First Impressions
Posted: Sun Jul 28, 2013 11:39 pm
Summary: Wow! Excellent!
Background: I've played many different 4X games with SMAC being my all-time favorite. Before playing, I read a quick preview but didn't visit the forums or look for an online manual.
Loading screen and first five minutes:
Looks good. While reviewing my factions choices, I had to wonder "hmmm, what the heck is a frontier bonus or penalty?" You'll learn soon enough, but first impressions would be better if there were no undocumented terms in the initial screens. Perhaps you could allow various words to be clicked on or hovered over to see a definition.
First move. "Hmmm, should I found the city or should I move on top of that special resource?" Turns out that, not unexpectedly, a city has initial access to the surrounding hexes and you can't build on top of specials anyway. It would have been nice for the newbie tip to suggest founding a city near a special but not directly on top of it.
Early on, you'll try to do some things that aren't allowed. For example, I think building a road in fungus doesn't work. Later, I noticed that the limitation was one of the notes always included in the action box. However, if you click the button for a disallowed action, there should be a popup re-iterating the reason the action is disallowed. On a similar note, there should be feedback when trying to build a city after the colonizer has moved. Maybe a popup if you try to initiate a multi-turn action in fungus that won't end well -- for example, trying to clear fungus with a former that's only at 20% health.
Some of the forest hex images don't show roads very well.
I would have liked to be able to zoom out further.
I like the toggle in various civs that highlights various specials.
After more time:
I played my first game at standard difficulty with the "eco" faction. When I made contact with another faction, I found that I only had two cities and they had a half dozen or so. A bit more play and they declared war. I was obviously outclassed and should have been playing differently. So, scratch that game.
My second game went better. I chose the "tech" faction. I ended up with the southern half of a continent with a lot of room between myself and any of the AIs. Mid or late game, I was surprised by the "corporate" faction doing orbital drops of colonizers into "my" half continent. Annoying - I had plans for that area. Later, he built a city between two of my cities, cutting one of my cities off from the rest of my empire. I think many players would prefer some limitation on that. Perhaps some sort of border mechanism that extends a bit past a cities worked hexes. The border distance could be variable and extend only a few hexes toward virgin territory, but extend several hexes in the direction of another city by the same faction.
The "corporate" AI ended up with a research win. Part of his success was probably that he had a small continent to himself.
All, in all -- excellent.
I'm hoping a more extensive in-game encyclopedia is planned to go along with the manual.
The dots on the diplomacy screen seem to indicate strength. Relative to each other maybe? We need a screen showing the strengths of both the AIs and the player.
The factions don't feel as unique in gameplay as those in SMAC and the leader interactions don't seem to have as much personality, but that's not a game killer. Then again, I don't have enough time playing each of the factions to be sure of the gameplay differences.
I don't have a feel for inter-faction warfare as that didn't happen in my only full playthrough. I'm guessing lightly defended cities with roads and droppods to reinforce after a surprise attack will work.
Kudos!
Background: I've played many different 4X games with SMAC being my all-time favorite. Before playing, I read a quick preview but didn't visit the forums or look for an online manual.
Loading screen and first five minutes:
Looks good. While reviewing my factions choices, I had to wonder "hmmm, what the heck is a frontier bonus or penalty?" You'll learn soon enough, but first impressions would be better if there were no undocumented terms in the initial screens. Perhaps you could allow various words to be clicked on or hovered over to see a definition.
First move. "Hmmm, should I found the city or should I move on top of that special resource?" Turns out that, not unexpectedly, a city has initial access to the surrounding hexes and you can't build on top of specials anyway. It would have been nice for the newbie tip to suggest founding a city near a special but not directly on top of it.
Early on, you'll try to do some things that aren't allowed. For example, I think building a road in fungus doesn't work. Later, I noticed that the limitation was one of the notes always included in the action box. However, if you click the button for a disallowed action, there should be a popup re-iterating the reason the action is disallowed. On a similar note, there should be feedback when trying to build a city after the colonizer has moved. Maybe a popup if you try to initiate a multi-turn action in fungus that won't end well -- for example, trying to clear fungus with a former that's only at 20% health.
Some of the forest hex images don't show roads very well.
I would have liked to be able to zoom out further.
I like the toggle in various civs that highlights various specials.
After more time:
I played my first game at standard difficulty with the "eco" faction. When I made contact with another faction, I found that I only had two cities and they had a half dozen or so. A bit more play and they declared war. I was obviously outclassed and should have been playing differently. So, scratch that game.
My second game went better. I chose the "tech" faction. I ended up with the southern half of a continent with a lot of room between myself and any of the AIs. Mid or late game, I was surprised by the "corporate" faction doing orbital drops of colonizers into "my" half continent. Annoying - I had plans for that area. Later, he built a city between two of my cities, cutting one of my cities off from the rest of my empire. I think many players would prefer some limitation on that. Perhaps some sort of border mechanism that extends a bit past a cities worked hexes. The border distance could be variable and extend only a few hexes toward virgin territory, but extend several hexes in the direction of another city by the same faction.
The "corporate" AI ended up with a research win. Part of his success was probably that he had a small continent to himself.
All, in all -- excellent.
I'm hoping a more extensive in-game encyclopedia is planned to go along with the manual.
The dots on the diplomacy screen seem to indicate strength. Relative to each other maybe? We need a screen showing the strengths of both the AIs and the player.
The factions don't feel as unique in gameplay as those in SMAC and the leader interactions don't seem to have as much personality, but that's not a game killer. Then again, I don't have enough time playing each of the factions to be sure of the gameplay differences.
I don't have a feel for inter-faction warfare as that didn't happen in my only full playthrough. I'm guessing lightly defended cities with roads and droppods to reinforce after a surprise attack will work.
Kudos!