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Solitas' impressions, now with added Suggestions™

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13 years ago
May 5, 2012, 11:30:38 PM
Well, I've been playing for a few days now, and so far I must admit that MoO4... erm... *cough* Endless Space seems promising. I like a lot of what I see, like the ship designer, the star system maps, the diversity in planets, the races etc, but I think a lot of it may be because I was a fan on the Master of Orion series. Because, well, this does seem a lot more like Master of Orion 4 than a stand-alone game.

It does have promise, though, and with a few tweaks, this could be the game that beats MoO. Of course, what I call call minor tweaks you will probably call major changes...



First, before we get to the part where game-designers start gritting their teeth, I want to mention some of the positives. As mentioned earlier, I do like a lot of what I see.

  • The tutorial is informative and leads you gently into the game. The tooltips are also good.
  • Different playing styles require different foundations, so having lots of races to choose from is good.
  • The UI is functional as well as pleasing to look at, and using it feels natural. Not like in That Other OS, where the looks of something is so much more important than the function. smiley: wink
  • The ship designs are simply awesome. No, not awesome: they're magnificent!
  • The star map is generally well laid out. You can easily see where you're going and how to get there.
  • The system map lets you see a nice overview of the planets, and gives you a lot of information at a glance.
  • The battle system is a fresh breath of air in an often-used setting, and the more I use it the more I like it, both the limited time to decide on auto vs. manual resolution and the use of the cards themselves.
  • The research system is... Well, okay, it gives you an overview over technologies, and the descriptions of them are good.



Not too much, is it? Well, I do generally like the feel of the game, and even as it is I like playing it. And this is an alpha build! I have no doubt that this will be a good, playable game. I just don't know if it'll be a great game. Therefore, this post.



Okay, so the general feel of the game reminds me of Master of Orion, which is not necessarily a bad thing. Then again, after I-don't-really-want-to-think-about-how-many hours playing the MoO games, I, for one, would like something a bit different, so here's my main quibbles about the game, and suggestions on how to make this game great. For me. Not necessarily for you. Subjective review, and all that.

I’ll start off with the big three:



1. The game feels very simple. As in not complex, not not difficult...

The feel of the complexity of the game is that it's a game that you have fun with for a couple of hours, then put away again. It seems you can easily complete a game in a huge galaxy on normal difficulty in 3-4 hours (as the game is now). I would like... something bigger. Something more engaging. Actually, now that I'm trying to put my thoughts into words, it seems that most of my perceived lacks about this game comes down to it being too simple, too superficial.

So for the TL;DR crowd: Needs more depth, more immersion, more control.

For others, those that use a text based communication form for what it's meant for, namely text, which you have to read, I'll elaborate. At length. smiley: stickouttongue






1a. Developing a star system is mostly just glancing at bonuses and taking what feels right at the moment. It doesn't really feel like anything has great consequences, with the notable exception of the buildings that raise your approval.

What I'd like to see in a proper 4X game is more details. If I have a terran (T), an arid (A) and a lava (L) planet in the same system, I want to focus on different planets differently, not as a system. I may want to make my terran planet the place where the food is grown, and maybe use parts of it for recreation. Since this planet is the one most supportive of life, we'll also have administration here. Lava planet? Wouldn't that be good for extracting materials? Well, then let's make than a mining planet. The arid planet can't really be used for much, so let's build our labs and factories on this ball of dirt. Hang on... Dirt? Maybe we can find some shiny metals? Let's dig a hole and find out!

The next thing would be to set up logistics to make things work. Food from T to A and L; metals and minerals from L mainly to A, and to T when things need to be built. People between all three, and once in a while a tax inspector from T to A and L. Although accidents do happen, so he may not make it all the way... In the next system there's only a tundra planet, so there I'll have to build bio-domes before we're able to do something useful, and that's going to take a while.

Of course, none of this is possible. If you want to expand a system in ES, you build a structure somewhere ethereally in the vicinity of the star, a structure that somehow connects all the planets and makes them do everything. No real control, no real immersion, nothing to sink your teeth into and plan for.



Suggestion: Move the building and control focus from system wide to planet wide.







1b. As hinted to, colonisation also falls under the simplicity banner. Do you have the technology and approval to colonise that arctic planet? Click click done.

Colonising a planet beyond building an outpost should be something you have to put some thought into, not just something you do to stop the other races from getting a foothold there. Planting an outpost doesn’t have to be more work than dropping off a few scouts with a tent; Building a colony is a serious undertaking. Those scouts with the tent? They need to check out those sites you scanned from orbit to see if they really are as good as that no-good ensign at the science console claims. They are? Then let's build that outpost. Then comes the part where the residents of the outpost scouts the planet properly before giving you a report on the suggested profitability of the planet so you can decide if it's worth the cost to make a colony proper or not.

Now, I do realise that there already is a time in-game that a colony is called an outpost for a while, but as far as I have seen, once the initial investment's been done, calling it an outpost or a colony is just a matter of semantics. Once again, more details, more immersion. Outposts should be only small bases for deep space communications (more on this later) and scouting.



Suggestion: Make establishing an outpost easy, but limit the usability of it. Establishing a colony should be more of an undertaking.





Continues...
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13 years ago
May 5, 2012, 11:31:12 PM
2. Travel time is, and I'm going to get so much flak for this, too short. At about turn 175 in one of my games, ships were zooming across the galaxy, even outside the space lanes (and boy was I surprised when the first invasion fleets zoomed past my carefully placed blockade!).

Increase all travel times by at least a factor of ten. After the lack of detail on the star system and construction level, I think that this is the main reason why this game feels so superficial, that makes you able to complete a game in a few hours. Since travel times are so short, often just two turns between systems at the beginning of the game, four-six systems each turn near the end, the pressure is on to get as many colonies as possible in as short a time as possible, and if you have to do that, you can't have a complex system with much detail; you simply don't have the time.

