I actually really like this being a 'macro' game. For a hard-core gamer, seeing somebody finally tackle the problems of mid and end game tedium is astounding. For this QS gets the highest marks ... I think they may have shot themselves in the feet, however, by not paying more attention to how the average player wants to play those first 100 turns. That is, if you don't keep the average gamer hooked long enough to ENJOY those first few hundred turns, you're in trouble ... as we are seeing.
But here's the big problem: The AI won't fight. As a few others have done, I simply setup a game and let it run itself. I just click turn turn turn turn up to nearly 300. Though my neighbors could have easily annihilated me, they would park in my space and leave it at that.
So, if the next patch can make a mean AI, I'd be pretty happy (the domestic ones, on the other hand, are quite capable, though why this doesn't apply to ship designs as well --am I missing something?-- is beyond me). Until then, there's no opponent in SP that I can see.
How this was allowed to happen is shocking to me. Horrible mistake. Kiss of death to early sales.
Oh, I should also throw in that space combat suffers from the similar problem I mentioned above: Sure, the way they designed might well be great for the mid to late game when you have huge armadas, etc., but for the first few hundred turns, it's a horribly pathetic system. Why oh why design a game almost entirely with the last few hundred turns in mind with little attention paid to how the first few hundred would be played?
By the way, why do all these reviews say there's no explanation for what this or that tech does? When I click on the tech in my sitrep, it takes me to the tech page which full explanations of the tech's affect.
Conclusion: Unless you want to get a jump start on what you HOPE the patch will fix, there's not much here but a lot of potential. For the moment, I'm cheering on QS, but the potential could also mean potential for complete and utter failure.
But here's the big problem: The AI won't fight. As a few others have done, I simply setup a game and let it run itself. I just click turn turn turn turn up to nearly 300. Though my neighbors could have easily annihilated me, they would park in my space and leave it at that.
So, if the next patch can make a mean AI, I'd be pretty happy (the domestic ones, on the other hand, are quite capable, though why this doesn't apply to ship designs as well --am I missing something?-- is beyond me). Until then, there's no opponent in SP that I can see.
How this was allowed to happen is shocking to me. Horrible mistake. Kiss of death to early sales.
Oh, I should also throw in that space combat suffers from the similar problem I mentioned above: Sure, the way they designed might well be great for the mid to late game when you have huge armadas, etc., but for the first few hundred turns, it's a horribly pathetic system. Why oh why design a game almost entirely with the last few hundred turns in mind with little attention paid to how the first few hundred would be played?
By the way, why do all these reviews say there's no explanation for what this or that tech does? When I click on the tech in my sitrep, it takes me to the tech page which full explanations of the tech's affect.
Conclusion: Unless you want to get a jump start on what you HOPE the patch will fix, there's not much here but a lot of potential. For the moment, I'm cheering on QS, but the potential could also mean potential for complete and utter failure.
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