jpinard in-depth impression(s) are ready - Game is AMAZING
Posted: Wed Jul 20, 2016 9:57 pm
I've now played 4 unfinished campaigns (2 Axis and 2 Allied) for at least 25+ hours. I feel I finally have the proper background to give my own unbiased take on the game. Therefore I can honestly say this game is amazing and could be the defining large body WWII game available upon release. I'm going to repeat a few things I've written in other threads. Notes will be positive, negative, and suggestions that I think are critical to make happen before the game is released to generate the best review scores and player experience.
1. The game is gorgeous. I was not ready for just how beautiful the game is. There is simply no comparison to the game now vs. previous iterations of SC. It is a joy to look at, and has just the right amount of information available on the main screen. The game runs and scrolls a bit slow, but it's something I can stomach for the view we have.
2. The interface is beautiful. Love the design, art, colors, and shading. This leads me to my next point:
3. There has got to be another level of zoom in the game. As I mentioned in another post, too many people, especially hardcore PC gamers have gone to very high resolution monitors or 4k monitors/tv's. You cannot appreciate nor see the detail at maz zoom (in) right now. Even if it were to mean a quick and dirty resize batch job to convert all the 3d units to a larger version losing a tiny bit of detail for that extra zoom it would be worth it. In this case just add an option in an ini file "extra zoom layer". So we could change it from 0 to 1 and have it. I suggest this if there's not the budget for the extra zoom, but I really, REALLY recommend Matrix/Slitherine get the money to make it happen. It WILL be worth it in sales.
4. One graph we desperately need that is not currently in the game is "diplomatic status over time". This way we can see who is trending towards Axis or Allies and make better decisions in who we invest diplomacy chits to. It's also one of those graphs us data geeks love.
5. The AI has been a fantastic opponent so far through 1940 on max cpu time. I don't know how good it is with quick logic selected. In my current game as the Allies I'm pretty sure I'm going to lose unless Russia and the U.S. get in ASAP. I don't think Russia is coming in anytime soon based on my policy decisions so unless Germany goes nuts on them I'm doomed. This is just on beginner with no advantages given to AI.
6. The scripted decisions we have to make are AWESOME. I LOVE them and would like more later in the game.
7. Snow obscures units way too much. It's a pain to try and view through them and need to be toned down.
8. Arrow highlights need to be changed. A grayed out arrow should mean it is not clickable. Right now the behavior is very messed up as many gray arrows are the only clickable ones and white arrows are not. This has to be changed as it is the polar opposite of what we've been conditioned to do as computer users for the past 30 years. This frustrates me in the game still and will frustrate most other users as well.
9. Need to be able to remap cursor keys for panning the map to WASD.
10. Manuals are looking excellent so far. What I'm still not too clear to me however are the following:
A. What do the "extra" little numbers indicate on the base of 3d unit?
B. Supply is a bit confusing yet but maybe I missed a section.
C. Why do some cities and docks have numbers and others don't?
D. Why can infantry shoot ships out at sea?
E. Outside of getting lucky with research, what is best way to increase money?
F. Does reinforcing a unit decrease their entrenchment or otherwise hurt a unit's supply, readiness, or morale?
G. If one army unit has 10 supply, 100% readiness, and 100% morale, how does it effect its strength when it is dropped to 50% readiness, 50% morale, and 5 supply?
H. When the U.S. did lend-lease with Britain it allowed U.S. weaponry to be used by Britain. Is this modeled somehow in the game? I saw a scripted event mentioning it but I still can't land units in Britain from the U.S. until formal declaration of war.
I. Is there a way to transport fighters? I'd like to transport U.S. land based fighters to Britain.
11. If there is no proper lend-lease in the game right now as asked about in 10.G., it would be cool if U.S. units could be sent to British ports and a right-click menu option to allow them to switch countries. Could do the same thing for Russia since the U.S. and even Britain sent tons of stuff to them.
This next point, while it may sound like a feature request, is actually incredible important so gamers will see the value in this game:
12. I'd like to see a "randomize tech" and "randomize diplomacy" checkbox option when we start a new game to add some extra replay-ability to the title. Let me explain why these two little functions would add a ton of life to every single campaign we have. Take a game where you select just "randomize tech" and if say the French player got advanced subs at +5 and Britain got advanced infantry at +3. Lucky roll for them! But think of how drastically it would change the dynamics of that game. The player may choose to use Britain as an infantry exporter while France focus's on their amazing subs. Britain then doesn't repair damaged Battleships or Cruisers because the French subs do all the work. The British focus on infantry means French morale stays up since Britain keeps 5+ in France all the time.
Likewise lets say the player used randomize diplomacy and the Axis ended up with Romania at +50% Allies, but Turkey at +60% Axis. This changes the entire dynamic of the early games as now the Axis sees a major benefit to pushing Turkey to join them while the Allies do the same with Romania. The battle lines shift and create a very different WWII.
In my games thus far I've not been able to complete much research nor invest in much diplomacy since nearly every dollar needs to go to troops (except for U.S. research). So these two functions can radically change the game and add a ton of fun for the player without needing to resort to custom, scripted scenarios. Every game can be a new and different experience from the very start. I can write some formulas if you'd like to help determine the variability for the game. Then all you'd need to do is make room in the startup screen and plug it into the game's code. I know it'd be a chunk of extra work, but it is one of those things that will pay off in spades for sales. People who love the variability of an Hearts of Iron game will now have some of that in an SC game.
