Quarto
Unknown Enemy
I get the impression I'm getting old - I'm whining about things that, fifteen years ago would have seemed perfectly reasonable to my fifteen-year-old self, but now I'm lazy, and increasingly view myself as a "casual" gamer... (and this from the guy who made Standoff!)
I don't want to discuss missions yet - I'm past the Prologue, but only about five missions into the main campaign. Time will come for that later. But there's a few gameplay issues that I've noticed so far, which I find pretty darned pesky, and just had to comment on
.
(I know, nobody's going to change any of this just because I don't like it - but I'm always curious to hear about which of this stuff was conscious design decisions, and which just kinda happened)
1. Capship blasts. I get the idea, it's cool - you see a huge fiery explosion, you should feel the hurt. But the hurt seems to be rather excessive. I know, it's realistic (if you can even use that term in the context of a space sim) to expect a small fighter to be blown to shreds in a huge capship explosion... but you know what? It ain't what people actually want. The other day, when I got to the last Prologue mission, I didn't remember about capship blasts, and I got very close to an exploding destroyer. It didn't kill me outright, but I died soon afterwards. Since then, I've hardly seen any fireworks at all - because I'm always too busy afterburning the hell away from a capship when it's going down. This sucks. Freespace has awesome capship explosions, and the blast damage spoils them. If it were up to me, I'd reduce the blast damage... oh, about tenfold. Just enough for them to give the player noticeable damage, but not enough to actually get in the way of continued gameplay.
2. "BLAST" - on the other hand, I don't get the point of having this piece of info on the HUD. My ship's shaking, I see fiery particles all over the screen - I kinda figured out already I got caught in a blast
.
3. Gun capacity. Is this... really... like WC3? It seems like I spend 90% of the time waiting for my guns to recharge. I'm pretty sure in most WC games, gun capacitators were set up in such a way that, if you just held the trigger endlessly, you would quickly stop firing full volleys, but you'd spend about ten seconds or more firing at an unchanged refire rate using just your lowest-energy guns. Here, it seems that after I run out of energy for full volleys, I fire off another two or three blasts with the low-energy guns, and then it all stops, and I actually have to let go of the trigger. Is this intentional, or does Freespace just work differently... or is this really how WC3 was, and I just didn't remember?
4. Fighter collisions. I've... been spoiled by WCP's collision spheres
. Hitting them flat Kilrathi pancakes actually gets frustrating. I guess it probably wouldn't if it wasn't for the gun capacity thing, but as it is - it seems to take multiple gun passes to take out even a Darket, because half of my shots miss. I guess maybe back then, space shooters actually required skill.
5. Ultra-powerful missiles (when hitting the player). Ok, they're not quite as powerful as in WC4. There's none of that "one heatseeker will make you restart" nonsense. But it seems even a medium fighter like the Hellcat cannot survive two missiles - one takes you down to twenty-something health. That seems to me to be a bit more demanding than WC3 used to be...
6. Mission debriefing... and straight into briefing. I assume this is how FS2 worked, but did you guys ever consider changing it, to put the player back in the main room between missions? I feel like someone is constantly prodding me onwards, and it's irritating. I don't even notice when new things appear in the tech viewer, because the only opportunity I get to do so is when I enter the game. Once I get into a mission, I keep going through missions until it's time to quit. Never a moment's rest, or something
.
7. Capmiss launcher on the light destroyer. Gaaaah! You hide it in a spot where you virtually can't hit the darn thing, and then you tell the player to concentrate on taking out the launcher? It turned out to be easier to just blast the whole capship!
And that concludes Quarto's whine of the day
. Don't take this post the wrong way - the fact that I'm complaining about stuff is actually praise in disguise, because it means I'm enjoying myself enough to bother analysing those nagging things that bug me
.
I don't want to discuss missions yet - I'm past the Prologue, but only about five missions into the main campaign. Time will come for that later. But there's a few gameplay issues that I've noticed so far, which I find pretty darned pesky, and just had to comment on

(I know, nobody's going to change any of this just because I don't like it - but I'm always curious to hear about which of this stuff was conscious design decisions, and which just kinda happened)
1. Capship blasts. I get the idea, it's cool - you see a huge fiery explosion, you should feel the hurt. But the hurt seems to be rather excessive. I know, it's realistic (if you can even use that term in the context of a space sim) to expect a small fighter to be blown to shreds in a huge capship explosion... but you know what? It ain't what people actually want. The other day, when I got to the last Prologue mission, I didn't remember about capship blasts, and I got very close to an exploding destroyer. It didn't kill me outright, but I died soon afterwards. Since then, I've hardly seen any fireworks at all - because I'm always too busy afterburning the hell away from a capship when it's going down. This sucks. Freespace has awesome capship explosions, and the blast damage spoils them. If it were up to me, I'd reduce the blast damage... oh, about tenfold. Just enough for them to give the player noticeable damage, but not enough to actually get in the way of continued gameplay.
2. "BLAST" - on the other hand, I don't get the point of having this piece of info on the HUD. My ship's shaking, I see fiery particles all over the screen - I kinda figured out already I got caught in a blast

3. Gun capacity. Is this... really... like WC3? It seems like I spend 90% of the time waiting for my guns to recharge. I'm pretty sure in most WC games, gun capacitators were set up in such a way that, if you just held the trigger endlessly, you would quickly stop firing full volleys, but you'd spend about ten seconds or more firing at an unchanged refire rate using just your lowest-energy guns. Here, it seems that after I run out of energy for full volleys, I fire off another two or three blasts with the low-energy guns, and then it all stops, and I actually have to let go of the trigger. Is this intentional, or does Freespace just work differently... or is this really how WC3 was, and I just didn't remember?
4. Fighter collisions. I've... been spoiled by WCP's collision spheres

5. Ultra-powerful missiles (when hitting the player). Ok, they're not quite as powerful as in WC4. There's none of that "one heatseeker will make you restart" nonsense. But it seems even a medium fighter like the Hellcat cannot survive two missiles - one takes you down to twenty-something health. That seems to me to be a bit more demanding than WC3 used to be...
6. Mission debriefing... and straight into briefing. I assume this is how FS2 worked, but did you guys ever consider changing it, to put the player back in the main room between missions? I feel like someone is constantly prodding me onwards, and it's irritating. I don't even notice when new things appear in the tech viewer, because the only opportunity I get to do so is when I enter the game. Once I get into a mission, I keep going through missions until it's time to quit. Never a moment's rest, or something

7. Capmiss launcher on the light destroyer. Gaaaah! You hide it in a spot where you virtually can't hit the darn thing, and then you tell the player to concentrate on taking out the launcher? It turned out to be easier to just blast the whole capship!

And that concludes Quarto's whine of the day

