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Klyith
Aug 3, 2007

GBS Pledge Week
Bought this during the last thread and played through the tutorials and a few missions, then kinda dropped it since the campaign part was so unfinished (and I didn't have enough time to drill into the mods). Man, those pre-made missions got hard fast.

Very cool game. I think the only thing I'm worried about is that it's maybe a bit over-complex. It's got a lot of mechanics from all over the place, and if more stuff gets added before the game is done it could collapse under it's own learning curve. Like that frigate 3-minute countdown, it works as a mechanic but it's yet another element on the pile.

The Good Professor posted:

The early-game is incredibly harsh. I find it helps if you think of it like Dwarf Fortress or a roguelike and focus on learning from your mistakes. And remember, losing is fun! :v:
Losing is fun when it's interesting. Beating your head against the first 5% of the game because the difficulty is inverse to how it should be scaled is not fun or interesting. In addition, I personally like the cool tactical fleet command part of the game more than the one-ship ace piloting part. And while you can mod the game start, I think it would be better to have the default be accessible to new players and have the super-hard challenge mode be the mod.


Not a major criticism since the game's not nearly finished. But if the campaign sticks with the small 1 or 2 ship start, I hope there's some better early-game content than hunting for the one or two weak targets that you can pick off while running from everything else. One thing I thought about is escort missions, while a pain in most games, this game would handle them pretty well. Between the good AI that can take care of itself in battles, and the battle setup of deployment & reinforcement, it would be really cool to have "mercenary" missions. Hire on as extra muscle in a Hegemony fleet that's attacking some pirates, protect a mining group, or escort a Buffalo that's running a trade route.

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