, I think it would be useful to include a marker for infantry/artillery/antitank units that have some form of transportation -as far as I can see, that info is only found indirectly in the unit info, when mousing over a unit (fuel value in infantry units other than 0, for example). A transportation icon would save time sorting out units, especially in larger armies and later scenarios.
In the second scenario, both the auxiliary recon unit and a second one I purchased for my core force would have their "undo move" button grayed out once I moved them, even in cases where no new enemy unit had been spotted. The "undo move" button worked properly for the other units (aux and core).
Playing in "normal" difficulty, I rushed a trucked unit north and was ambushed by a blue unit (half strength). The result of the ambush and the subsequent attack on the mounted unit in the AI turn was a loss of 3 strength points (1 for the ambush, 2 for the attack) which I felt was too lenient, even for that level of difficulty. Also, I felt that the artillery pieces were a bit underpowered, compared to the grenadier units (1 strength point projected damage against the entrenched enemy, compared to 5 for the grenadiers -again, it may be the difficulty level -I'll have to note more carefully the various unit stats to comment more precisely).
So, to recap and answer the questions accompanying the invitation email:
First impressions are good; the game engine seems solid, the graphics are crisp, game run without quite smoothly so far. No performance issues.
The UI is good, reminiscent of PG (of course that may affect my judgment as to the intuitiveness of the UI). Perhaps the "buy unit" and "toggle air/ground" could be made larger. Overall, the right-hand side of the screen sometimes felt a bit "empty" (perhaps there's too much "room" for the various buttons).
I like the strategic map, for a quick overview of the battlefield; I have some reservations about the minimap, seems too small. Also, perhaps the Axis units could have a sharper color depicting them on the minimap (the current shade of gray seems too dull). The "gold" border of the core units is not always clear to spot, perhaps a sharper shade would help there -but I'll try adjusting my screen brightness, see if that helps).
edit: it would seem that the "extra" letters in the replacement buttons are indeed font tags, I turned most of my post into bold fonts, sorry about that.
Got a decisive victory in training scenarios 1 and 2 (6/10 and 8/14 turns respectively). An idea here might be to have a breakdown of the various thresholds for victory (e.g. decisive, tactical, marginal) presented to the player at the start of each battle (a la PGII). The counterargument, I guess, might be that by not knowing how many turns you have left for that coveted decisive victory adds to the suspense -but knowing that did not subtract from my experience either with PGII or Fantasy Wars/Elven Legacy, for example.
I do like the idea of having to pay prestige for bringing units back up to full strength: it adds weight to the decisions to launch costly/desperate attacks in the previous scenario. The mouseover tab for "regular" and "elite" replacements is a bit "messy" as it seems to include font tags (<b> </b> /font tags?) Explaining the drop in experience when opting for regular replacements is also a useful bit of info which I liked.
On a related note, is it possible to see a numerical representation of experience, or is that info available only in the form of stars?
In the second scenario, the (quite useful) briefing states that 2 core unit slots have been made available: yet, it is impossible to buy new units before placing your existing ones (purchase button is grayed out): I don't think it's clear whether this is because newly purchased units (should) become available only once the existing core units have been placed or because there weren't enough placement hexes during the initial deployment (there were 5, as many as the existing core units -I think it may be the former, but perhaps mousing over the purchase button could include that info).
Speaking of mousing over icons, when I moused over the "weather" and "forecast" icons, the windows would flicker, unlike the info windows when mousing over the other icons.
Also, I think it would be useful to include a marker for infantry/artillery/antitank units that have some form of transportation -as far as I can see, that info is only found indirectly in the unit info, when mousing over a unit (fuel value in infantry units other than 0, for example). A transportation icon would save time sorting out units, especially in larger armies and later scenarios.
In the second scenario, both the auxiliary recon unit and a second one I purchased for my core force would have their "undo move" button grayed out once I moved them, even in cases where no new enemy unit had been spotted. The "undo move" button worked properly for the other units (aux and core).
Playing in "normal" difficulty, I rushed a trucked unit north and was ambushed by a blue unit (half strength). The result of the ambush and the subsequent attack on the mounted unit in the AI turn was a loss of 3 strength points (1 for the ambush, 2 for the attack) which I felt was too lenient, even for that level of difficulty. Also, I felt that the artillery pieces were a bit underpowered, compared to the grenadier units (1 strength point projected damage against the entrenched enemy, compared to 5 for the grenadiers -again, it may be the difficulty level -I'll have to note more carefully the various unit stats to comment more precisely).
So, to recap and answer the questions accompanying the invitation email:
First impressions are good; the game engine seems solid, the graphics are crisp, game run without quite smoothly so far. No performance issues.
The UI is good, reminiscent of PG (of course that may affect my judgment as to the intuitiveness of the UI). Perhaps the "buy unit" and "toggle air/ground" could be made larger. Overall, the right-hand side of the screen sometimes felt a bit "empty" (perhaps there's too much "room" for the various buttons).
I like the strategic map, for a quick overview of the battlefield; I have some reservations about the minimap, seems too small. Also, perhaps the Axis units could have a sharper color depicting them on the minimap (the current shade of gray seems too dull). The "gold" border of the core units is not always clear to spot, perhaps a sharper shade would help there -but I'll try adjusting my screen brightness, see if that helps).
edit: it would seem that the "extra" letters in the replacement buttons are indeed font tags, I turned most of my post into bold fonts, sorry about that.