If we tell HBS they've made the best game ever and that it has no flaws, they'll have a harder time finding ways to improve, or maybe they won't attempt to improve the game at all.
It's a good thing I try to differentiate my claim with "I'm having fun" rather than "it's a good game". I've had fun with terrible games before. (Look up
Hydlide some time.)
Speaking solely for myself, I grew up with the mentality of not bringing up a problem unless it was either critically important ("
hey, you know, you're keeping the oil too close to the stove burners") or I already had a solution in mind ("
we could shave some money off the electricity bills if we stopped letting the television run while nobody is actively watching it"). Similarly, there was the very real education by a couple excellent teachers which revolved around instructing their students on the difference between "it's wrong and bad" versus "I don't like this".
Now, as I alluded to, I've tried to tinker with ideas now and then to see how it works out. (The 'White Reach' campaign is a space I use to tinker with things, admittedly, and there's anywhere from two to ten versions of some rules.) For a few issues, I've come up with no solutions which don't run into "completely rewriting the game" as of yet. These issues are, I find, a lot of ones which get brought up repeatedly about
this game. Such I like to consider "inherited problems" since they exist on the Tabletop this game was based off of. (And if I wanted to be pedantic, some of these problems exist in
three versions of tabletop play.) Bad 'Mech designs, lackluster weapons, and initiative sucking are a good selection of three problems which fall into this category. (Only one of these is fair game to tinker with too far, as well.)
Then there are problems which are resulting entirely from choices made in the design of this game, which I've walked around a couple times and don't quite see fixes to which remain "solved" beyond the context of the problem. (Or in many cases, the solution breaks down in the face of other "fixes".) ECM I haven't actually gotten to play with yet - I'm quite busy and haven't had the chance to really tear into a few things - but this is one of those things which don't get any good solutions. (Other than "don't touch it with the standard ten-foot pole, or the eleven-foot one either".)
There are three areas I find the game lacking, which could have been altered or already have been worked on.
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The Story. It's been noted, many times, how there's literally one path through the Campaign. Flashpoints have some variant paths through them, as well, but this isn't nearly as glaring as in the main Campaign Mode. There's no branches, background choices at creation (or during the game) seem to have very little effect on things, and some writing goes "thud" heavily as it fails to take off and lands on the deck like discount meat found on the black market. As someone who writes (if we broaden the definition to those who can spell) and tried several times to anticipate things players might do at the roleplaying table (
and failed...) there's always been a decision to make on how much work should be done and how much time there is to do it in. Weighed against the important question of "does this really make things work better or is it just clunkier?" which should probably get asked more often. I can't think of a way to fix it without adding about four months of development time
just to troubleshoot dialogue trees and flag checks. Let alone alternate missions or OpFors, which would take . . . infinity amount of man-hours to really "do a good job".
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Time Pressure. So long as you can keep making payroll each month, there's no pressure to get things done. The only timer which matters is whether or not the next payment is in hand to avoid bankruptcy. Naturally, after a point in the game this becomes very difficult to trigger - for as much as Mitch talks about how much he's failing, I don't recall him hitting the "red zone" all too often. But more importantly, contracts don't seem to expire or change if you sit in orbit and let the clock run - you can technically take a mission you can't complete due to repair time or medical leave, wait for it to finish, then do the mission. Campaign is even worse about this, as the war the Restoration is fighting is seemingly in a stalemate unless your outfit gets involved. As much as the story wants to play certain points as vital to a timetable or problematic, the game itself fails to make it feel there's any pressure to do things. I know why this is, because it's no fun to lose to the clock, but . . . it's not something I like when it's supposed to feel like "the clock is always ticking" when it's not mattering when the clock ticks.
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Lasting Impact. To be blunt, this is a branch from the first point: nothing I do seems to make a difference outside of the Campaign flipping systems or ratcheting the progressive difficulty. In Career mode, performing a mission just seems to affect my outfit's (mis)fortunes. I help out the Canopians take a swipe at a League-controlled planet? Doesn't seem to make a difference outside the stack of C-Bills I get paid. Fail to repel a Capellan attack on an Aurigan base? Eh, I'm out reputation and repair costs. As with the first point, I know this is due to having absolutely nowhere near the time to render the game into something which can change quite that much.