Tanegar Posted July 15, 2009 Posted July 15, 2009 OK, I've been playing Warlords for Homeworld 2 for a couple of days, and on a technical level, I'm very impressed. On a game-design level... not so much. One problem immediately leaps out at me: redundancy. The CIS have both a "Recusant destroyer" and a "Recusant patrol destroyer." They cost exactly the same, 36,000 RU. What's the difference? I don't know. I don't care, to be perfectly honest. Whatever role these two ships are supposed to fill, pick the one that fills it best and discard the other. Likewise with the Imperator I and Imperator II Star Destroyers, the Acclamator I and Acclamator II frigates, the Victory I and Victory II Star Destroyers, et tedious cetera. Memorizing lists of statistics for ships that just aren't that different is not fun. It's not just ships with the same names, either. The ANH-RoTJ Empire has eight or ten different kinds of fighters where three will suffice. What's the difference between a TIE Defender and a TIE Sentinel? Again, I neither know nor care, nor does it make any difference. The Empire needs three fighters - no more, no less. It needs the TIE fighter (quick, cheap scout), the TIE interceptor (anti-fighter and anti-corvette fighter), and the TIE bomber (anti-starship fighter). These are the iconic fighters that everyone immediately recognizes as "Imperial." Redundancy in unit design only serves to dilute the identity of each faction: focus on iconic units that are instantly recognizable, discard units from relatively obscure sources (yes, I know the TIE Fighter game still has fans; I happen to be one of them, but TIE Defenders and assault gunboats are simply superfluous in this mod). My strong recommendation is to confine yourselves to ships that appear in the movies, to make each ship both flavorful and useful in its role, and to discard ships that add nothing of substance to the mod. Yes, Star Wars has a profusion of cool and cool-looking ships, and it is sorely tempting to cram as many of them in as possible, but more ships don't necessarily make a better game.
SWR Staff - Executive Evaders99 Posted July 15, 2009 SWR Staff - Executive Posted July 15, 2009 We know. This is the route that Eville Jedi has decided, to provide the fast multitude of ships for users to stage their own battles. It doesn't, as you say, make a great traditional game, but the focus has been on providing a unique SW experience. There isn't a typical "X counters Y counters Z" approach because that's not the way Eville wants it. You want a polished game, you can either help out or pay for Eville to work full-time? Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
Darth_Malice Posted July 16, 2009 Posted July 16, 2009 I think he just missed the point in the mod, i happen to really enjoy, just a shame we havent seen a update for it in some now
Tanegar Posted July 17, 2009 Author Posted July 17, 2009 I can understand that goal, but then documentation becomes hugely important. What is the difference between a Recusant destroyer and a Recusant patrol destroyer? The Wookieepedia entry doesn't mention any variants on the design. Never assume that any given player knows anything at all about any given unit. A manual would be great, but in a pinch filling in all those empty construction tooltips will do.
SWR Staff - Executive Evaders99 Posted July 17, 2009 SWR Staff - Executive Posted July 17, 2009 A manual would be great, but in a pinch filling in all those empty construction tooltips will do.That is on the TO-DO list Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
Kacen Posted October 13, 2010 Posted October 13, 2010 My strong recommendation is to confine yourselves to ships that appear in the movies, to make each ship both flavorful and useful in its role, and to discard ships that add nothing of substance to the mod. Yes, Star Wars has a profusion of cool and cool-looking ships, and it is sorely tempting to cram as many of them in as possible, but more ships don't necessarily make a better game. There isn't a thread in this forum that I cannot necromance so I don't care. This is PRECISELY what I DON'T want...(well, that and more clone wars garbage). Most of us are /avid book readers/ and most of the appeal of this mod is it allows us to use ships that we've read about...it's a classic Star Wars fans dream.
SWR Staff - Executive Evaders99 Posted October 14, 2010 SWR Staff - Executive Posted October 14, 2010 Everyone's going to have their own viewpoints. I don't think we can satisfy everyone... we're certainly not going to try. Thanks for the feedback though Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now