SireChaos -> RE: Parting Thoughts (12/8/2009 7:48:39 PM)
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ORIGINAL: Tom_Holsinger Parting Thoughts These are my final recommendations for Armada 2526. My reaction to the micromanagement required for the population transport system is mostly personal to me. This issue is material to the extent it reveals greater issues with the game, and the cause is a common and obvious one for these types of games: Galloping Feature-itis Threw Off the Balance of the Four X’s. Ntronium’s innovative and otherwise excellent implementation of wormhole discovery and use technologies extended the early game phases of eXploration, eXpansion and eXploitation into the eXtermination phase, but Ntronium omitted necessary game-balancing design tradeoffs to avoid conflicts between these 4 X’s. The game has other such problems. Population transport micromanagement happens to make it impossible for me to play my style of game at the impossible difficulty level. While I expect that a not-insignificant number of players find population transport (even with automated repeats) irritatingly cumbersome, I’d be surprised if more than a few dislike it as much as I do. My speculation as to how this tradeoff omission occurred is, however, well-informed based on my considerable fan experience helping develop the three Master of Orion games. Ntronium, which is basically Bob Smith in Thailand well outside the game industry, lacked the resources for effective reflection on such tradeoffs during the design phase. In particular it lacked an outside producer at that time who could provide constructive criticism in making Bob defend and sharpen his ideas before mistakes got too embedded in the game design. Microprose and Atari did a good job in helping Steve Barcia, Ken Burd and Quicksilver Software in that regard for MOO1, MOO2 and MOO3. Game producers really do add value to the product, and the earlier they get involved, the better. You guys may think MOO3 was a disaster, but you have no idea how much trouble Atari’s producers headed off before the game was released. It was unplayable. Getting back to Armada 2526, these are the things I believe most need changing, or enhancing, in order by priority. 1) I still believe eliminating the unrest penalty for humans is the single most important change. Humans are the public face of Armada 2526 for almost all new players, who will decide whether to continue playing the game based on their fun/frustration experience as the human empires in the introductory scenarios. I also strongly recommend here that the humans be given the largest possible bonus in assimilating conquered races. This would minimize the dangerous frustration of new players with unrest in playing the humans, foster the existing conception of almost all players (i.e., Americans & British Commonwealth customers) about the assimilative abilities of their culture, and make the humans a fun conquest-oriented race to play. 2) My second-highest priority remains getting Bureaucracy out of the popularity/unrest system, and making it a stand-alone feature which directly affects player finances. Players simply should not be penalized for success in expanding their empires. I would prefer that Bureaucracy only affect the costs of ship & military construction plus ship & military maintenance (as opposed to Structure cost & maintenance), but that might be too big a change for an early patch. Just having it reduce revenue is an acceptable short-term solution. 3) My third-rated priority remains reduction of the maintenance expenses of Structures, and elimination of the cost penalties for construction of Structures on poor planets. The reason is that almost all players will already have experience playing turn-based space 4x games and use play-styles based on those other games. That starts with expanding as fast as possible (new colonies are almost always a good thing), and developing new colonies as fast as possible (increase population and fill the planets with as many buildings as the population can operate). Such play-styles are fatal in Armada. New players should IMO be given an easier transition to Armada’s quite different system. Ship maintenance expenses are more important to Armada’s economic model so I’d sharply reduce Structure maintenance expenses. If any planets should have higher Structure construction & maintenance expenses, it should be those with unfavorable environments. 4) My first enhancement request of Naval Bases/reserve ships looks even better in hindsight. IMO it would revolutionize game-play and give Armada some much-needed publicity. I’d make the reductions in ship maintenance expenses moddable. Having major differences in ship maintenance expense between peacetime and wartime will really educate new players about the importance of maintenance expenses. 5) The economic model needs major fiddling to make empire revenues increase much faster than overall maintenance expenses as technology advances and empires grow in size. This is necessary so players can build more new ships using the newly developed technology. It is frustrating to research the tech for nifty new ships but not have the money to build any, and frustrating players is fatal in marketing. Give the players the money to buy the new toys the game system makes available, and not just a few. Playtest each empire in the 12 Races scenario, at each difficulty level, to make certain they can build & maintain significant fleets (40-50 active warships, not counting transports & arks) by turn 150. 6) The game interface needs work to reduce player frustration. There have been lots of suggestions. 