Deggial -> A new player's impressions / proposals / questions (1/3/2012 2:41:15 PM)
|
Hello to all and a happy new year 2012! As you might assume from my posting numbers, I'm quite new to DW. (And, as you might assume as well, I'm not a native speaker. So please forgive my imperfect English...) I just bought the main game and the first expansion (RotS) before Christmas and had the opportunity to try the game over my holidays. And I really like it! Usually, I'm more into turn based games on earthy terrain (e.g. the "Civilization" series) and after the underwhelming MOO3, "Distant Worlds" is my first try in a real time Space empire game. DW re-established my faith in this genre! ;) -- Usually, I don't like when people try to make suggestions for improvement without knowing a game in and out. But then, I thought, maybe the first impression has it's own merits. Later on, you get used to how things are. You just learn to live with them, but it doesn't make this issues better. I don't own the "Legends" expansion. So I didn't want to write all these proposals in the "Master whish list"-thread, as they might already be implemented in the new release. I would love to read, if this is the case. Additionally, I hope that the points in the list are not based on my lack of knowledge about how the game works. Please tell me, if there are easy possibilities to avoid the mentioned issues. ------------------------- Things that could be optimized in my regard: 1. Fleet detail window (lower left) The problem: If a newly ordered, but not completed ship is assigned to a fleet, it's already displayed in this screen. There is now way do discriminate, if this ship is not built yet or is just out of fuel! My proposal: Underlay assigned but yet unfinished ships with an orange background (just as damaged ships, which have a red one). This would also fit the already established optical clues. 2. Shipyard/Resources Tab Ships need different resources based on their design to be built and these resources have to be available in the shipyard that builds the respective ship. I love this! The problem: If, for some reasons, the requested resources are not available at the shipyard, it is hard to find out where the problem lays. You have to check the ship, than switch to the resource-tab, than maybe switch back (there is no way to have multiple windows visible at the same time) and so on. My proposal: If there is a shortage in a needed resource, use red color for the resource name when listing the ship ressource needs in the construction yard. Using (red) colored text works great in the expansion planner and therefore fit the already established optical clues 3. The expansion planner Great tool! However: The problem: When sorting for certain values (e.g. the planet quality) and assigning a planet for colonization, the sorting jumps back to default. This is very annoying if you want to colonize more than one planet. (If there are more planets than fitting in the window, the list even "jumps around" without any sorting functions active, as I noticed last time...) My proposal: when marking a planet (or moon) for colonization, leave the list in the present position. Don't move it, don't change sorting. 4. The ship-list (and it's use for fleet-building) Sure, there are filters and sorting functions. And they are needed, indeed! The Problem: Even with these filters and sorting options, it is somehow difficult to find "free" ships for your fleets. Especially, as it is not possible to sort by more than one option (e.g. ship-class AND current fleet). Oh, of course! It CAN be done! But it is uncomfortable and unclear. My proposal: - Create a bigger window. There is enough space to do so. Why limit yourself to such a small one? - In this bigger window, use *multiple* sorting options to sort the ships when shown. - Use tabs. One tab for explorers, one for privates, one for construction ships.... just as it is right now, but more "intuitive" and visual.) - Represent the (multiple sorted) ships as graphics, not just names, if possible. - Use Drag&Drop functionality to compose fleets. (Drag the desired ship from the main "list" and drop it in a smaller "fleet-box" representing existing fleets. I'm aware, that this proposal might be difficult to realize as space is limited and there is much information to be represented. But I'm sure it might be possible... 5. Acoustical alerts Definitive needed in an real-time based game! The Problem: Constant warnings lead to a desensitization. After a (very short) time you just think: "Oh well...!" and ignore them all together - and may miss really important battles. My proposal: Introduce multiple warning levels. Have different alert sounds and pictures for each level. Create options, which level of alert shall be referred to the player. Level 1: Attacks that lead to easy evasions (eg. exploring ship contacts a space creature) Level 2: Pirate attacks on mining stations Level 3: Enemy contact (in war) with inferior enemy forces that probably will be overwhelmed. Level 4: Enemy contact (in war) with superior enemy forces that probably will crush *your* fleet This levels should be seen as proposals only. More levels / other rules are thinkable, of course. As proposed by another forum member in another thread, little flags on the main map for discovered space creatures would be great! Especially, if there are my proposed warning levels and the first level is disabled. 6. The Galactopedia Great and usefull information base! Regarding informations about components however, I would like to know if *multiple* copies of a given component are usefull or not. For some components, this is written in the manual: There is only use for one hyperdrive, for example. Other components are *obviously* usefull in multiple copies: weapons, shilds, life support,... But what about sensor arrays? Is the chance to detect enemy ships rising with more than one array? I'm prett sure, there are other components with unclear "multi-usefullness", too. A short sentence about this question would be very helpful for beginners, I suppose. 7. Navigating research trees I love the new tech-trees in RotS! The "Problem": Scrolling the galaxy map is done by pressing the *right* mouse button and dragging the mouse. In contrast, scrolling the tech-trees is done by pressing the *left* mouse button and dragging the mouse. While this is no big deal, it would be more intuitive and consistent, if both manipulation tools would work the same way. Additionally, using LMB in the tech-tree, will choose a tech to research next. If you want to move the tree, you have to pay attention, *not* to click when hovering over a tech. My proposal: Use right mouse-button in both situations. 8. Minor graphical issues Yes, I KNOW that strategy games are not about graphics! But it doesn't hurt either, if everything is nice and pleasing to look at. In general, I think DW is okay or even nice (I like the race pictures, the ships, the planets). One thing, that strucked me however, when I first saw the game is all the TININESS (written in BIG letters, ironically... ;) ) Sure, there is so much information to display! But if this is the case, why use these high detailed pictures as icons additionally? The spy, the hammer, the robot arm,... there could be nice and intuitive, but manly bigger and *reduced* icons to represent these things. In addition, the icons are very *heterogeneous* in their appearance. The icons in the upper bar (spy, hammer, robot arm,...) are very detailed, whereas some icons in the left bar (the special filters with colonies, special locations, fleets and so on) are far more reduced (eg. the "colonize-flag" and - especially - the mining-possibilities symbol (this red, crossed tools). This leads to an incoherent, undesigned overall picture. (Speaking of tininess: the fonts are sometimes very hard to read! But I know that the information has to be placed somewhere and space is limited. And I know, that this issue was alleviated in the "Legends" expansion already). Anyway, all this are not so relevant things I just wanted to mention. As I said: this are my first impressions, when I started the game. Just one thing more about graphics, that I really don't understand: The "New technology lightbulb" The Problem: As the picture is semi-trannsparent, it looks murky and dull when displayed on the grey background of the info-window. Did nobody notice, how ugly this looks - and how easy it would be to fix? My proposal: get rid of the alpha channel behind the bulb. The bulb will look bright and exciting! My offer: As I did this task already (took about 5 minutes of work), I may post the picture in the mod section of this forum. -- I really hope, that all this doesn't sound too negative, but is taken as the constructive criticism that is intended. After all, I *do* like the game! (If I wouldn't, I wouldn't lose any thoughts about it, anyway.) Cheers and "Keep on with your great work!", Deggial -- Edit: new point about Galactopia Edit 2: navigating tech-tree
|
|
|
|