I've now played, partially, 3 games of the new system. I'm probably dropping playing this game until I see things come back to fixed. I am FURIOUS that you messed things up this badly.
This details my comments, appreciations, and complaints, with suggested remedies. If this should go somewhere else...well, I started the thread, don't feel a need to respond. I mostly hope this makes it to the product owner so they have input to fix this stuff. (Yes, I'm in agile software dev myself.)
Very high level summary:
SUBJECTS
A couple of game enhancement suggestions.
Best wishes with the game. I'm hoping to see good things in the future...I just will probably stop logging hours on it shortly.
Rybear.
This details my comments, appreciations, and complaints, with suggested remedies. If this should go somewhere else...well, I started the thread, don't feel a need to respond. I mostly hope this makes it to the product owner so they have input to fix this stuff. (Yes, I'm in agile software dev myself.)
Very high level summary:
- You have made a game that was mostly executive in nature into a complete micromanagement slog-fest.
- Things are so micro-oriented now that I'm genuinely looking for something else to play.
- The complexity you added in 2.2 is not balanced with playability.
- Many of the ideas are good but they needed more polish. I suspect this update had minimal broad playtesting.
SUBJECTS
- TRADE. Interesting system. Adds a new resource that has some flexibility. Overall I like it.
- PIRACY. Valid concept, too complex. UI is kludgy, feels like you bolted it on to the side of an existing system. Suggestion: Abstract the antipiracy activities greatly. A system I've seen be successful in the past is to assign ships to antipiracy. They're taken out of the main play and manage themselves. Assigning them and de-assigning them is like changing a policy. You could buy "police ships" the same way you buy construction and science vessels. You pay maintenance on them, but they're just out there, doing their thing. You don't manage where they go. Occasionally you have to add more due to length of trade routes, increased piracy, or ships getting shot down. You could still have pirate bases or fleets that the Navy needs to take care of, but that's not part of trade.
- SECTORS. You added a ton of micromanagement to planets, then nuked the very effective sector system. I cannot understand how this was successful in playtesting. Managing planets is now a game to itself. Suggestion: Simply restore the old sector system. This will go a long way towards fixing things. Alternate suggestion: permit sector capitals, then a radius of control in jumps that the player can set. Systems which would overlap have a tiebreaker rule, like sector created first or senior governor.
- SECTOR INSTRUCTIONS. I suspect this is actually a defect. I cannot give instructions to governors that make any sense; only the old 4 categories, no management of pops, construction in sector space, or anything else. Suggestion: clean this up & restore useful abilities.
- RESOURCE CHAINS. I actually like that there are levels of refinement necessary, and everything isn't just "easy to build". I have always felt that ships were too easy to build to massive fleets, and preferred the idea that battleships should be a Big Deal, not just tons of them everywhere. So, some of this is good. The problem: you've made me micromanage this aspect of the game. Resource levels swinig wildly up and down for no reasons I can tell. Suddenly shifting between +50 income to -25 deficit, or the reverse, without any clear reason to me. I'm sure there is one, but I'm not poring over every planet to figure out what alloy plant just came online that is now draining my volitile motes! Suggestion: Make this easier. Give me some UI that shows me what is draining my "X" resource, what is producing it, and levels of use (in a graph) over time. Alternately, make this simpler overall as this is a ROYAL pain in the ass to manage.
- PLANETARY MANAGEMENT. You added depth to planets in a way that adds to the game...and changes it to a new game completely. I like the foundations of the new system - planet populations being larger/growing, sector management, limited "special" building spaces being earned with increasing size. Good ideas. Just...a wholly different game when you implement this much of them. Now I'm focused not on my empire and being an executive, I'm a micromanager in the accounting office. Combine this with the sector problems I describe....and the game is almost unplayable. Suggestion: If you're going to keep this level of complexity you have to add something that makes it easy, not just pretty. You're going to have to show me many or all planets at once, let me perform operations right on that screen, and understand the impacts of them. I need to see planets in the context of other planets. You clearly are rewarding specialization of planets in the current design, so I have to make sure the whole design of specializations hangs together. Again, this has become REALLY complex in a way I wasn't looking for. A good UI would make it easier.
- BALANCE OF FORCES. This is actually kind of positive. As I noted a little earlier, I like that it's not so easy to just sit things out, make a fleet of 40 battleships, and start kiling things with a 150K point fleet. Because of alloys and other resources fleets aren't as huge, fights are more balanced (and therefore harder to win) and bases count for more. I do like this. I hope there's a way to keep it without me having to be an accountant at the same time (see other points here).
- FUNCTION KEYS. I'm sure this is minor, but should be easy to fix. You changed the F[x] hotkeys. Suggestion: make these player configurable in an easy UI. I see there's a textfile to edit. Don't make me think that hard, OK?
- EVENT LOG. Strange as it sounds sometimes when I'm pressing keys to do things, the game pops me a message of some kind and I inadvertently dismiss it because I was already pressing the ESC key to exit a menu. Sometimes I can guess what it was, sometimes I can't. Suggestion: Couldn't you write a record somewhere and show me an event log of these things so I could at least know what happened?
A couple of game enhancement suggestions.
- MORE JUMPLANE / WORMHOLE SPECIALS. Things that could add mid or late-game interest is the ability to scan for "hidden" wormholes or jumplanes, where they require hyperdrive 2 or 3 to traverse. Sudden changes to geography in the game could make it interesting.
- MID/LATE GAME SCIENCE SHIP OPPORTUNITIES. Similar to the above, perhaps have some events which can only be detected with new sensors, developed generically at tech 3-4-5. Possibly adapt the Curator labs for this purpose. This could permit a new round of discovery, or other uses for science ships. This might give the game more of a "final frontier" flavor.
- IMPROVE CARRIERS. Lots of workshop ideas have been done here: you should adopt some of them. Make carriers and fighters more useful as standoff weapons, and antimissile weapons.
Best wishes with the game. I'm hoping to see good things in the future...I just will probably stop logging hours on it shortly.
Rybear.