Initial thoughts after my first few games
I have just now played through my first couple games. There is a lot to be excited about, but obvs a lot that needs work.
I was beaten by the AI in my first game in under 40 minutes. It took a while to realize that you really have to search out and control turinium plants. I really hope that the game isn't ultimately reduced to a struggle to build units faster than the next person, and then just lob a bunch of firepower at them, in order to control turinium nodes and reach critical mass. It feels like it's going to be really shallow, from a strategic point of view anyways, if that's really all this game will be. It then becomes a race to see how many clicks you can get in before your opponents. The second game I played, I was able to beat the beginner AI in about 30 minutes. I just raced around the map and took over the nodes in the first 20 minutes, met very little resistance, and then just sat back and watched the turinium tick its way up to 1500 for the last 10 minutes. When I sit down to play a strategy game, I kind of want my money’s worth from a timeframe POV. If I just want a quick 30-45 minute game experience, I’ll grab an FPS and click away until my heart is full.
Also, it would be much more interesting if you had to accumulate and use turinium for building dreadnaughts or other advanced or end-game units or features, instead of just gaining critical mass.
I have to disagree with the suggestion about not having research trees I have seen in some other posts. I love the idea of a meaningful and useful research tree. It adds complexity and requires actual planning. I don't see how you can have a game in the strategy genre without a tech tree. I also think it would be interesting to be able to build rapport with the "neutral" NPCs guarding power and turinium nodes, so when your enemy attacks them, they fight harder or smarter than if you did. I am not really sure how that would play out, since you ultimately have to kill them off to gain control of the node. Maybe you can implement another way to deal with the NPCs guarding the nodes. Maybe make them an openly hostile pirate or native coalition?
It would also be nice to see the bases themselves be of more importance. They are so insulated (it seems to me anyways) from direct attack that all you end up with is two armies lobbing lots of firepower at each other. If that is the only goal of the game, that’s fine, but again, I think that’s a bit shallow. Being able to throw off a logistics chain or destroy some factories to inhibit the building of more units seems like something that should be a staple of any good RTS. However, I have a fondness for all things C&C, so maybe that’s why I am thinking about this game in this particular way. Maybe my thoughts will change as I get more time in the game.
I feel the frigates are lacking in depth as well. They all are very similar in abilities. I’d like to see the units be specialized to the point that your choices in fleet composition make an actual difference. If the units are all doing close to the same thing, in the same way, then where’s the strategy?
I think other game modes would be nice. Something like a skirmish mode, where again, you accumulate and use the turinium to actually build things or complete research, and not just capture turinium nodes, would be good fun. Capture the flag would be interesting. Think of the possibilities and tactical awareness as savvy that would be required, especially on a large map. Creating diversions, using the terrain to hide your advances, etc., would all be incredibly interesting.
Overall, I am very excited by the potential this game has, and I am happy to play the game in the state that it is in, and look forward to future refinements. Hats off to the devs so far in making an awesome new entry into the RTS genre, and taking advantage of modern hardware and programming to create a unique experience.