Impression and Ideas 1.22
Posted: Sun Mar 16, 2014 5:14 pm
Want to share my impressions of the game.
Watched a Youtube Let´s play and decided to buy it.
At first, I had an initializing issue, but w/ 1.22 this was solved.
Thanks for the beta!
Positive feedback comes of course at first!
UI, Sound, Graphic is well done.
I have played several games now and feel how first joy is going down.
What I am missing...
I would like to have Pandora the alien planet more in the center of the game.
A hostile, dangerous and challenging environment, which keeps you going forward and backward.
A lot of the imported technolgies don´t work and you need to find adaptions to the new environment.
The colonization process is slow, expansion is a riskfull business.
The other fraction are struggling as yourself and are more fellow comrades than raising threats.
In my first game the fauna was extinguished in early midgame, leaving the other fractions and run for domination as sole target.
At that stage the idea of environmental struggle was lost and the game is orientated on growth optimization.
Whats left behind are some last fungi fields and some special feature tiles.
Nothing unexpected happens, the behaviour of mankind on earth is copied w/o any reflection.
The AI is seeking war and acts without global overview. Stable coalition was never achieved.
If you grow to slow, you will be overrun, no one threatened by this cares.
Going further into the direction of survival will surely raise issues on the balance.
A set back in the early game phase may take you out of the race for extermination right from the start.
I ask myself, if there is only the choice for one or the other.
For me the beginning of a wild and slow game is now what I play.
AI is risking more and one of the surviving frations kills me usually in 2nd age.
Maybe I will improve w/ toggling on the options or that´s the way how may games will look like.
On the other hand I can skip the boring endgame, where I have lot´s of cities and units w/o end
and spend numerous turns on bringing the remaining fractions down one by one.
To keep the game balanced in multiplayer mode, I think it´s required to have a low degree of randomness.
From this commercial respective it seems likely to avoid too much struggling in the early game phase, so that
every player has fair chances for a quick expansion and early focus on the other fractions.
But is there a need for an additional multiplayer conquer the world game?
There are lot´s of real time games, which might be less time consuming or focus more directly on war.
Isn´t this mainly a single player game?
The game is already quite far developed.
I am not expecting, that the world domination aspect is reviewed, as there seems to be already a community which really like
the game as it is.
My interest is to see, if there are players who share my thoughts.
Please give me your feedback.
-----------
Below you can find some of my unsorted, weird ideas, which come up on the topic of colonization:
-----------
Market:
The trade of resources are depending on the gobal resource situation.
Currently I don´t understand, how the market system works.
Exchanging resources with the other fractions seems not to be benefiting for victory right now.
Transport, pricing and global resource would be nice for crisis management on random events.
Fungi Return:
Flora (and fauna?) could spread again. Cleared areas are overgrown again. This keeps your formers busy.
Eruption, darkening sky:
I could imagine some random global events, which slow down or cause set backs.
They may lead to food shortage, unstable income, leading to stock decreases.
And not only yours...
Super Fungi:
There are areas, where a settlement cannot be made in the early game.
Without proper technology these places are bad lands.
The expansion would be staged and slower.
Weather/Season:
There is a calender. Never put much focus on it as one turn is like the other.
But wouldn´t it be interesting to have times of less food or slowed movement?
Weather and season is surely a hard task to be implemented.
Weather is maybe too far away. Hard rain, storms which hinder movement and spoil harvests.
But seasoning / climatic zones could be realized somehow.
Terra Forming:
Terra forming is currently quick and cheap. Optimization of your realm is completed at some time,
the formers go idle. I like the setting in ALIENs, where atmospheric processing took ages.
Don´t get me wrong - no need to have this in this way.
Played some game on slowest forming level, which was already a better experience.
Formers could be specialized with devices in order to speed up on specific tasks s.a. road building,
mining operation...
More civil techs on the dev. branch.
Beasts:
Beasts are gone quite early.
Playing on max agression is most fun for me.
I would like bigger hives, which cannot be extincted until a far developed state.
Waves should be more solid, alien resources gathered before unleashed.
They are the reason for cooperation and alernative targets.
Earthquakes:
Basically the same as darkened sky. Maybe less global. Again an issue with MP and
balancing. Could be setup as a game option. Maybe used as a story element to generate
an aid mission at the council.
Diseases:
Also a random event. Global or local. The search for cure and aid could bring it
more into the direction of cooperation.
Highscore:
Without the extermination target, a highscore would be nice to display the efforts of survival.
Depending on turns, population amd events so that the player can compare with others.
Missions:
With some kind of planetary council, missions could be issued on request or general motivation.
Rewards could be improvements, technologies, land rights aso.
Help you neighbour, invest research capacity, clear flora, prevent an upcoming event...
Robbery:
The idea would be to have options on an assault without outbreak of a war.
Occupying a tile of the neighbour or demand a small portion for not killing a former...
