My Experience in First Few Playthroughs
Posted: Wed Jan 29, 2014 8:22 pm
Well, I've completed a few playthroughs and I thought I would share my experiences with the game so far. I am an avid player of the original BARIS and I looked forward to trying out this remake.
I've played through three times, all on Hard difficulty. The first playthrough ended in 1972 (or maybe it was '73) as I was midway through the Gemini Direct Ascent program - I ran into the game-ending error I described in the tech support forum. I made a lot of mistakes in that game. I didn't manage my budget carefully, made too many facility upgrades, hired too many staff, and didn't have enough cash for the lunar missions.
The second playthrough ended with the same error in Gemini Direct Ascent, but I managed my budget better and was able to get that program started in the late 1960s.
The third playthrough was the most interesting. Since I kept getting that error in Gemini Direct Ascent, I decided to go the Project Apollo route instead. I had some catastrophic failures in Project Mercury and Project Gemini that resulted in astronauts burning up on reentry - but fortunately the errors occurred after I had opened up the next program and I was just trying for duration milestones. Thus I was able to just move on to the next capsule program without too much lost time. I ultimately achieved a lunar landing in Q4 1969. It was very hard trying to get a moon landing by the end of the decade. In 1967-1969 I was launching a Project Apollo mission every season and if any of them had failed I would probably not have been able to meet the goal.
Good points:
1. The art style is effective.
2. The interactions between budgeting, morale, and research in your strategy is pretty deep and should keep even experienced strategy gamers interested. For example, it is very easy to over-hire and over-build as I did on my first playthrough. Another example is that it is often advantageous to launch satellite or probe missions for morale and research carryover reasons even though they don't directly help with a manned lunar mission.
3. Overall, the experience was fun and rewarding, a good update of the classic BARIS experience. I'm looking forward to the implementation of more ahistoric and Soviet program and component options.
Questions/concerns:
1. Has personnel gaining skill upgrades from participating in missions been implemented? I thought this was supposed to be present in 0.7.14 but I didn't notice it in game. The only skill upgrades I saw were from advanced training.
2. I don't understand how mission control personnel skills or astronaut skills affect the success/failure chance of a mission step. I used the most skilled personnel possible (generally higher than 90% in all mission control positions) but I'm not sure what that did exactly. The success chance bar on the right of the mission screen seemed to match the component reliability pretty tightly, so I'm not sure what the personnel skills do.
3. I used US programs exclusively and I don't understand why I would want to mix and match US and Soviet programs in the GSA campaign. Wouldn't reliability/research carryover mean it is more advantagous to stick with one or the other?
4. Will it be fair that US has to research Thor/Agena, Atlas/Centaur, Atlas/Agena, Saturn I, Saturn V, etc. while the USSR can just put everything on a Proton?
5. Overall, will the GSA campaign be interesting enough without an opponent? I didn't really feel any sense of urgency except when I was trying to get the lunar landing in 1969, which was a self-imposed goal.
6. Prestige numbers seem too high right now. I was able to get the max budget increases with no problems at all, often having many times the amount of prestige needed. Again, this might be an effect of not having an opponent who might get some milestones achieved first. Another affect of this is that the prestige granted or lost from short-term goals was meaningless. I ended up ignoring several short-term goals in my push to complete Project Apollo.
7. The reliability loss from skipping a milestone (30% I think) seems too extreme in some cases. NASA never launched a manned suborbital Apollo flight IRL, but I had to in the game. I also think they skipped a manned lunar pass IRL and went straight to manned lunar orbital. That would have been suicidal in the game.
8. Some required milestones seem too heavy-handed. Why do I have to do a two-person capsule orbital before I can even start research on a three-person capsule? In the original BARIS, I could open up Apollo whenever I wanted, but there were in-game strategic reasons to complete Gemini first. It was a cheaper way to build up docking reliability for example. Here the in-game reason is "but thou must".
9. Conversely, some missions seem pointless. Other than prestige, what is the point of the Project Gemini missions beyond the manned orbital? Why do I need to do an orbital rendezvous or a docking? They don't seem to affect the success of Project Apollo later, since the docking parts of Apollo missions seem driven by Apollo CM and LM reliability. I ended up doing lunar probes in my playthrough, but couldn't I have just ignored probes in favor of manned missions? I would have lost out in morale but gained financially. Another example - under what circumstances would it be advantageous to open the program that allows for lunar flyby with a Gemini capsule? I'd still have to do another lunar flyby later as part of the Gemini DA or Apollo program.
