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Messages - Stofficus

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Ascendancy Discussion / Ascendancy 1.0 Impressions
« on: February 22, 2016, 11:25:32 PM »
Hey all, long-time fan of your work, and 1.0 is bloody impressive so I figured I'd make myself somewhat useful and give a rundown of some early impressions and thoughts now 2 partial campaigns in.

I am going to break this down into rough categories for readability's sake:

1) Faction diversity. The facts all function different in satisfying ways, even the Pentastar Alignment and IR; while the ISD remains their iconic backbone, they don't hurt for diverse options. Furthermore, the AI seems to actually take advantage of them, and their fleets reflect their strengths. Hand fleets are full of corvettes and frigates (one hoard of karieks did about 2500 damage a tick to one of my SSDs, not a pleasant experience), the NR leverages their very durable capital ships well, the IR has a mighty hoard of ISDs and VSDs, and the PA unleashes the swarm in a most satisfying manner. Convincing the finicky Sins AI to do that is a major accomplishment in my opinion.

2) Visuals. Sweet mother of cthulhu, you guys have blown every other Sins mod out of the water, in my opinion, and have vastly outdone yourselves from the already very impressive work you did in EaW. The ships and effects are gorgeous, though the Allegiance seems to have some shadow issues; it appears as if in total shadow unless it is in a position where a shadow is cast upon it, such as a ship above it, in which case it appears normally. I recall Corey mentioning something about the Allegiance in one of his Let's Plays, so this may already be known.

3) Economy. I'm not entirely sure how I feel about the economic side of things in Ascendancy. I dig the idea that tibanna/duranium are mostly for teching and planet upgrades, with ships being more credit dependent, thus building a fleet and development aren't mutually exclusive, but the actual scaling seems a bit off. What I mean by that is the start of the game is very slow; building up your economy is very gradual, but will start to snowball to a point where I can unleash enormous fleets and replace most losses with relative ease - time and distance to shipyards matters more than actual cost, though the logistics side of thing is certainly interesting. The current set of systems works perfectly fine, but the early game and mid-late game have completely different speeds and intensities to them. I'd like to hear what some of the objectives are/were on the economic side of things, as aside from a few general faction traits, I don't recall there being much discussion of that in the past.

4) Balancing. Combat seems in a pretty good place, though the AI propensity to zergmob can make some fights more a matter of attrition, particularly against Hand corvette swarms. I am pleased that victory is dependent upon more than who has the most capital ships/titans like in base Sins, but with your EaW pedigree that comes as no particular surprise. There may be a few tweaks needed, however, as in both of my partial games thus far (lost both times, also a good sign - can't remember the last time I lost in Sins against the AI) the Hand has outperformed other AI factions, though I will experiment with some larger games to try and get a better sense for how overall faction performance may be.

5) What's Missing? Not counting the additional factions you lot keep teasing (or openly discussing, as the case may be), there are a handful of areas which I think could do with a few more options, such as logistics buildings. Currently, once you have enough labs, the only thing to build in orbit is trade depots and shipyards, and while base sins certainly didn't offer much more than that beyond refinieries (which would be total overkill with Ascendancy's economic model), I do think more options would help encourage specialization and alternate playstyles. Perhaps something like an intelligence center for the Hand to grant limited sight to adjacent planets, or an orbital prison complex for the IR which improves allegiance and ship production rates?

All in all, I look forwards to experimenting some more and seeing what you all come up with next.

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Star Wars Discussion / Re: The Force Awakens discussion(spoilers)
« on: December 21, 2015, 03:35:34 PM »
Thinking on it some more, but I feel that most of my issues regarding the plot/setting has more to do with the fact that this is a 2 hour movie. The "New Canon" hasn't remotely caught up to this point yet, and isn't as widely dissimulated as the old EU. Furthermore, they were no doubt concerned about coming off as too much like the start of Episode 1 espousing on politics, trade relationships, crony politics and so on, so left everything inferred. I can't say I prefer that, but I also understand where they are coming from.

As much as I prefer me some good old politics, that preference shouldn't undermine which is otherwise a pretty solid character film. Even Rey's savant-ism is handled fairly well - throughout the movie she doesn't even know how she pulls off half of what she does, which is something that will no doubt be elaborated upon in the next film with Luke.

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Star Wars Discussion / Re: The Force Awakens discussion(spoilers)
« on: December 19, 2015, 08:43:27 PM »
If true, I feel like a "State of the Galaxy" is sort of neccessary, as the exact arrangement of things is quite vague. One the one hand, that lets the EU breath to a point while Disney sorts out what they want to keep or change, but if the situation is complex and fluid on the geopolitical framework, I'd appreciate a better handle on things. Episode I and IV start off in a very straightforwards arangement: Republic/Empire owns everything, here's a particular subject, and while I was under the impression that the New Republic owns more or less everything and the First Order is a fringe group stamping out some territory in an area where the New Republic was weak.

That being said, I did chat with my other half after the movie thinking that an interesting direction they might take (though it's not likely, but I can hope), as if the New Republic is crippled militarily, they'll need help, and maybe that's an angle to bring in the proper Imperial Remnant disgusted by the cultic, irrational nature of the First Order. Basically use the whole "How do we get the Empire to help us?" angle from the Vong Wars, and add some moral grey area for the, inevitably, darker 2nd act.

That's my wishlist anyways.

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Star Wars Discussion / Re: The Force Awakens discussion(spoilers)
« on: December 19, 2015, 04:25:33 PM »
Nothing explicit, but the First Order did specify they were targeting the capital of the New Republic, and since Coruscant is the traditional capital of any galactic government and to hold it is key to legitimacy, and the planet had the typical urban design, I can't see it being anything else without some major retcon we otherwise don't know about.

And besides, the First Order quite explicitly is NOT the Empire - they seem more like a death cult rather than an organization with clear, rational objectives; a group very much centered around Vader-worship (seriously, look at the uniforms; long black cloaks, gear and kit often worn on the chest, everything's designed reminiscent of Vader).

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Star Wars Discussion / Re: The Force Awakens discussion(spoilers)
« on: December 19, 2015, 02:20:01 PM »
I genuinely enjoyed it for a couple of reasons:

Solid continuity. Nothing in the film feels overtly arbitrary, and making judicious use of expanded universe concepts was nice.
Very little stands opposed to the "Legacy" timeline directly with plenty of room to incorporate or utilize the better parts of the old expanded universe.
Fairly good writing; dialogue is good, humour is well utilized without being overly childish or over the top, and the acting was on the whole quite solid, unlike the wooden prequels.
Plenty of fanservice without it just being a 2 hour long reel of fanservice; introduction of old characters and, in particular, the Millenium Falcon are done quite well.
Some genuine surprises; they blew up Coruscant. My inner monologue i that scene was quite simply, "Well, damn"
All the loose ends lead to interesting speculation and offer solid hooks for future films which will keep buzz alive.
It will piss off the same people who lost their minds over Mad Max.

All in all, quite pleased, even though it very much is a bit of a mix of A New Hope and the Empire Strikes Back thematically and in many of its key scenes, but I think that this film mostly serves as the setup for more creative freedom going forwards; start with the more familiar, the tried and true and then boldly go where no one has gone before, to cross my fandoms so to speak.

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