Severe UI and gameplay issues
Posted: Sun Nov 27, 2022 12:53 pm
First let me say my remarks come from being a pc and boardgame grognard for 20 years and after having played FCSS a good couple of hours, having read the (irritating number of different) manuals for the game thoroughly and having played the former FCRS intensively years ago.
Since I am no native American speaker (I am german), please apologise my style of expressing myself, that may easily irritate you here and there.
I try to point out the most disturbing aspects oft he game´s UI and other gameplay aspects in the hope that some dev can pick up this or that to make the game a more enjoyable experience for more gamers.
I may sound a little impolite here and there, because some of the design decisions really make me furious in a way. Having that said and despite all the remarks that I will make now, the overall concept and graphical appearance of the game strikes me as very good and that is the only reason I undertake this effort of writing this long article here.
Enough of that foreplay, let´t get serious. The following points strike me as the most strange design decisions, that I want to question or complain about:
1) Scrolling the map
You would think, that a game of 60 USD cost is at least able to do something fundamental as map scrolling the way you know it from 98% of all other games you have played. It doesn´t! You have to manouever your mouse carefully CLOSE but not exactly to or „over“ the edge of the MAP (not your screen!) to get this thing done. If you don´t experiment with the settings, you will get cracy about the map jumping around by accident if you get close to the edge to reach some buttons there or to make it move at all. Even with investing that time, you won´t find a really good arrangement. Crazy.
2) Pop-Up Box
Introduced as a glorious new feature, the game pops up some info about the hex under the mouse courser. This info box is so large, it takes up 10-15 % of your map view at last. It shows totally irrelevant information as long as you have only 1 or no unit in that hex, but still blocks your view and is a constant pain in the ass. The thing is: You can not stop it from doing so and find yourself constantly shifting your mouse to some rare place where you do not need to have a closer look at that moment. What the heck?
3) Plotting mode screen
Every time you order a sort of movement, a plotting mode screen is plopping up, also VERY BIG and wants you to confirm an information that you will see a thousand times if you have played an hour. You constantly have to shift this box to somewhere else in ORDER TO DO PLOTTING, which is ridiculous.
4) „Battle resolution box“ (forgot the headline of that grey box)
If your unit suffers losses, a sort of battle screen appears to tell you more and by doing this, it again blocks your view of what is actally going on underneath.
5) SOP- Procedures
These are crucial to your gameplay. But the game gives you really a hard time to find out, how to change the STANDARD procedures in a standard way and not only for your next order and even more so: how to change that standard procedure for more than one of your units. It gives you information like: Apply to all Units of same type (which makes sense) but then also: Apply to THIS and LATer UNIT orders (???) AND also a checkbox telling you: „ Automatically apply Current settings on scope change „ and in the end you are totally confused and have to experiment a lot in order to do what should be as easy as a click or two away.
6) Little things that matter a lot and are extremly hard to find out
There are a couple such things. The most prominent being for me: In the „Default“ SOP most of your units will run away after taking little losses or if the enemy comes too close. In my experience this regularly ends with your unit „scooting“ away with the result of further heavy and often devastating losses. So, it can very easily make the difference of loosing or winning your game to tell your units (say infantry in wood or city) to stay there and not run away. How to achieve this: Well you can´t simply tell them, you have to adjust their preferred stand-off range AND their Relocate when setting AND their acceptable losses setting and if you think know you are done: no, you aren´t. You forgot to limit their tactical Initiative stance to something like „nothing“, because otherwise they will „scoot“ away despite all other settings that you made. And after all that you feverishly try to apply what you found out so hardcore as „standard“ to most of your main line units with the „help“ of the obscure SOP settings (see above point 5).
7) Sound
During turn resolution when your units are moving you here a constant noise carpet that shall resemble a tank or other tracked unit moving. A sound that gets on your nerves after 10 seconds, because it is constantly going on and on and if you want to turn it off you turn off ANY KIND OF other battle noise, which is not what you want so you live with it.
8) Victory conditions
In tutorial 1 I managed to gain a decisive victory (ALL Stars filled out) by inflicting heavy casualties on the enemy with only little own casualties. I decided to go on playing and hunted some more enemy units for the fun of it. Surprisingly enough, when the scenario came to a close I was suddenly told my performance was „tolerable“ (2 or 3 stars), because out of the sudden another victory point (that was totally out of reach for my decimated enemy) that was not visible for me before, was granted to the Sovjets, despite no unit of him anywhere at that part of the map and three or 4 of my units very close to it. (???)
Conclusion: The game is IMHV suffering from HEAVY UI and gameplay problems that are not acceptable, especially with this price tag on the game and the least the designers should do for a first quick response to that is: solving the scrolling issues (how hard can that be???) and make the pop-up box an option to turn off and streamlining the plotting mode and make the SOP menu more easily useable and understandable.
I still struggle with the fact, that the Designers scrutinously have looked for a trillion of data and "bookkeeping" aspects of their games matter, but haven´t been able to eradicate simple but very meaningful faults in their concept and design, that you will unfortunately discover as soon as after playing 5 minutes of their game.
