My first few hours with Pandora
Posted: Sat Feb 09, 2013 4:05 pm
				
				My first ten minutes spent with Pandora gave me a huge smile as I sat there thinking "it's a modern SMAC, hurrah!". After the initial inevitable comparison I'm not sure it starts to show much of it's own personality though. This might just be because there are so many assets not included in the Beta.
Here are my initial thoughts from about 6 hours of play:
1. The interface is very slick and polished, reminding me of the very sleek Endless space UI. Everything is super-smooth and responsive, and laid out cleanly.
2. The graphics are nice and unit animations great.
3. The interface has too little feedback on important information. I am told after founding my first city, with nothing yet in the build queue, that "-2.00" minerals are being used for "production". Production of what? Where? What is going on? Maybe I just need a manual.
4. The 'economy' screen very badly needs setting out in tabulated form organisable by different resources to be of any use. The current list of cities makes it very difficult to see what is producing what.
The tax rate control on this screen also really needs to have some sort of projected +/- changes displayed next to economy totals so you can see the potential effect of changing it.
5. When there are a lot of units on the screen it's difficult to see at a glance what units are where. This was always a problem in civ-like titles; Civ V's graphical style alleviated it about as well as I've come across, but Pandora can become a jumble when there are a lot of units on screen. I think there are a few ways to combat this. One would be to ensure units are a bit more distinctive, as everything seems to blend together into a bit of a melange at the moment. Another would be to combine the info icons for a unit and city when a unit is fortified in a city. At the moment when a unit is in a city it still has a separate icon floating above the lower city icon. It could be cleaner to combine them.
5. It crashes when I alt-tab from fullscreen (W7 x86-64, Radeon 5850 w/ Cat 13.1)
6. There are some factions with basic differentiators, but I've seen very little in any personality to them beyond a short few lines when you first start the game. I assume this will be fleshed out.
7. There doesn't appear to be any further story to the alien life beyond them filling an early game barbarian role to inhibit early expansion. There are some nice "you have found a new alien..." 'pedia entries, but no tales of your little marine squad's first encounter with an evil alien foe, let alone any suggestion of anything more buried in there. I realise that you aren't recreating SMAC exactly, but SMAC wasn't just civ-in-space and the aliens weren't just barbarians with different unit graphics. The different types and their behaviour formed part of the story of Planet and responded somewhat to the player's actions. At the moment, once I've cleared all the initial barbarian-spawning camps (sorry, alien hives) away, then that's it as far as the 'alien' part of the game goes. Enter the game after about 50 turns or so and anyone would think it's just a future tech mod for Civ V.
8. There doesn't appear to be anything inhibiting city-sprawl, so it seems like a land grab. Where are the maintenance increases for higher numbers of cities? What scope is there for playing with a few focused powerful cities? SMAC was always laid low with effectiveness of endless low-pop city sprawl tactics.
9. The AI will settle cities in tiny gaps of a couple of hexes between my cities, even when these spaces are deep within my empire. Civ IV's cultural borders were created to alleviate this problem, and Civ V just has an AI that is aware of not being so land-grabbingly flagrant. I'm ending up with my larger cities that have popped their borders a few times having little 3-hex islands of other factions' cities in between them.
10. While I understand not having a visible tech-tree is a design decision, it would be nice to at least have some indication of which techs are military/economic/production/science etc. SMAC had the 'blind research' play setting to directly address this issue (although it did allow a visible tech tree if players preferred it). It seems to me this particularly needs addressed as some important city improvement techs require researching through military techs. This wouldn't be an issue so much if the player had some indication of how they could aim/focus on a particular area, but if I want to focus on, say, production techs I seem to constantly be choosing from lots of random military techs and hoping something relevant turns up.
11. Resources need balancing; I can be founding my second city and have enough cash to buy every city improvement in both cities AND additional units, but not enough minerals, apparently.
