Comments and questions about SPM
Posted: Mon Oct 07, 2013 5:04 am
Greetings all!
I've been lurking 'round these parts for awhile now after finding out about Buzz Aldrin's Space Program Manager. And while I am certainly interested in the game, I do have some comments and questions. My first official post on the forum... and it'll be a longer one, so get comfortable and grab a coffee (or whatever your preferred beverage is).
Comments
The biggest concern I have about the game is the lack of a "race to the Moon" aspect. I have a hard time seeing how the game, as currently designed, is going to sustain interest for the player without such a race. I mean, it seems all the player will be competing against is an AI bureaucrat which will arbitrarily raise or lower one's budget. That just doesn't seem very compelling compared to a race where you have a definite strategic element in trying to match wits with the other side, as well as direct competition. While I can see the appeal of the whole "badges" things for some players, to me that too just doesn't seem all that compelling. (They're rather like achievements in Xbox games, and I'm not really that interested in those.)
I find the lack of a race particularly disappointing in that, with so much information about the Soviet lunar program which has become available over the years (see the Encyclopedia Astronautix web site for a wealth of such information), it could have served as the basis for a very interesting and deeply strategic game, with a great deal of replayability.
Imagine, for example, that instead of only being able to build the Apollo capsule as it was actually designed, you could instead choose to build the GE D-2, Convair M-1, Martin 410, or even the Apollo D-2 direct ascent capsule designs for Apollo. Each of those designs would offer something different to accomplish the task in addition to the historical Apollo design. Combine that with the different paths to the Moon (e.g. direct ascent single launch, direct ascent EOR, LOR, even lunar surface rendezvous), and the strategic choices available to the player expand enormously. Then there's all the potential spacecraft and missions on the Soviet side. Put all these components together and a new, updated race to the Moon game would be a fantastically deep and interesting strategic exercise, with many routes for the player to explore. I think it would be outstanding.
But that's not what SPM will be doing. Okay, I accept that. But how is the alternate history the game is pursuing going to come close to matching the intensity and strategic depth of a race to the Moon? I'm just having a hard time picturing from what's been described so far how it'll sustain interest without such a clear goal and competition. Convince me!
Questions
I've seen how there will be various programs in the game which weren't pursued in real life (e.g. a direct ascent lunar mission using Gemini). But are these alternatives limited to the routes to the Moon (or other similar goals)? How much alternative hardware can we opt to pursue as players? For example, when it comes to Apollo, can we only build the Apollo capsule as it was actually designed? Or can we build the Soyuz-like GE D-2 design for Apollo? Or any of the other competing designs for the lunar capsule? It isn't quite clear from what's been discussed so far about the game just exactly what our manned spacecraft options are. I'd find it a bit disappointing personally if we're only limited to the lunar capsule designs which were actually used — those alternate designs present some interesting possibilities.
Anyway, those are my comments and questions. If the developers can answer some of these, that'd be great. I am interested in this game, but my interest level could be much higher depending on just what the answers are. Thanks!
I've been lurking 'round these parts for awhile now after finding out about Buzz Aldrin's Space Program Manager. And while I am certainly interested in the game, I do have some comments and questions. My first official post on the forum... and it'll be a longer one, so get comfortable and grab a coffee (or whatever your preferred beverage is).
Comments
The biggest concern I have about the game is the lack of a "race to the Moon" aspect. I have a hard time seeing how the game, as currently designed, is going to sustain interest for the player without such a race. I mean, it seems all the player will be competing against is an AI bureaucrat which will arbitrarily raise or lower one's budget. That just doesn't seem very compelling compared to a race where you have a definite strategic element in trying to match wits with the other side, as well as direct competition. While I can see the appeal of the whole "badges" things for some players, to me that too just doesn't seem all that compelling. (They're rather like achievements in Xbox games, and I'm not really that interested in those.)
I find the lack of a race particularly disappointing in that, with so much information about the Soviet lunar program which has become available over the years (see the Encyclopedia Astronautix web site for a wealth of such information), it could have served as the basis for a very interesting and deeply strategic game, with a great deal of replayability.
Imagine, for example, that instead of only being able to build the Apollo capsule as it was actually designed, you could instead choose to build the GE D-2, Convair M-1, Martin 410, or even the Apollo D-2 direct ascent capsule designs for Apollo. Each of those designs would offer something different to accomplish the task in addition to the historical Apollo design. Combine that with the different paths to the Moon (e.g. direct ascent single launch, direct ascent EOR, LOR, even lunar surface rendezvous), and the strategic choices available to the player expand enormously. Then there's all the potential spacecraft and missions on the Soviet side. Put all these components together and a new, updated race to the Moon game would be a fantastically deep and interesting strategic exercise, with many routes for the player to explore. I think it would be outstanding.
But that's not what SPM will be doing. Okay, I accept that. But how is the alternate history the game is pursuing going to come close to matching the intensity and strategic depth of a race to the Moon? I'm just having a hard time picturing from what's been described so far how it'll sustain interest without such a clear goal and competition. Convince me!
Questions
I've seen how there will be various programs in the game which weren't pursued in real life (e.g. a direct ascent lunar mission using Gemini). But are these alternatives limited to the routes to the Moon (or other similar goals)? How much alternative hardware can we opt to pursue as players? For example, when it comes to Apollo, can we only build the Apollo capsule as it was actually designed? Or can we build the Soyuz-like GE D-2 design for Apollo? Or any of the other competing designs for the lunar capsule? It isn't quite clear from what's been discussed so far about the game just exactly what our manned spacecraft options are. I'd find it a bit disappointing personally if we're only limited to the lunar capsule designs which were actually used — those alternate designs present some interesting possibilities.
Anyway, those are my comments and questions. If the developers can answer some of these, that'd be great. I am interested in this game, but my interest level could be much higher depending on just what the answers are. Thanks!