Some additional features for talking with the AI.
Like the tribute demand in a wider scale.
Watched a Youtube Let´s play and decided to buy it.
At first, I had an initializing issue, but w/ 1.22 this was solved.
Thanks for the beta!
Positive feedback comes of course at first!
UI, Sound, Graphic is well done.
I have played several games now and feel how first joy is going down.
What I am missing...
I would like to have Pandora the alien planet more in the center of the game.
A hostile, dangerous and challenging environment, which keeps you going forward and backward.
A lot of the imported technolgies don´t work and you need to find adaptions to the new environment.
The colonization process is slow, expansion is a riskfull business.
The other fraction are struggling as yourself and are more fellow comrades than raising threats.
In my first game the fauna was extinguished in early midgame, leaving the other fractions and run for domination as sole target.
At that stage the idea of environmental struggle was lost and the game is orientated on growth optimization.
Whats left behind are some last fungi fields and some special feature tiles.
Nothing unexpected happens, the behaviour of mankind on earth is copied w/o any reflection.
The AI is seeking war and acts without global overview. Stable coalition was never achieved.
If you grow to slow, you will be overrun, no one threatened by this cares.
Going further into the direction of survival will surely raise issues on the balance.
A set back in the early game phase may take you out of the race for extermination right from the start.
I ask myself, if there is only the choice for one or the other.
For me the beginning of a wild and slow game is now what I play.
AI is risking more and one of the surviving frations kills me usually in 2nd age.
Maybe I will improve w/ toggling on the options or that´s the way how may games will look like.
On the other hand I can skip the boring endgame, where I have lot´s of cities and units w/o end
and spend numerous turns on bringing the remaining fractions down one by one.
To keep the game balanced in multiplayer mode, I think it´s required to have a low degree of randomness.
From this commercial respective it seems likely to avoid too much struggling in the early game phase, so that
every player has fair chances for a quick expansion and early focus on the other fractions.
But is there a need for an additional multiplayer conquer the world game?
There are lot´s of real time games, which might be less time consuming or focus more directly on war.
Isn´t this mainly a single player game?
The game is already quite far developed.
I am not expecting, that the world domination aspect is reviewed, as there seems to be already a community which really like
the game as it is.
My interest is to see, if there are players who share my thoughts.
Please give me your feedback.
-----------
Below you can find some of my unsorted, weird ideas, which come up on the topic of colonization:
-----------
Market:
The trade of resources are depending on the gobal resource situation.
Currently I don´t understand, how the market system works.
Exchanging resources with the other fractions seems not to be benefiting for victory right now.
Transport, pricing and global resource would be nice for crisis management on random events.
Fungi Return:
Flora (and fauna?) could spread again. Cleared areas are overgrown again. This keeps your formers busy.
Eruption, darkening sky:
I could imagine some random global events, which slow down or cause set backs.
They may lead to food shortage, unstable income, leading to stock decreases.
And not only yours...
Super Fungi:
There are areas, where a settlement cannot be made in the early game.
Without proper technology these places are bad lands.
The expansion would be staged and slower.
Weather/Season:
There is a calender. Never put much focus on it as one turn is like the other.
But wouldn´t it be interesting to have times of less food or slowed movement?
Weather and season is surely a hard task to be implemented.
Weather is maybe too far away. Hard rain, storms which hinder movement and spoil harvests.
But seasoning / climatic zones could be realized somehow.
Terra Forming:
Terra forming is currently quick and cheap. Optimization of your realm is completed at some time,
the formers go idle. I like the setting in ALIENs, where atmospheric processing took ages.
Don´t get me wrong - no need to have this in this way.
Played some game on slowest forming level, which was already a better experience.
Formers could be specialized with devices in order to speed up on specific tasks s.a. road building,
mining operation...
More civil techs on the dev. branch.
Beasts:
Beasts are gone quite early.
Playing on max agression is most fun for me.
I would like bigger hives, which cannot be extincted until a far developed state.
Waves should be more solid, alien resources gathered before unleashed.
They are the reason for cooperation and alernative targets.
Earthquakes:
Basically the same as darkened sky. Maybe less global. Again an issue with MP and
balancing. Could be setup as a game option. Maybe used as a story element to generate
an aid mission at the council.
Diseases:
Also a random event. Global or local. The search for cure and aid could bring it
more into the direction of cooperation.
Highscore:
Without the extermination target, a highscore would be nice to display the efforts of survival.
Depending on turns, population amd events so that the player can compare with others.
Missions:
With some kind of planetary council, missions could be issued on request or general motivation.
Rewards could be improvements, technologies, land rights aso.
Help you neighbour, invest research capacity, clear flora, prevent an upcoming event...
Robbery:
The idea would be to have options on an assault without outbreak of a war.
Occupying a tile of the neighbour or demand a small portion for not killing a former...
Some additional features for talking with the AI.
Like the tribute demand in a wider scale.