I am curious to what other players will comment on these issues and:
if I have overlooked an easy solution for this or that, please enlighten me..!
Since I am no native American speaker (I am german), please apologise my style of expressing myself, that may easily irritate you here and there.
I try to point out the most disturbing aspects oft he game´s UI and other gameplay aspects in the hope that some dev can pick up this or that to make the game a more enjoyable experience for more gamers.
I may sound a little impolite here and there, because some of the design decisions really make me furious in a way. Having that said and despite all the remarks that I will make now, the overall concept and graphical appearance of the game strikes me as very good and that is the only reason I undertake this effort of writing this long article here.
Enough of that foreplay, let´t get serious. The following points strike me as the most strange design decisions, that I want to question or complain about:
1) Scrolling the map
You would think, that a game of 60 USD cost is at least able to do something fundamental as map scrolling the way you know it from 98% of all other games you have played. It doesn´t! You have to manouever your mouse carefully CLOSE but not exactly to or „over“ the edge of the MAP (not your screen!) to get this thing done. If you don´t experiment with the settings, you will get cracy about the map jumping around by accident if you get close to the edge to reach some buttons there or to make it move at all. Even with investing that time, you won´t find a really good arrangement. Crazy.
2) Pop-Up Box
Introduced as a glorious new feature, the game pops up some info about the hex under the mouse courser. This info box is so large, it takes up 10-15 % of your map view at last. It shows totally irrelevant information as long as you have only 1 or no unit in that hex, but still blocks your view and is a constant pain in the ass. The thing is: You can not stop it from doing so and find yourself constantly shifting your mouse to some rare place where you do not need to have a closer look at that moment. What the heck?
3) Plotting mode screen
Every time you order a sort of movement, a plotting mode screen is plopping up, also VERY BIG and wants you to confirm an information that you will see a thousand times if you have played an hour. You constantly have to shift this box to somewhere else in ORDER TO DO PLOTTING, which is ridiculous.
4) „Battle resolution box“ (forgot the headline of that grey box)
If your unit suffers losses, a sort of battle screen appears to tell you more and by doing this, it again blocks your view of what is actally going on underneath.
5) SOP- Procedures
These are crucial to your gameplay. But the game gives you really a hard time to find out, how to change the STANDARD procedures in a standard way and not only for your next order and even more so: how to change that standard procedure for more than one of your units. It gives you information like: Apply to all Units of same type (which makes sense) but then also: Apply to THIS and LATer UNIT orders (???) AND also a checkbox telling you: „ Automatically apply Current settings on scope change „ and in the end you are totally confused and have to experiment a lot in order to do what should be as easy as a click or two away.
6) Little things that matter a lot and are extremly hard to find out
There are a couple such things. The most prominent being for me: In the „Default“ SOP most of your units will run away after taking little losses or if the enemy comes too close. In my experience this regularly ends with your unit „scooting“ away with the result of further heavy and often devastating losses. So, it can very easily make the difference of loosing or winning your game to tell your units (say infantry in wood or city) to stay there and not run away. How to achieve this: Well you can´t simply tell them, you have to adjust their preferred stand-off range AND their Relocate when setting AND their acceptable losses setting and if you think know you are done: no, you aren´t. You forgot to limit their tactical Initiative stance to something like „nothing“, because otherwise they will „scoot“ away despite all other settings that you made. And after all that you feverishly try to apply what you found out so hardcore as „standard“ to most of your main line units with the „help“ of the obscure SOP settings (see above point 5).
7) Sound
During turn resolution when your units are moving you here a constant noise carpet that shall resemble a tank or other tracked unit moving. A sound that gets on your nerves after 10 seconds, because it is constantly going on and on and if you want to turn it off you turn off ANY KIND OF other battle noise, which is not what you want so you live with it.
8) Victory conditions
In tutorial 1 I managed to gain a decisive victory (ALL Stars filled out) by inflicting heavy casualties on the enemy with only little own casualties. I decided to go on playing and hunted some more enemy units for the fun of it. Surprisingly enough, when the scenario came to a close I was suddenly told my performance was „tolerable“ (2 or 3 stars), because out of the sudden another victory point (that was totally out of reach for my decimated enemy) that was not visible for me before, was granted to the Sovjets, despite no unit of him anywhere at that part of the map and three or 4 of my units very close to it. (???)
Conclusion: The game is IMHV suffering from HEAVY UI and gameplay problems that are not acceptable, especially with this price tag on the game and the least the designers should do for a first quick response to that is: solving the scrolling issues (how hard can that be???) and make the pop-up box an option to turn off and streamlining the plotting mode and make the SOP menu more easily useable and understandable.
I still struggle with the fact, that the Designers scrutinously have looked for a trillion of data and "bookkeeping" aspects of their games matter, but haven´t been able to eradicate simple but very meaningful faults in their concept and design, that you will unfortunately discover as soon as after playing 5 minutes of their game.
I am curious to what other players will comment on these issues and:
if I have overlooked an easy solution for this or that, please enlighten me..!