Aside from capped progression and repetitive scenarios I really don't have any complaints. Space combat seems to be the most well thought out portion of the game. I'd say it's the weakest part of Subverse. Overall, my general opinion of ground combat is that there is no room for player skill in the equation. I'm not sure how good something like a healer will be when most of my units that die go from full health to dead in a single round, but moves other than 'do damage' would be nice. I'd really like to see some support units. At this stage of development I'm assuming addressing this issue is not feasible, but it still needs to be said. This is made worse by terrain being re-used. The grids for combat being tiny is a major turn off. I have had waves spawn behind my initial starting point, there's no predictability. Some indication of where the next wave is spawning is desperately needed if player skill is to matter at all, especially with these tiny maps. This kills almost all effort at strategy beyond turtling up. Because players have no way of knowing where enemies will pop in, there is no way for players to plan for it. The biggest problem I see with ground combat is how waves spawn in. Seeing units gained EXP after a mission along with the girls would also be nice. Also, the ability to see how complete a system is from the map would be a nice QoL improvement. Being able to see the intended level to do a mission would help with a lot of things. Which brings me to a side note, the game could seriously use 'at a glance' power level indicators. The ability to train new and weak units is needed. One of my early units is still at level 4, using it is just out of the question now. What if players stick to the same units for a hefty chunk of the game but start getting bored and want to spice things up by experimenting with different units? To give an example of my own experience I unlocked the horse while two of my staple units were 5-8 levels over it, in combat the horse does negligible damage and gets killed in 1-2 hits while my high lvl napolean 1-shots almost everything and sometimes clears 3-5 units solo when everything else is dead. Ground combat suffers less from this because levels aren't capped but EXP being finite is worrisome. If players had full access to ship upgrades they could grind easier combat missions until the ship is upgraded to a comfortable level. Furthermore it robs players of tools that would allow them to adjust to the difficulty. By tightly restricting player progression difficulty is maintained but at the cost of fun.
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