7) Turtle-defense players will bankrupt themselves building missile bases and orbitals, and then give up on the game, given that it puts no limit on the number of those which they may build on a given planet. Building impregnable defenses lets them express a personal security issue which is very important to them. This is why every other turn-based space 4x game I know of has put hard-coded limits on the number of local defenses which can be built. I recommend you do so the same for Armada 2526. Also consider my having my recommended new Planetary Defense Center Structure reduce the maintenance expenses of missile bases, orbitals, etc., the same way Naval Base Structures would reduce ship maintenance expenses. 8) The otherwise excellent wormhole system extending the eXploration, eXpansion and eXploitation phases into the eXtermination phase makes significant changes in colony management desirable so it is less distracting. The use of transport ships to move population to new colonies is THE leading consumer of time in colony management, outweighing all other matters. I’ve read the responses & comments to my I Can’t Stand It Anymore thread and believe the best solution is to drop population transport as such, and go with an abstracted Emigration/Immigration system based loosely on Structures, somewhat as follows: An Emigration Structure on a colony exports its population, in some fashion, into an abstracted population transport system. An Immigration Structure directs an empire’s emigrants to colonies with these Immigration Structures. All colonies with less than five million people have a built-in Immigration Structure, just as they all have (or should have) an Industrial Structure. How many population points are exported each turn by Emigration structures, and how many imported by Immigration Structures, should be moddable. Note that the excess population problem some colonies have can be dealt with by Emigration Structures – the excess population is shuttled off-planet into limbo. I’d assume that they’re in some sort of deep-space hibernation. When a new colony is founded, it could be filled up fairly quickly if there are enough potential colonists in Emigration storage. And of course it takes some abstracted time for the hibernating colonists to be moved around. U.S. Army General Leslie McNair, commander of U.S. Ground Forces in World War Two, said that his manpower projections were ruined by the unexpectedly horrendous transportation overhead requirements, aka a “filling the pipeline” problem. McNair’s description of it was hilarious: “That invisible horde of people always coming and going, but never quite arriving.” Good luck. Edit - it is easy to program a feature that planets can be blockaded when ships of empires you lack non-agression pacts with are in orbit. The effects of blockade can of course vary, but at the very least I'd halt all population growth, both local and via population transport/immigration under any available system. No population growth is no population growth. Get it into your head already that not every space-based strategy game has to be a MoO3 clone - or any kind of MoO clone, for that matter. Also get it into your head that I - and most others here who played it - don´t give a damn about how bad MoO3 could have been. We give a damn only about the train wreck it actually was. Even now it is not playable - it is, at most, capable of letting the AI play against itself. 1) Nonsense - "inquisitive but unruly" is the single best characterization of Homo Sapiens that I´ve seen in computer games so far. It certainly beats the "master diplomats" characterization from MoO. The market of players who are too inflexible to adapt to a different characterization of humanity is smaller than you think, and "fostering existing conceptions" isn´t a goal for computer games, only for propaganda. And why should the game have yet another conquest-oriented race? It already has those; as it is, the humans are the closest thing to all-round talents that the game has, which is exactly what "the public face of Armada 2526" needs. 2) I know, you want Heavy Foot of Government. I got news for you: this isn´t, and probably wasn´t supposed to be, MoO3. 3) Every 4X game is different... why should Armada be the exception? When I play GalCiv 2, I need a different play style than when playing MoO2. When I play Sword of the Stars, I need a different play style then when I play Armada. And I like it that way. That´s the reason why I bought those four games, rather than just one of them. 4-7) Armada doesn´t need to support every play style with every race... or rather, not the only play style you seem to care about, which is building huge fleets and steamrolling the opponents. Armada is the first 4X game I´ve seen that has drastically different victory conditions for different races, to suit their different natures, and this is exactly the kind of innovation that helps Armada stand out from the competition, for example a game like, to pick a random example, MoO3, in which the differences between races during gameplay were largely cosmetic. 8) I agree that population transport isn´t optimal as it is, but I´d rather bring back something like the system from MoO1: you tell X population to move from Y to Z, and they do so, in a bunch of slow, unarmed transports that exist only for the duration of the travel. Perhaps this could be coupled with a sort of charter fee for hiring civilian transport ships to do this job, so transport has some cost associated with it.
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