I've played through three times, all on Hard difficulty. The first playthrough ended in 1972 (or maybe it was '73) as I was midway through the Gemini Direct Ascent program - I ran into the game-ending error I described in the tech support forum. I made a lot of mistakes in that game. I didn't manage my budget carefully, made too many facility upgrades, hired too many staff, and didn't have enough cash for the lunar missions.
The second playthrough ended with the same error in Gemini Direct Ascent, but I managed my budget better and was able to get that program started in the late 1960s.
The third playthrough was the most interesting. Since I kept getting that error in Gemini Direct Ascent, I decided to go the Project Apollo route instead. I had some catastrophic failures in Project Mercury and Project Gemini that resulted in astronauts burning up on reentry - but fortunately the errors occurred after I had opened up the next program and I was just trying for duration milestones. Thus I was able to just move on to the next capsule program without too much lost time. I ultimately achieved a lunar landing in Q4 1969. It was very hard trying to get a moon landing by the end of the decade. In 1967-1969 I was launching a Project Apollo mission every season and if any of them had failed I would probably not have been able to meet the goal.
Good points:
1. The art style is effective.
2. The interactions between budgeting, morale, and research in your strategy is pretty deep and should keep even experienced strategy gamers interested. For example, it is very easy to over-hire and over-build as I did on my first playthrough. Another example is that it is often advantageous to launch satellite or probe missions for morale and research carryover reasons even though they don't directly help with a manned lunar mission.
3. Overall, the experience was fun and rewarding, a good update of the classic BARIS experience. I'm looking forward to the implementation of more ahistoric and Soviet program and component options.
Questions/concerns:
1. Has personnel gaining skill upgrades from participating in missions been implemented? I thought this was supposed to be present in 0.7.14 but I didn't notice it in game. The only skill upgrades I saw were from advanced training.
2. I don't understand how mission control personnel skills or astronaut skills affect the success/failure chance of a mission step. I used the most skilled personnel possible (generally higher than 90% in all mission control positions) but I'm not sure what that did exactly. The success chance bar on the right of the mission screen seemed to match the component reliability pretty tightly, so I'm not sure what the personnel skills do.
3. I used US programs exclusively and I don't understand why I would want to mix and match US and Soviet programs in the GSA campaign. Wouldn't reliability/research carryover mean it is more advantagous to stick with one or the other?
4. Will it be fair that US has to research Thor/Agena, Atlas/Centaur, Atlas/Agena, Saturn I, Saturn V, etc. while the USSR can just put everything on a Proton?
5. Overall, will the GSA campaign be interesting enough without an opponent? I didn't really feel any sense of urgency except when I was trying to get the lunar landing in 1969, which was a self-imposed goal.
6. Prestige numbers seem too high right now. I was able to get the max budget increases with no problems at all, often having many times the amount of prestige needed. Again, this might be an effect of not having an opponent who might get some milestones achieved first. Another affect of this is that the prestige granted or lost from short-term goals was meaningless. I ended up ignoring several short-term goals in my push to complete Project Apollo.
7. The reliability loss from skipping a milestone (30% I think) seems too extreme in some cases. NASA never launched a manned suborbital Apollo flight IRL, but I had to in the game. I also think they skipped a manned lunar pass IRL and went straight to manned lunar orbital. That would have been suicidal in the game.
8. Some required milestones seem too heavy-handed. Why do I have to do a two-person capsule orbital before I can even start research on a three-person capsule? In the original BARIS, I could open up Apollo whenever I wanted, but there were in-game strategic reasons to complete Gemini first. It was a cheaper way to build up docking reliability for example. Here the in-game reason is "but thou must".
9. Conversely, some missions seem pointless. Other than prestige, what is the point of the Project Gemini missions beyond the manned orbital? Why do I need to do an orbital rendezvous or a docking? They don't seem to affect the success of Project Apollo later, since the docking parts of Apollo missions seem driven by Apollo CM and LM reliability. I ended up doing lunar probes in my playthrough, but couldn't I have just ignored probes in favor of manned missions? I would have lost out in morale but gained financially. Another example - under what circumstances would it be advantageous to open the program that allows for lunar flyby with a Gemini capsule? I'd still have to do another lunar flyby later as part of the Gemini DA or Apollo program.