Initial Thoughts From Learning The Game
Overall, I've really enjoyed the game (single-player) so far. I really enjoy the economic RTS aspect, and the game is pretty much what I expected from watching the online videos.
Understanding the Game: Watching the online games, Soren often says things like "I think water is going to be really tight this game so I'm going to go this direction...". It turns out this sort of understanding/prediction is really hard to do. Perhaps it will come with the game. But there areas that might help understanding:
- Make resource production and resource history graphs available for a resource in game. So I can glance at carbon and see that there is a total of 100 Carbon/s being produced by all of us (and only 10/s being consumed), and that it has dropped precipitously over the last 60s. Or I can glance at the power and see that although we only have 20 / 30 power, that's largely because 50 power has been destroyed, EMPed, or frozen. Thus I can anticipate that the current power spike is short-term. Technically this information is available from looking around the map, but it isn't intuitive (at least without more experience).
- It is hard to tell why I lost: Was I too slow getting to level 2? Did I lose too much money to the power spike? I don't expect the game to tell me how to play, but it'd be nice to have a better idea of why I lost/won.
Gameplay
- The Mars colony itself seems to grow (assuming that oxygen / food / water aren't too expensive) and partially drive the market for those goods. This is really cool, but it is hidden from the players and the players aren't motivated to see the colony grow. It'd be nice to see the colony be a more significant factor that the players care about (perhaps all players lose if the colony shrinks below a certain amount? perhaps the colony offers exclusive deals to players who supply it with the most resources?). Along with this, more visibility into what the colony is doing (and why) would be great.
- Terrain: I want it to have more impact. There are a lot of terrain types (river beds, lake beds, craters) but these don't make much of a difference. I really like the way wind and power work and it would be nice to see other terrain types have an impact as well other than just being filler.
- It'd be nice to have a more tangible sense of where my opponents are at. (Do they have a cash making machine? Are they efficiently leveling up but running low cash? Which resource are they likely to be most dependent on?) The stock price doesn't seem to be a very good "at a glance" indicator of what strategy my opponent is taking, or how worried I should be about hindering them.
- Underground Nuke: Making a claim effectively useless seems excessively severe, given how tight claims are. I wonder about allowing players to renounce claims on nuked squares. (You don't really expect me to keep that radioactive piece of ground, right?)
- Autosupply + Debt doesn't seem right: Sometimes autosupply charges purchases to debt; sometimes stuff simply stops working because cash runs out. I *think* that the way it is working is that life support goods are charged against debt, but other purchases are made against cash. This leads to some weird situations when in low cash scenarios. This might be simply resolved with a clearer explanation, but I wonder if allowing all charges against debt and/or autoselling of goods to auto-supply would be cleaner.
UI/Oddities
- Auction: List the height and wind conditions on the auctioned tile in case it is valuable for those qualities as well as the listed resources.
- Building shortages are hard to detect, especially when intermittent. It'd be nice for this to be more visible in the UI.
- Factories resupply oddly with blimps, especially at long distances from HQ. Resupply blimps are only 1/4th full and launch when the factory is at 5 goods or so...which means that they don't arrive in time if the distances are large. I suspect the answer to this is "Don't put factories at long distances from HQ", but it'd be nice to have this better documented.
- Events could use explanation (clicking/hovering over them doesn't bring up a tooltip)
- Tooltips (e.g. Farm produces 0.5 food) do not account for handicap settings, which is odd (especially since the handicap settings themselves don't seem to be visible or have tooltips). It'd be nice to see something like "+20% from handicap".
- Tooltips are generally missing in game creation (how does difficulty impact game?)
- Error message: Trying to build a non-geothermal building on a geothermal vent returns the message "Must be built on a geothermal vent", which is the wrong message (it should be "Cannot be built on a geothermal vent").
- New game options: There are two "New Resources" options, the subtext clearly implies it should be something like "No events".