12. No wonders/special projects? I are dissapoint ;(
13. FOR THE LOVE OF JEBUS GIVE ME AN AUTOMATED EXPLORE BUTTON
14. I can meet an AI player and instantly negotiate trade, research and non-aggression treaties. Some sort of basic relationship system is needed, and there needs to be feedback on what actions are positively and negatively influencing relations. I also need the industrial player to be telling me how he hates my hippy alien-loving ass, or some church zealot threatening to do unmentionable things to my squidgy bits if I continue doing all that science stuff. At the moment my only interaction with other factions are soulless and seemingly random treaty proposals.
15. No social policies? Seems a huge oversight. Not only was SMAC pioneering with such mechanics (which greatly add to both CivIV and CivV), the ones available in SMAC help add to each faction's personality and unique playstyle. I want to be able to decide if all of my people live in treehouses made from discarded toilet rolls to keep Stabby the alien arachnid happy, or order them to live on half a kitkat a day to make them all bloodthirsty soldiers.
16. Seems to be very little relationship between player actions and the effect on the gameworld. Adopt overly-industrial policies in SMAC and you had aliens erupting at your toes and xenoflora overgrowing your farms. All you seem to get here is a CivII pollution-on-steroids effect.
17. My current game sees me at turn 221 with about a dozen cities. My advisors tell me I'm doing terrible at everything, yet I'm researching new discoveries every 1-2 turns, popping out even big city improvements in 5-6 turns and can prettymuch buy anything I don't have. I think there needs to be some attention to pacing/scaling
18. I have -187 minerals per turn. I press end turn. My minerals total increases by 33. Hm. I have huge (HUUUGE!) +ive incomes in every other resource, but a massive minerals deficit. Perhaps all my miners are on a break or something. Maybe I should send my seemingly over-productive farmers down the pits. I still have no idea what all this "production" is that is using my minerals up. I shrug and carry on, as it seems to make no difference.
19. When I start the game up and load an existing game, the tutorial tips reset.
20. The menu screen is fantastic and makes me happy.
21. No unit upgrades? :/
In general this looks like it could be utterly fantastic. I really hope you can give it a bit more of it's own personality and some more depth; you'll get very sick of SMAC comparisons, but at the moment I feel like I've been playing a very nicely presented SMAC-lite.
			Here are my initial thoughts from about 6 hours of play:
1. The interface is very slick and polished, reminding me of the very sleek Endless space UI. Everything is super-smooth and responsive, and laid out cleanly.
2. The graphics are nice and unit animations great.
3. The interface has too little feedback on important information. I am told after founding my first city, with nothing yet in the build queue, that "-2.00" minerals are being used for "production". Production of what? Where? What is going on? Maybe I just need a manual.
4. The 'economy' screen very badly needs setting out in tabulated form organisable by different resources to be of any use. The current list of cities makes it very difficult to see what is producing what.
The tax rate control on this screen also really needs to have some sort of projected +/- changes displayed next to economy totals so you can see the potential effect of changing it.
5. When there are a lot of units on the screen it's difficult to see at a glance what units are where. This was always a problem in civ-like titles; Civ V's graphical style alleviated it about as well as I've come across, but Pandora can become a jumble when there are a lot of units on screen. I think there are a few ways to combat this. One would be to ensure units are a bit more distinctive, as everything seems to blend together into a bit of a melange at the moment. Another would be to combine the info icons for a unit and city when a unit is fortified in a city. At the moment when a unit is in a city it still has a separate icon floating above the lower city icon. It could be cleaner to combine them.
5. It crashes when I alt-tab from fullscreen (W7 x86-64, Radeon 5850 w/ Cat 13.1)
6. There are some factions with basic differentiators, but I've seen very little in any personality to them beyond a short few lines when you first start the game. I assume this will be fleshed out.
