Nimaniel
Posts: 6
Joined: 6/8/2011 Status: offline
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Finished my first playthrough. The following is my first impressions, and things that I think should be addressed. The game is both innovative and has a lot of potential. Very enjoyable now, but it is the potential that is most exciting. Here are some things I would like to see addressed (add them to the next wishlist poll if you like): - Design UI needs filters for components. I don't want to scroll around to find that fuel cell component again, just because I later in the design process found that I had space for one more. When I add a component, it should not make the component list jump. When I select a component from the list of components already in the design, highlight that component for me in the component list to quickly let me add more of that component. Allow me to filter out component types that I am not interested in (I don't want to see 20 different components that I would never consider putting on a ship of this type - allow me to see them if I want, but we really need a smart filter). - Giving orders to ships and bases that require you to get the context menu from right clicking on itself should be MUCH easier when zoomed out. I know it is possible to do it if you can hit the tiny circle or diamond shape and right click it, but I don't want to play that minigame. If I already have it selected (from having used a hotkey for example), then let me simply right click the detail window to get the context menu. - Ships and other objects that pile up on top of each other are annoying. Allow repair/build/refuel/dock etc. to be done at "adjacent" range. This way ships could surround a space port when refueling/restocking etc., and it would be much easier to select them using the mouse, without constantly having to see needless menus where you have to pick out the one you want to select. - Opposing players (AI) can end wars with you without your explicit consent. That should definitely not be possible, and certainly not without making it abundantly clear that they have done so. Continue attacks on an opponent that has pulled off this trick will cause your reputation with ALL players to drop, and can basicly ruin the game completely. - Troop/colony invasion warfare is MUCH too fast. It should take a long time to assault a planet with a ground invasion force, giving the defender a better chance to send relief or prepare a second line of defense, and stop aggressors from sprinting through planets, reusing the same troops. - Fuel should be consumed as a function of ship size. While this is not realistic in a spaceship that travels in a straight line, it is needed for gameplay issues. Currently, large ships have a HUGE advantage over smaller ships. Give some incentive to use smaller ships more, and large ships less. - Diplomatic negotiation (tech trade, etc) need to reflect the balance of the proposal and chance of the possible outcomes. - Some techs seem FAR more valuable than others. Industrial and lab techs are split into 4 types each, and thus each area takes 4 times as long to advance one level as compared to getting the next level of blasters, which will give you a massive advantage over your opponents in a war. - Desperately need more information about how certain things actually work. Why do default constructor ships have 1 of each plant, except industrial of which they have 3? How can we tell what is in the cargo bay of a ship? ..and a billion more questions that remain unanswered even after completing a game that took two days. Hope someone who cares reads this. This could go from an interesting game to an awesome game!
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