Prompted by the discussion of the upcoming expansions, I've been thinking about my experience with the game.
I'm a fan, and a fairly casual player. I have spent many hours playing tabletop, and the base game was completely satisfying as both a fun computer game which tapped into all of my fondness and nostalgia (while being much faster to play). I played through the campaign twice; I'd consider myself a solid but not expert player.
When Flashpoint was announced I was excited about both that direction for the game, and for the announced Career mode which sounded like exactly what I wanted.
Then, when it came out, I started a new career, and ended up getting distracted and stopping without getting very far into and then not playing for a while. A couple weeks ago I dusted off the game, started a new career, and was enjoying it.
The power curve of gradually building up stronger light mechs and customizing them to be able to take on much tougher missions than one would expect from a lance of lights was satisfying. But I also kept feeling like I was making mistakes, or just wanted the opportunity to do things differently, and yesterday I ended up deciding to re-start from the beginning again.
So I observe, in my own experience, that I continue to enjoy the gameplay, and like the _idea_ of career mode, but something about the experience of it also pushes me away, and makes it difficult to feel the satisfying sense of immersion that I would expect, and I'm curious how many other people have had that experience.
I'd note a couple of things:
1) I still haven't gotten that far into career mode (150 days in my last career), so It's likely that much of what I'm experiencing will change as I go along -- I remember having that experience with the campaign as well.
2) Even when I wasn't playing, I still kept up with these forums, and that has been entertaining and has helped my tactics (I'm a better player now than I was last time I did the campaign, without having played much in-between) but it may also make me wary about things which aren't actually problems.
3) The biggest issue for me is balancing short- and long-term goals. 1200 days is such a long time, it's hard to know how to prepare or what the appropriate mindset is. Because of reading the forums I go into it with some sense of wanting to maximize my efficiency and success, but there's just no way to be maximally efficient over 1200 days.
4) I'm never quite sure if I want missions to be easy (so I can make continual progress towards my long-term career goals) or difficult (so I have fun an exciting battles. In the early game it takes so long to repair or recover from injuries that it can feel like the only measure of success is to complete a battle with no internal damage, but that's not a very exciting way to approach missions. I know from the campaign that repair and med-bay times get much shorter eventually, but in the beginning it's hard not to feel like the clock is ticking every time you wait 10-15 days without doing anything.
5) What's most interesting to me is what prompted me to re-start. I'd been working through missions on a planet, and gotten to the last mission that I thought I could tackle (so I knew I'd have some time to repair in-transit afterwards). I ended up taking a light lance against 1xDemolisher, 2xSRM carrier, 1xLRM carrier (protected behind a hill behind the Demolisher),1xThunderbolt, 1xSpider. I ended up losing one mech and pilot for the first time in the career (I ran a Jenner ahead to kill and SRM carrier and then the second SRM carrier showed up an unloaded on it. The next turn I thought I was going to kill the second SRM carrier but got unlucky with to-hit rolls and damage locations, so the smoking SRM carrier got a second shot at the Jenner and took off a leg. While trying to retreat it was cored the next round), but despite that I was proud of how I performed in the mission. I was able to destroy the rest of the OpFor with minimal internal damage to my other 3 mechs, and it was a satisfying victory.
I jumped to the next (2.5 skull) system, arrived saw only one contract available to me (the others were all too difficult or unavailable due to reputation). I had one day remaining on repairs to my Panther so I waited a day in-system to finish and happened to get an event that put two of my best pilots out of commission for 7 days (leaving me with only 2 active pilots due to other injuries as well). I decided to hop to the next system, and arrived to find that (in a 2 or 2.5 skill world) all the missions were 3+ skulls. That was when I started a new campaign.
So, my conclusions are:
Career mode gives very little feedback about what constitutes "success" on the strategic layer. I believe this is intentional to allow for many different playstyles, but for me it feels like a bit of the worst-of-both worlds. If there wasn't a scoring system I might be fine just wandering the galaxy and accepting whatever happens. But with the scoring system I feel conscious of wanting to maximize my score and that creates a sense of pressure from the beginning. I recognize that I'd be better off if I could just put it out of my head (particularly in early game when everything takes longer anyway), but it's hard to ignore.
By far the most stressful part of the game is making travel decisions in the Navigation interface. It is counter-intuitive (there are times when going to plant A will take more time than going to planet B by way of planet A), requires balancing a bunch of different concerns (travel time; skull rating of destination world; resources available on destination world; availability of other systems to travel to from the destination world; which factions to work with and how to best balance reputation) with very little information.
It was, literally, less stressful (and less annoying) to have something go wrong in a battle and lose a mech and pilot than it was to decide where I should travel next (even in early game when I had limited replacement mechs and pilots).
I don't know how to fix that, but from my perspective there is something that needs adjustment.
