Alright... I've played quite a few game now.
A lot ain't there so I'm going to try not to bash those parts
.
From a visual point of view:- the game is moving into a much more impressive direction than the first one could
.
- the addition squads really makes me feel like it reduced the numbers of units & turrets a lot. Maybe it needs more PEW PEW to feel like there is a lot of fighting going on. Not sure
.
- shot effects are not visible enough (but they're not "done", so, ok).
- minor point (probably in the works but just not done you), I like the planets being different, but I don't like it being "numbers" : for example if a planet gives 1000 fuel & 2000 knowledge, I'd rather have 2 fuel canister icons and 4 sciency-thing icon. Also, I'd like a lot if the 2000 metal had 4 metal mines, 1000 had 2 rather than 1 everywhere. But I guess it's something just not done yet.
From a sound / music point of view:- minor issue really, but I'd really like if the music was randomized, currently the game always starts with the same music.
- sounds effects for shots. PEW PEW PEW PEW. Yeah I guess, it's not a priority
. PEW PEW. I understand. PEW PEW PEW.
From a design / balance point of view:- ummm the main issue I have with AI War I is netflix time / very long travel time. It needs more work. I'm not sure if that's something you had time to think /work on a lot or not.
- The UI buttons that are here and planned now seems to let the player do a lot of things that were doable from submenus directly though, like preventing passage through planets.
- I really like the new scouting.
- I really like how starships are now handled, being capturables on the map & all and being fleet constructors. However the issue I have with this is that it makes me feel like fleetships should be "tied" to starships / docks.
- - This new design makes me use the ships as mobile constructor and completely forget that there is docks that can build ships. (is that really an issue ?)
- - I tend to therefore always use all my starship when sieging. Which is good because it makes them at risk.
- - Makes me wonder if it would be better to have the starships build themselves an "escort" rather than just building. For example, you could assign X fighters & and Y bombers to your flagship, and it would build them automatically rather than the build system that currently is there. Same with all ships. Following this idea, I think it would be great if each starship came with an augmentation of your total fleet capacity => with a new starship you'd be able to build 120 of each ship instead of the 100 base one. Ultra minor point: It would also enable to code a new "command" starship with no capacity other than "raise the cap of ships by 40".
- - following this point, I'm wondering if there should be a "select all ships tied to this starship" to facilitate map movement.
- - of course, idle starships / docks in the vicinity of starships with an incomplete "escort" need to help the stuggling starship build their escort
.
- - However, this could be considered a huge gameplay / design shift. But that's how the current system makes me feel. If the starships would not be able to build ship anymore, the game might feel more than AI War I to me. Currently starship capable of building ships makes me feel like homeworld. This ain't a bad thing IMO, but... maybe it's not what you guys are aiming for. Which means than another idea to make it feel "more AI WAR I" to me would be to remove the building capacity of starships (but they can still build controllers).
- - the removal of engineer is IMO a good thing but it's also helping making the game feel a lot more starship-oriented than "I built a base". No idea if that's intended or not.
- The new "defense" / turret systems makes the planet much more vulnerable than ever before, yet it matters less because there ain't anything to defend in any case. By that I mean that losing starships feels like a huge penalty, but losing planets... for some reason... does feel to me likes it doesn't matters. The change in wormhole is neat though. But I guess it will need "fixed" defenses like forts before it feels complete.
- minor issue (probably in the works), but it seems you have to set the starships to FRD for the ship built to be FRD... I wish those were independant. That the built ship follow the "last" order of their constructor is great though. That's probably another point "not done yet" though.
- Movement. I think player ships need some kind of "jump" capacity or boost in movement. Something that's planned for later ? I'm currently watching movies because of the long travel times. And this makes defending planets with ships rather annoying (I use the "exploit" that the pattern turret button builds turrets instantly to defend, but it's that's not in the end design for sure).
I had issues with the icons but great work on it. There is probably still possible improvements but I don't see them
.