7. There doesn't appear to be any further story to the alien life beyond them filling an early game barbarian role to inhibit early expansion. There are some nice "you have found a new alien..." 'pedia entries, but no tales of your little marine squad's first encounter with an evil alien foe, let alone any suggestion of anything more buried in there. I realise that you aren't recreating SMAC exactly, but SMAC wasn't just civ-in-space and the aliens weren't just barbarians with different unit graphics. The different types and their behaviour formed part of the story of Planet and responded somewhat to the player's actions. At the moment, once I've cleared all the initial barbarian-spawning camps (sorry, alien hives) away, then that's it as far as the 'alien' part of the game goes. Enter the game after about 50 turns or so and anyone would think it's just a future tech mod for Civ V.
8. There doesn't appear to be anything inhibiting city-sprawl, so it seems like a land grab. Where are the maintenance increases for higher numbers of cities? What scope is there for playing with a few focused powerful cities? SMAC was always laid low with effectiveness of endless low-pop city sprawl tactics.
9. The AI will settle cities in tiny gaps of a couple of hexes between my cities, even when these spaces are deep within my empire. Civ IV's cultural borders were created to alleviate this problem, and Civ V just has an AI that is aware of not being so land-grabbingly flagrant. I'm ending up with my larger cities that have popped their borders a few times having little 3-hex islands of other factions' cities in between them.
10. While I understand not having a visible tech-tree is a design decision, it would be nice to at least have some indication of which techs are military/economic/production/science etc. SMAC had the 'blind research' play setting to directly address this issue (although it did allow a visible tech tree if players preferred it). It seems to me this particularly needs addressed as some important city improvement techs require researching through military techs. This wouldn't be an issue so much if the player had some indication of how they could aim/focus on a particular area, but if I want to focus on, say, production techs I seem to constantly be choosing from lots of random military techs and hoping something relevant turns up.
11. Resources need balancing; I can be founding my second city and have enough cash to buy every city improvement in both cities AND additional units, but not enough minerals, apparently.
12. No wonders/special projects? I are dissapoint ;(
13. FOR THE LOVE OF JEBUS GIVE ME AN AUTOMATED EXPLORE BUTTON
14. I can meet an AI player and instantly negotiate trade, research and non-aggression treaties. Some sort of basic relationship system is needed, and there needs to be feedback on what actions are positively and negatively influencing relations. I also need the industrial player to be telling me how he hates my hippy alien-loving ass, or some church zealot threatening to do unmentionable things to my squidgy bits if I continue doing all that science stuff. At the moment my only interaction with other factions are soulless and seemingly random treaty proposals.
15. No social policies? Seems a huge oversight. Not only was SMAC pioneering with such mechanics (which greatly add to both CivIV and CivV), the ones available in SMAC help add to each faction's personality and unique playstyle. I want to be able to decide if all of my people live in treehouses made from discarded toilet rolls to keep Stabby the alien arachnid happy, or order them to live on half a kitkat a day to make them all bloodthirsty soldiers.
16. Seems to be very little relationship between player actions and the effect on the gameworld. Adopt overly-industrial policies in SMAC and you had aliens erupting at your toes and xenoflora overgrowing your farms. All you seem to get here is a CivII pollution-on-steroids effect.
17. My current game sees me at turn 221 with about a dozen cities. My advisors tell me I'm doing terrible at everything, yet I'm researching new discoveries every 1-2 turns, popping out even big city improvements in 5-6 turns and can prettymuch buy anything I don't have. I think there needs to be some attention to pacing/scaling
18. I have -187 minerals per turn. I press end turn. My minerals total increases by 33. Hm. I have huge (HUUUGE!) +ive incomes in every other resource, but a massive minerals deficit. Perhaps all my miners are on a break or something. Maybe I should send my seemingly over-productive farmers down the pits. I still have no idea what all this "production" is that is using my minerals up. I shrug and carry on, as it seems to make no difference.
19. When I start the game up and load an existing game, the tutorial tips reset.
20. The menu screen is fantastic and makes me happy.
21. No unit upgrades? :/
In general this looks like it could be utterly fantastic. I really hope you can give it a bit more of it's own personality and some more depth; you'll get very sick of SMAC comparisons, but at the moment I feel like I've been playing a very nicely presented SMAC-lite.
