First play after vanilla DW - Impressions
Posted: Wed Jan 25, 2012 6:10 am
So, I've picked up both expansion when they were released, but never got around to play an actual in-depth game with either. Recently, I found myself in the mood for some 4X, so I installed everything and went to play a game.
Ended up playing a couple of games, really.
Anyway, here's my feedback.
Please note that I'm NOT trying to convince anyone of my viewpoint or asking for stuff to be changes to better suit my style of play, even though it might sound that way. Just saying.
Also, I'm not always clear about which feature was added by which expansions, so I can't make clear distinctions.
One of the first things I noticed was the new tech tree. And I'm not too fond of it.
I like the basic idea of HAVING a tech tree, but the implementation leaves a lot to be desired.
Basically, my problem with it boils down to the following: Early on, you are endlessly researching stuff that merely improves existing components or offers alternatives that are essentially worthless, so it takes a LONG time until playing around with one of my favorite components in any 4X game, the ship designs, is even neccessary.
Sure, I can tweak the starting designs when the game begins, but afterwards, an eternity passes before I ever enter ship designs again. And then, due to the nature of the tech tree and "natural progression" of a game - techbrokering and so on - too many techs become available in too quick succession.
Also, I'm a little disheartened by all the "cross links", i.e. you CAN go down a tech path for a limited amount of time, but eventually you'll have to research the complete other branch as well, or you'll be unable to continue.
On to the next thing - automation. I was pretty shocked to see how much of a mess this part of the game is after two expansions. Specifically ship and fleet automation is horribly messed up. It took me a LONG time to figure out how to make it so a fleet was supposedly completely under my control ... but even that only SEEMED to work - I occasionally ended up seeing my guard fleet set to defend the home system trying to assault a distant target ... stuff like that should just not happen. Especially not after years of development.
ICS in space seemed even worse than vanilla - I like the idea of system ownerships, but the AI is too keen on grabbing far away colonies in the middle of nowhere. Maybe a large power projection mechanism (ala the borders in the civ games) would help, as would a colonization range of some sort. There's endless room for improvements in this part of the game.
Ranges are far, FAR too great. Why is there no option for something like greatly limited ship ranges? It should be a challenge to cross the entire galaxy, but instead, it's pretty trivial in DW. In fact, this probably plays a big role in the ICS mentioned above, and also takes away from the feeling of the galaxy being a huge place.
Characters are a nifty idea, but essentially, they're forgettable providers of bonuses without - pardon the pun - any character. The concept isn't bad, but the implementation is endlessly disappointing.
You still cannot update remote mining bases and stuff with construction ships? It'd be funny if it wasn't so sad.
Overall, I was pretty dismayed how much of a mess the game becomes after a couple of years have passed. Maintaining your empire in an orderly manner becomes a nightmare, and it doesn't help that much of the automation insists of working against you.
But my biggest gripe with the state of the game after all these years boils down to one thing: modding.
Why can't I mod the tech tree? Or the ship ranges? Why is basically everything meaningful in DW locked away from being modded?
Also, none of the mods I looked at had been updated to DW:L, but I guess I cannot blame the developer for this.
I'll continue picking up expansions for the game, should there be more - if only to encourage a game like this being made in the first place - but I'm sorely disappointed by the expansions and would not recommend either to anyone curious about the game. MAYBE if you got out a gold edition to make the game including expansions <$50. MAYBE.
Enough ranting from me for now.
______
rezaf
Ended up playing a couple of games, really.
Anyway, here's my feedback.
Please note that I'm NOT trying to convince anyone of my viewpoint or asking for stuff to be changes to better suit my style of play, even though it might sound that way. Just saying.
Also, I'm not always clear about which feature was added by which expansions, so I can't make clear distinctions.
One of the first things I noticed was the new tech tree. And I'm not too fond of it.
I like the basic idea of HAVING a tech tree, but the implementation leaves a lot to be desired.
Basically, my problem with it boils down to the following: Early on, you are endlessly researching stuff that merely improves existing components or offers alternatives that are essentially worthless, so it takes a LONG time until playing around with one of my favorite components in any 4X game, the ship designs, is even neccessary.
Sure, I can tweak the starting designs when the game begins, but afterwards, an eternity passes before I ever enter ship designs again. And then, due to the nature of the tech tree and "natural progression" of a game - techbrokering and so on - too many techs become available in too quick succession.
Also, I'm a little disheartened by all the "cross links", i.e. you CAN go down a tech path for a limited amount of time, but eventually you'll have to research the complete other branch as well, or you'll be unable to continue.
On to the next thing - automation. I was pretty shocked to see how much of a mess this part of the game is after two expansions. Specifically ship and fleet automation is horribly messed up. It took me a LONG time to figure out how to make it so a fleet was supposedly completely under my control ... but even that only SEEMED to work - I occasionally ended up seeing my guard fleet set to defend the home system trying to assault a distant target ... stuff like that should just not happen. Especially not after years of development.
ICS in space seemed even worse than vanilla - I like the idea of system ownerships, but the AI is too keen on grabbing far away colonies in the middle of nowhere. Maybe a large power projection mechanism (ala the borders in the civ games) would help, as would a colonization range of some sort. There's endless room for improvements in this part of the game.
Ranges are far, FAR too great. Why is there no option for something like greatly limited ship ranges? It should be a challenge to cross the entire galaxy, but instead, it's pretty trivial in DW. In fact, this probably plays a big role in the ICS mentioned above, and also takes away from the feeling of the galaxy being a huge place.
Characters are a nifty idea, but essentially, they're forgettable providers of bonuses without - pardon the pun - any character. The concept isn't bad, but the implementation is endlessly disappointing.
You still cannot update remote mining bases and stuff with construction ships? It'd be funny if it wasn't so sad.
Overall, I was pretty dismayed how much of a mess the game becomes after a couple of years have passed. Maintaining your empire in an orderly manner becomes a nightmare, and it doesn't help that much of the automation insists of working against you.
But my biggest gripe with the state of the game after all these years boils down to one thing: modding.
Why can't I mod the tech tree? Or the ship ranges? Why is basically everything meaningful in DW locked away from being modded?
Also, none of the mods I looked at had been updated to DW:L, but I guess I cannot blame the developer for this.
I'll continue picking up expansions for the game, should there be more - if only to encourage a game like this being made in the first place - but I'm sorely disappointed by the expansions and would not recommend either to anyone curious about the game. MAYBE if you got out a gold edition to make the game including expansions <$50. MAYBE.
Enough ranting from me for now.
______
rezaf