1st Play Thru
Posted: Sun Feb 24, 2013 10:29 pm
I just downloaded the beta and started playing. I've been playing for a couple of hours have noted some things and have a couple of ideas:
1) Movement - seems all units have a movement of 1, with a road movement of 2. Except for the ATV. Seems to me that tanks should have a movement of 2, while wheeled units should have a movement of 3. Tanks are faster than grunts and wheeled vehicles are faster than tanks. And a road should double that movement. this would also put a different spin on defending your territory from attack.
2) Disappearing units - I've had a couple of units disappear. A couple of times I believe it was due to them being attacked, but one time the unit was at sea and I'm sure it wasn't attacked. Seems to me that when something happens to a unit, the map should center on that unit (i.e., when it's attacked, ship sinks at sea, etc.). so you can see what's happening to the unit. I tried to read the scrolling messages on the right side of the display, but things went by too fast.
3) Unit build - I like the fact you can customize the combat unit equipement. However, it's annoying that you can only display one combat unit at a time for building. This means that if I want to build a heavy tank in one city, but an infantry unit in a different city I have to go back to the workshop to change the combat unit available for build. Seems to be that there should be either a list of all units available for build or that there should be a drop-down menu for the different combat units you have created for build. Also, I think it would be real cool if you could rename a combat unit you have customized. Example, you create a anti-tank marine unit you could rename it AT Marines. I think this would work well for a drop-down menu and it would make it easier to ID the unit on the map (since all infantry, tank, etc. look the same on the map).
4) City select - if a unit is in a city hex, I can't click on/select the city. I have to click on another city and then use the scroll/menu to get to the city with the active unit. Shouldn't there be a way click on a city if a unit is in it?
5) City Control - in the city view, I can't seem to tell which hex is being exploited (i.e., is a hex being actively farmed/mined/etc.). I'm sure the computer handles that automatically, but being human sometimes I like to control which hex is being exploited. Is there some way to make this easier to understand and control?
6) City Influence - seems each city can exploit out to 2 hexes (standard for this type of game). I have an idea, if a city gets large enough (i.e. 15+) allow it to exploit out to 3 hexes. I think this would accurately reflect how much territory a city controls/effects around it. As an example look at Los Angeles or Toyoko. they suck in/control resources for hundreds of miles around them; much more than say Omaha does. And it would be a nice difference to other game of this type. It's a thought.
So far the game seems pretty good. And I would like to thank you for the opportunity to play the Pandora Beta.
1) Movement - seems all units have a movement of 1, with a road movement of 2. Except for the ATV. Seems to me that tanks should have a movement of 2, while wheeled units should have a movement of 3. Tanks are faster than grunts and wheeled vehicles are faster than tanks. And a road should double that movement. this would also put a different spin on defending your territory from attack.
2) Disappearing units - I've had a couple of units disappear. A couple of times I believe it was due to them being attacked, but one time the unit was at sea and I'm sure it wasn't attacked. Seems to me that when something happens to a unit, the map should center on that unit (i.e., when it's attacked, ship sinks at sea, etc.). so you can see what's happening to the unit. I tried to read the scrolling messages on the right side of the display, but things went by too fast.
3) Unit build - I like the fact you can customize the combat unit equipement. However, it's annoying that you can only display one combat unit at a time for building. This means that if I want to build a heavy tank in one city, but an infantry unit in a different city I have to go back to the workshop to change the combat unit available for build. Seems to be that there should be either a list of all units available for build or that there should be a drop-down menu for the different combat units you have created for build. Also, I think it would be real cool if you could rename a combat unit you have customized. Example, you create a anti-tank marine unit you could rename it AT Marines. I think this would work well for a drop-down menu and it would make it easier to ID the unit on the map (since all infantry, tank, etc. look the same on the map).
4) City select - if a unit is in a city hex, I can't click on/select the city. I have to click on another city and then use the scroll/menu to get to the city with the active unit. Shouldn't there be a way click on a city if a unit is in it?
5) City Control - in the city view, I can't seem to tell which hex is being exploited (i.e., is a hex being actively farmed/mined/etc.). I'm sure the computer handles that automatically, but being human sometimes I like to control which hex is being exploited. Is there some way to make this easier to understand and control?
6) City Influence - seems each city can exploit out to 2 hexes (standard for this type of game). I have an idea, if a city gets large enough (i.e. 15+) allow it to exploit out to 3 hexes. I think this would accurately reflect how much territory a city controls/effects around it. As an example look at Los Angeles or Toyoko. they suck in/control resources for hundreds of miles around them; much more than say Omaha does. And it would be a nice difference to other game of this type. It's a thought.
So far the game seems pretty good. And I would like to thank you for the opportunity to play the Pandora Beta.