How does this match other people's experience?
I'm a fan, and a fairly casual player. I have spent many hours playing tabletop, and the base game was completely satisfying as both a fun computer game which tapped into all of my fondness and nostalgia (while being much faster to play). I played through the campaign twice; I'd consider myself a solid but not expert player.
When Flashpoint was announced I was excited about both that direction for the game, and for the announced Career mode which sounded like exactly what I wanted.
Then, when it came out, I started a new career, and ended up getting distracted and stopping without getting very far into and then not playing for a while. A couple weeks ago I dusted off the game, started a new career, and was enjoying it.
The power curve of gradually building up stronger light mechs and customizing them to be able to take on much tougher missions than one would expect from a lance of lights was satisfying. But I also kept feeling like I was making mistakes, or just wanted the opportunity to do things differently, and yesterday I ended up deciding to re-start from the beginning again.
So I observe, in my own experience, that I continue to enjoy the gameplay, and like the _idea_ of career mode, but something about the experience of it also pushes me away, and makes it difficult to feel the satisfying sense of immersion that I would expect, and I'm curious how many other people have had that experience.
I'd note a couple of things:
1) I still haven't gotten that far into career mode (150 days in my last career), so It's likely that much of what I'm experiencing will change as I go along -- I remember having that experience with the campaign as well.
2) Even when I wasn't playing, I still kept up with these forums, and that has been entertaining and has helped my tactics (I'm a better player now than I was last time I did the campaign, without having played much in-between) but it may also make me wary about things which aren't actually problems.
3) The biggest issue for me is balancing short- and long-term goals. 1200 days is such a long time, it's hard to know how to prepare or what the appropriate mindset is. Because of reading the forums I go into it with some sense of wanting to maximize my efficiency and success, but there's just no way to be maximally efficient over 1200 days.
4) I'm never quite sure if I want missions to be easy (so I can make continual progress towards my long-term career goals) or difficult (so I have fun an exciting battles. In the early game it takes so long to repair or recover from injuries that it can feel like the only measure of success is to complete a battle with no internal damage, but that's not a very exciting way to approach missions. I know from the campaign that repair and med-bay times get much shorter eventually, but in the beginning it's hard not to feel like the clock is ticking every time you wait 10-15 days without doing anything.
5) What's most interesting to me is what prompted me to re-start. I'd been working through missions on a planet, and gotten to the last mission that I thought I could tackle (so I knew I'd have some time to repair in-transit afterwards). I ended up taking a light lance against 1xDemolisher, 2xSRM carrier, 1xLRM carrier (protected behind a hill behind the Demolisher),1xThunderbolt, 1xSpider. I ended up losing one mech and pilot for the first time in the career (I ran a Jenner ahead to kill and SRM carrier and then the second SRM carrier showed up an unloaded on it. The next turn I thought I was going to kill the second SRM carrier but got unlucky with to-hit rolls and damage locations, so the smoking SRM carrier got a second shot at the Jenner and took off a leg. While trying to retreat it was cored the next round), but despite that I was proud of how I performed in the mission. I was able to destroy the rest of the OpFor with minimal internal damage to my other 3 mechs, and it was a satisfying victory.
I jumped to the next (2.5 skull) system, arrived saw only one contract available to me (the others were all too difficult or unavailable due to reputation). I had one day remaining on repairs to my Panther so I waited a day in-system to finish and happened to get an event that put two of my best pilots out of commission for 7 days (leaving me with only 2 active pilots due to other injuries as well). I decided to hop to the next system, and arrived to find that (in a 2 or 2.5 skill world) all the missions were 3+ skulls. That was when I started a new campaign.
So, my conclusions are:
Career mode gives very little feedback about what constitutes "success" on the strategic layer. I believe this is intentional to allow for many different playstyles, but for me it feels like a bit of the worst-of-both worlds. If there wasn't a scoring system I might be fine just wandering the galaxy and accepting whatever happens. But with the scoring system I feel conscious of wanting to maximize my score and that creates a sense of pressure from the beginning. I recognize that I'd be better off if I could just put it out of my head (particularly in early game when everything takes longer anyway), but it's hard to ignore.
By far the most stressful part of the game is making travel decisions in the Navigation interface. It is counter-intuitive (there are times when going to plant A will take more time than going to planet B by way of planet A), requires balancing a bunch of different concerns (travel time; skull rating of destination world; resources available on destination world; availability of other systems to travel to from the destination world; which factions to work with and how to best balance reputation) with very little information.
It was, literally, less stressful (and less annoying) to have something go wrong in a battle and lose a mech and pilot than it was to decide where I should travel next (even in early game when I had limited replacement mechs and pilots).
I don't know how to fix that, but from my perspective there is something that needs adjustment.
How does this match other people's experience?