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Why so bland?

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7 years ago
Feb 2, 2018, 9:06:57 PM

Was looking over the Vaulters expansion and though I loved the faction in Endless Legend I just can't bring myself to play ES2 again even with the promised goodies which look awesome


The reason boils down to: why is the game still so pland?


It has been some time I have palyed it, but I remeber other players also brought this up on the forums back then:

- Why are the fleets only represented via wire-frame on the galaxy map?

- Why is ground invasion so low-res and cartoonish?


The second we can strike down as a nieche question for space 4x but showing off cool spaceships is something I would not expected to take a backseat especially considering the work put into them


The player is expected to interact with the Galaxy map during most of the play-time and the background, planets and nebulas are looking nice.

So why have the otherwise beautifull ship models been replaced with ugly wirefirmes? Is it a thematic reason? The assets are alreay there


In fact, I generally have the feeling that the game is trying to prevent the player from enjoying the spaceship models which is so odd in this genre and even EL had tons of ways the player could marvel on the unit models:

1. Wireframe models on the Galaxy map nuff said

2. Ship designer does not allow for zoomin zoomout, and always snaps the model back to the starting location

3. Tactical cam feels restricted even in Free cam mode. A default RTS or even Total War cam would have done the job- it oddly feels like too much freedom is the problem here posing a nice contast to the second point :)


The only reason I can think of why the first point is a thing, is to better distinguish the factions, but there is alread a fleet icon with unique faction color


To top it off, the default images of the ship models are hardly visible on my Full HD monitor. They don't have much space that is true, but the colorfull background often obscures their (from a distance) samey contours. So the unit icon already has tiny space and the ships within that space get around 50% of the space while mostly having no stricking differneces (like an orc does compared to a dragon)


I still have little idea how most of the ships actually look like as I never get a feeling for them on the Galaxy map, and even when doing battles against them, the need for top-down high- level tactical information overwrites the time needed to tediously maneuver the camera around them

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7 years ago
Feb 2, 2018, 9:40:34 PM

It boils down to personal taste, I assume. Personally, I liked the wireframe models from the first moment I saw them, and I also liked the ground battle animations too. The only problem was when there were too many units on screen. I haven't been watching ground battles because of this since early access so I don't know how that changed.

Zooming in ship designer? I never wanted to. I think it serves the purpose pretty well. If you want to marvel at each ship and zoom way in, you can do that on the Endless Space 2 website. Me, I'm doing other stuff during the game.

Tactical cam... I always manage to see what I wanna see, I'm fine with it, but I can see how it doesn't satisfy others. Again, personal taste.

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7 years ago
Feb 2, 2018, 9:53:28 PM

I can kinda see what you mean. I don't mind the wireframe so much, I think it has a certain style to it and it's kinda to portray the space map as you actually viewing a tactical space map in your strategy room, you being the faction leader, rather than you seeing the galaxy in real time with your own eyes. I prefer the latter (kinda more like Stellaris), but I can appreciate and still enjoy the direction ES2 has gone with.

I do agree that I wouldn't mind a version where the ships aren't wireframes and you can see them in all their glory. I believe someone asked this on discord and said it's moddable, so there's perhaps a possibility that if anyone know how. I do fully agree however I think the ship design screen should allow to zoom. While it serves it functions, I do wish I could appreciate the ships more as you put guns on them. About the tactical cam, I'm quite fine as it is and how the camera works.

Anyway, while it's never been something holding me back from enjoying the game, I can agree and I wouldn't mind some more options to enjoy the ships. That's why one of my biggest wishes for features is to be able to view other battles than just your own, especially in multiplayer. The ship designs in ES2 are amazing and blows away a lot of other space games or designs in series/movies for me. So any way to enjoy looking at the ships that's obviously gotten a lot of attention (do zoom REALLY close in battles on them if you haven't, especially carriers, they got a lot of cool details) is just a major plus.

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7 years ago
Feb 3, 2018, 9:11:29 AM

Agreed, visuals will always be subject of preference (or rather more so then other aspects).


I can see the argument of trying to visualise a holographic command console but this is then not in line with other elements: Nebulas and planets are beautifully rendered on the same map...


Curently, the wireframes are a 1:1 conversion of the highest HP ship in the fleet I guess - high-res tectures. It provides additional confirmation on the faction color and might be a thematic decision like mentioned above and that is it.


But if we arealy abstract the most important elements on the map (the things that we actually control), then why still have only a signle ship displayed?