In addition to this comes the rather awesome fact that you can fly a ship across the galaxy without refuelling, and if that wasn't enough, you are also able to stay in touch with the crew. Amazing. Ship travel distance should be reduced by communication and fuel technology. To be able to reach the furthest reaches of the galaxy, you should have to build dedicated exploration ships with years’ worth of fuel and supplies, and for other ships you need to be within a certain range of a colony or an outpost, depending on your fuel and communications technologies.

Engine tech decides how fast you get to your target, fuel tech decides if you’re able to get there, and comm tech decides if you’re able to talk to your crew once they're there. Leaving comm range? Well, you won't be able to tell the crew where to go or who to fight. You may not even know where the ships are until they return within comm range. Hmm... New stat: Crew loyalty. smiley: smile



Suggestion: Increase all travel time, restrict travel distance.






3. Talking about technology... Research time should be increased along with travel time and planet management complexity. As it is now it doesn't take that many turns to get an increase in tech level big enough to disastrously out-date your own fleet. As if that wasn't enough, in some tech branches *cough*military*cough* there isn't really that much of a difference in results other than a new name and more oomph.

The tech tree needs a major overhaul. Researching a tech should take more time, and each tech should bring something new. Now there are projectile, missile and energy weapons on different tiers, each with different names put identical effects. Okay, there are a few neat things here and there, but overall it's quite repetitive. Thinking about how many different types of weapons that could be researched, along with the different effects of these, the arms tech tree could easily have been many times more complex than it is now; mass drivers, gauss weapons, rockets and missiles with different warheads (EM, plasma, anti-matter, nuclear, concussion...), all the types of energy weapons (laser, maser, phaser, EM, plasma charges, pulse and beam varieties...), the list goes on and on. Add the different types of defences against these and you get a tree a rabid assault squirrel would call home. And that's just the arms tree! Granted, that is also where there's least variety now. The other trees also lack complexity, though, and similar changes could be made there. Make a planetary tree where the techs for colonising different planet types, mining different materials, growing different plants are. Make a trade tree where economy techs are. Make an administration tree where army and population control are, where you can discover better logistics. I could go on and on and on... As you may have noticed by now.

As if added complexity on the tech trees themselves weren't enough, you should also be able to have better control of where your scientific resources go; you should be able to set part of it on arms, part on defence, part on planetary etc, not just put everything into one distinct technology. You want to put everything you have into weapons? Sure! Just keep in mind that while you out-gun your opponent, he has spent time on manufacturing, so he outnumbers your ships ten to one...



Suggestion: Add more complexity to the tech trees, add more control of where research goes.






As I said, those, for me, are the big three. Some of the others:

  • The starmap UI should have a few more elements: a collapsible list of fleets with location and heading; a collapsible list of colonies with production and queue; another list of current research. I know that these are things that you easily can access through opening the relevant pages, but for some things it feels so much smoother if you can just find out at a glance.
  • Notifications! Let me know when a hostile fleet enters my systems, when one of my planets aren’t producing anything, when my researchers have abandoned their labs and gone to the beach.

    “You still have units that can move. Are you sure you want to end your turn?”
  • And let me change my leader portrait! smiley: biggrin




Reading through this I do get the feeling I may be asking for a lot. I may even be asking for a different game. As the game is now, though, it’s an adequate game at worst, an okay game at best. For me there are a lot of things missing to make it a great game, but considering that the game is only in alpha yet, and seeing actual devs paying attention to the forums, I do feel that this will be a good game by the time it is released. I can always hope it will be great, though… smiley: smile





[There'sablog...Cross-postedthere]
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13 years ago
May 6, 2012, 1:33:33 AM
Solitas wrote:
Increase all travel times by at least a factor of ten.




I'd agree with you on this if it were optional. A little slider in the game options before you start a new session that penalizes or boosts ship speed would be just great.



Of course, the fact that each turn is a single Earth year (I think) kind of throws off the sense of time. At least, for me it does.
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13 years ago
May 6, 2012, 3:13:49 AM
1. I do agree the choices are a bit shallow... So far I'm ok with that. The complexity and depth comes from choosing WHEN to upgrade. Do I upgrade food now, or build 3 ships to support the war? Can I afford to spend 10 turns upgrading science? etc etc.



1a. I feel it's already planet specific in a abstract sort of way.



1b. Making colonizing more complex would just add unnecessary micromanagement imo. It already takes a long time to get a system "functional" (colonizing it is just the start, it needs population and improvements to be useful).



Outputs and colonies aren't the same. Outputs can be attacked during a cold war, and traveled on without open borders during peace, while colonies can't.



2. There's an option to extend the length of travel lanes from 3 to 5 parsecs in game creation.



3. I'm fine with how the research functions. Once again, the depth in research is WHEN you get what upgrade. The timing is extremely important.



The starmap UI should have a few more elements: a collapsible list of fleets with location and heading; a collapsible list of colonies with production and queue; another list of current research. I know that these are things that you easily can access through opening the relevant pages, but for some things it feels so much smoother if you can just find out at a glance.
I don't want any collapsible menus. They'd just clutter up the UI imo.



Notifications! Let me know when a hostile fleet enters my systems, when one of my planets aren’t producing anything, when my researchers have abandoned their labs and gone to the beach.

“You still have units that can move. Are you sure you want to end your turn?”
Hrm. I actually agree with this. Having all the "enemies in your system!" notifications in one tab would be nice. The "idle planet" can be lumped into the "construction done" tab, and an idle research thing would be nice... Preferably warning me before I end my turn (only for idle research! If units are idle I probably did that on purpose).
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