I'll have more for you Matrix/Fury as I get into the latter years, but on the whole I hope you can see how impressed I am with the game. It fills the gap between the Order of Battle games and a Hearts of Iron in all the right ways.
1. The game is gorgeous. I was not ready for just how beautiful the game is. There is simply no comparison to the game now vs. previous iterations of SC. It is a joy to look at, and has just the right amount of information available on the main screen. The game runs and scrolls a bit slow, but it's something I can stomach for the view we have.
2. The interface is beautiful. Love the design, art, colors, and shading. This leads me to my next point:
3. There has got to be another level of zoom in the game. As I mentioned in another post, too many people, especially hardcore PC gamers have gone to very high resolution monitors or 4k monitors/tv's. You cannot appreciate nor see the detail at maz zoom (in) right now. Even if it were to mean a quick and dirty resize batch job to convert all the 3d units to a larger version losing a tiny bit of detail for that extra zoom it would be worth it. In this case just add an option in an ini file "extra zoom layer". So we could change it from 0 to 1 and have it. I suggest this if there's not the budget for the extra zoom, but I really, REALLY recommend Matrix/Slitherine get the money to make it happen. It WILL be worth it in sales.
4. One graph we desperately need that is not currently in the game is "diplomatic status over time". This way we can see who is trending towards Axis or Allies and make better decisions in who we invest diplomacy chits to. It's also one of those graphs us data geeks love.
5. The AI has been a fantastic opponent so far through 1940 on max cpu time. I don't know how good it is with quick logic selected. In my current game as the Allies I'm pretty sure I'm going to lose unless Russia and the U.S. get in ASAP. I don't think Russia is coming in anytime soon based on my policy decisions so unless Germany goes nuts on them I'm doomed. This is just on beginner with no advantages given to AI.
6. The scripted decisions we have to make are AWESOME. I LOVE them and would like more later in the game.
7. Snow obscures units way too much. It's a pain to try and view through them and need to be toned down.
8. Arrow highlights need to be changed. A grayed out arrow should mean it is not clickable. Right now the behavior is very messed up as many gray arrows are the only clickable ones and white arrows are not. This has to be changed as it is the polar opposite of what we've been conditioned to do as computer users for the past 30 years. This frustrates me in the game still and will frustrate most other users as well.
9. Need to be able to remap cursor keys for panning the map to WASD.
10. Manuals are looking excellent so far. What I'm still not too clear to me however are the following:
A. What do the "extra" little numbers indicate on the base of 3d unit?
B. Supply is a bit confusing yet but maybe I missed a section.
C. Why do some cities and docks have numbers and others don't?
D. Why can infantry shoot ships out at sea?
E. Outside of getting lucky with research, what is best way to increase money?
F. Does reinforcing a unit decrease their entrenchment or otherwise hurt a unit's supply, readiness, or morale?
G. If one army unit has 10 supply, 100% readiness, and 100% morale, how does it effect its strength when it is dropped to 50% readiness, 50% morale, and 5 supply?
H. When the U.S. did lend-lease with Britain it allowed U.S. weaponry to be used by Britain. Is this modeled somehow in the game? I saw a scripted event mentioning it but I still can't land units in Britain from the U.S. until formal declaration of war.
I. Is there a way to transport fighters? I'd like to transport U.S. land based fighters to Britain.
11. If there is no proper lend-lease in the game right now as asked about in 10.G., it would be cool if U.S. units could be sent to British ports and a right-click menu option to allow them to switch countries. Could do the same thing for Russia since the U.S. and even Britain sent tons of stuff to them.
This next point, while it may sound like a feature request, is actually incredible important so gamers will see the value in this game:
12. I'd like to see a "randomize tech" and "randomize diplomacy" checkbox option when we start a new game to add some extra replay-ability to the title. Let me explain why these two little functions would add a ton of life to every single campaign we have. Take a game where you select just "randomize tech" and if say the French player got advanced subs at +5 and Britain got advanced infantry at +3. Lucky roll for them! But think of how drastically it would change the dynamics of that game. The player may choose to use Britain as an infantry exporter while France focus's on their amazing subs. Britain then doesn't repair damaged Battleships or Cruisers because the French subs do all the work. The British focus on infantry means French morale stays up since Britain keeps 5+ in France all the time.
Likewise lets say the player used randomize diplomacy and the Axis ended up with Romania at +50% Allies, but Turkey at +60% Axis. This changes the entire dynamic of the early games as now the Axis sees a major benefit to pushing Turkey to join them while the Allies do the same with Romania. The battle lines shift and create a very different WWII.
In my games thus far I've not been able to complete much research nor invest in much diplomacy since nearly every dollar needs to go to troops (except for U.S. research). So these two functions can radically change the game and add a ton of fun for the player without needing to resort to custom, scripted scenarios. Every game can be a new and different experience from the very start. I can write some formulas if you'd like to help determine the variability for the game. Then all you'd need to do is make room in the startup screen and plug it into the game's code. I know it'd be a chunk of extra work, but it is one of those things that will pay off in spades for sales. People who love the variability of an Hearts of Iron game will now have some of that in an SC game.
I'll have more for you Matrix/Fury as I get into the latter years, but on the whole I hope you can see how impressed I am with the game. It fills the gap between the Order of Battle games and a Hearts of Iron in all the right ways.