If this is to represent the fleet, why not use the power of "holographic tech" and represent the whole fleet or an abstract of that? So we have 10 ships of various types and sizes and they are represented as a single Destroyer abstract? If we are to be using full "models" like in WW2 strategic command centers, then it makes sense to only represent the most dominant unit, but with this visualisation it seems odd to me to be so conservative: a dowgrade from other titles: Galciv, SiS and even Stellaris.


Though the later went full excel sheet on everything else, ships and stations are at least all rendered on the map


Regrading ground combat: I guess all the above goes for that as well. I have read around a half a year ago that this will be reworked but didn't catch the change yet.

A difference here is that the units are not only abstracted (loosing quality) but also do not convey usefull information (like in case of additional fleet regonition via color)


What do I mean under lost quality?:

Just check out the images on Sophon mech, ground combat and the Sophon minor faction combat squad.


Raise your hand if you wouldn't prefer to have  high-res image of these units dusplayed with some counters instead of the rendered battle which is almost entirely data noise. Some information is visible: like how much of your army is composed of specific minor factions, but even this is obscured by the visualisastion method. Just have a quality static image with dynamic numbers next to them: combat value, HP, percentage of the army, kills etc... This way the player could actually go and see: ok, these minor factions are kicking ass- need more of these guys in the army.


This would also give an oportunity to replace the barely visible images in the army upgrade screen with something more fitting to the overall high quality of the game and art eslwhere

I would much rather see a quality icon for Craver assault troops then be looking at the windows-iconish image in the upgrad screen and then the cartoonish troops generating noise

Updated 7 years ago.
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7 years ago
Feb 3, 2018, 6:23:30 PM

Here is an example:

Total War games have a long history of unit representation. Discarding the army representation that has remained largely unchanged over the numerous titles, there was one time when the unit cards have been replaced with abstract representations of the units, and that was in Rome II


So presumably due to the setting and UI theme considerations, brand new assets have been created for this purpose instead of shoiwng a 2D image of the unit in a tactical layer.

The results were a great case study as first people kinf of liked it (me incldued) but it quickly became appreant that it actually detracted for the usability of the image itself. With so many factions and unit variants the abstract images sort of blended together after a while.


Lesson learned: CA has dropped the concept when Attila has hit the stores and even deviated from this concept in the latest DLC for Rome II


Interestingly: they have been using the rendered model for generals albeit with some resolution problem that has prompted the modding community to create abstract images for the genreals instead :)


The point is: if there are already abstract representations used (in Galaxy map and in ground invasion), it should serve more purpose then simply thematic and the representation should be visually more engaging then the thing it is representing otherwise it just detracts from the laters quality and recognisability

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7 years ago
Feb 3, 2018, 6:33:01 PM

PLease don't clutter up the screen with dozens of ships per fleet. Keep it simple. And I personally like the wireframes. The ground combat animations are ok for me as well. They are just a animation for all the math in the background. Since we do not have any kind of influence on the actual engagement beyond the selection of a tactic, I do not see any use for more detailed battles. There are other more importatnt areas that need dev attention IMO.

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7 years ago
Feb 3, 2018, 6:53:06 PM

Agreed, there is no need for more detailed battles. The battles already contain too much detail in that the data they provide is useless: what is the relevance of seeing dozens of poorly animated figures shooting blindly into a similar blob?


Utilizing already available assets (images of various ground combat units), would even require less DEV time to maintain then the current invasion animation


Same for Galaxy map: Utilizing the default models of the ships on the Galaxay map should require less efforthen implementing and maintaining their Wirframe represention


Think of this:

- Whenever a new race is implemented in the game (e.g.: Vaulters), they need 3 types of animated sprites for the tactical battle,  a wireframe model for each new hull type on the Galaxy map, plus all the references and integration troubleshooting that goes with having these two system

- Whenever tactical combat is tweaked, it is highly likely that the combat animation needs to be adjusted as well (I bet there have been dozens of issues tied only to the animation itself)


The question is why would you go the extra effort to convey less information and look worse then your loading screen (which you can use instead in the tacticla battle) and the actual ship modes you have deloped with expensive artists?

Updated 7 years ago.
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7 years ago
Feb 4, 2018, 3:55:54 AM

Simple low hanging fruit (and an idea from Endless Legend they should plunder)


Assimilating a minor faction should give you access to that factions ship designs.


There. Solved. Blandness begone. Now the fights across space will be full of varied and much more interesting ship combats with a wider spread of more interesting ships rather than you having to use the SAME DESIGN ALL THE TIME. Endless Legend allowed you to assemble an army of interesting monsters. This represented a major step forward. If you're going to make us -look- at the fight, let us have enough in the design to work with that concept.

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7 years ago
Feb 4, 2018, 8:48:52 AM

I like the idea a lot (though I meant something else and this would not resolve that :))


Just goes to show how visuals are recieved by different persons: I found the roster to be sufficient even though there are not a lot of designs due to how varried they are per race. It would probably give it a kick of course if it could incorporate minor faction designs like EL did (that game was awesome). What might be considered here is how these minor ships would be integrated into special fation mechanics (same as mercs I guess), annd if they would cause repetition (depending on their roster)


BTW: did you notice that you already "incorporate" minor faction troop designs just like EL? :)

They are visible in the ground invasion screen - and by "visible" I mean you really need to peel through the data noise to see them

There will also be no help to identify them, but they are there fighting alongside your main faction troopers (I guess they were equal to the proportion of their pop ration within the empire)

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7 years ago
Feb 4, 2018, 2:18:20 PM

I agree. The combat is quite neglected. There will be people who are satisfied, but I think it is a visually very loose part of the game.

In the way of the space battles, I think that with a couple of improvements this system can be more pleasant and fun: do the shoots and efects more striking, improve the autocamera and the interface (with texts, for do it more clear and easy), shorten the distances of the ships to give frenzy to the combat (because now it's like: ship 1 shoot to ship 2 during two minutes, ship 2 explodes, the end), do a more intuitive system for the ships trayectories, and improve the aspect of the battle cards for do it more fancy and fast of understand. A cooler cards can be a way to reward the player for spending time managing their deck, because that interface is pretty bland now.


For the ground battles I dont have aesthetic ideas, apart from making real drawings of the troops and in full color and enrich the movements and actions of the troops during a battle. The battles now are "ok", but the truth is that after seeing a couple, you get tired of seeing white and orange bugs whose design and behavior looks "lazy".

Greensmokie have a really nice IDEA for improve the deep of the invasion system, take a look.

Updated 7 years ago.
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7 years ago
Feb 4, 2018, 5:54:00 PM

Yes, I have read his suggestions to the ground battle - and even though it was likely that the concept is too sophisticated for the studio to implement, I was hoping that at least some of its elements would be implemetned after a half a year and replace the "animation". It was even mentioned by a DEV at one point that ground invasion will be reworked


Like I said though there is not mutch that I find missing and actually think that the effort put through works against the game.


Here is an example:

 Boom. There is your Icon for The Sophon minor faction (no animations needed), just smack the indicators next to it and you are DONE:


Don't need no low-res sprites jumping around like 60s cartoon characters...


Woul'd people rather see a nice static image of an Imperial armor or Crawer bio-tank instead?

These images could even be used on the army upgrade panel (instead of thsoe fuzzy whitish icons) as well to impore the qualit there


If above is done for all of the participating assets: (ships, factions, planetary improvements), the sense of quality rises dramatically, and the game is still thematic as it is ltierally using its already existing and best assets to covney condensed and easy to read information


The player could actually see the participating minor factions and appreciate their varrying combat stats and contribution to the battle which is clearly visible


Just image how much more the player could feel a connection to their faction if they could see the actual representation of their army unit types in combat:


Regarding the battle cards: you are spot on. This is another aspect I avoided when playing the game for the same reason. It is simply bland. What are these cards even trying to show? Is it information or only some design that didn't realy got time to be finished? Totally agree with the linked suggestion: Insert Bad-ass symbol and pretty things on those cards or loose them entirely ;)

Updated 7 years ago.
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7 years ago
Feb 7, 2018, 12:31:16 AM

Sometimes more is less. I think the wireframe aesthetic is great, it's sleek and less noisy, which really fits with ES2 very modern and premium feel

Updated 7 years ago.
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7 years ago
Feb 7, 2018, 10:04:08 AM

Wireframe was irritating to me at first contact with the game, now I got used to it. 


As to the ground combat: I agree, it is art wise totally contradicting the photo-realistic style of the mood pictures. When I saw it the first time, I thought it kind of belongs into a different game. But it is what it is now. And the game has other areas to patch, that are more vital to game-play. 

Updated 7 years ago.
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