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Joined 1 year ago
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Cake day: July 1st, 2023

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  • Personally, I’d like to see a bit more adjustment in ship abilities.

    It feels like they’ve got active abilities on every ship you have to press to get them using their full potential. Even if they have adjusted the length and timer of the cool down, It doesn’t feel very good to me that way.

    Red alert 3 kinda killed me because every unit had an alternate mode or active ability I had to use and target on enemies. If you weren’t constantly toggling abilities on all units or making use of these targeted abilities you were going to get rolled.

    I’m hoping we can move some of these abilities over into researchable passives. It feels like adding all these activatables is ment to increase the skill ceiling for competitive gaming, which I can also see how that may be beneficial.







  • What ultimately annoyed me were a lot of small things adding up quickly. Or maybe small things.

    Like quest and story writing across the board was just bland and bad in my opinion. I’m not a huge fan of multiverses as well either but that ones majorly subjective to people.

    But things like the story between the UC and FC; who would agree to lock themselves to a few settled worlds in that much untamed space? And FC being cowboys of all things, really? I generally agree with story issues pointed out by people like PatricianTV and a few other youtubers who wrote essays on the issue of the story and setting.

    Stories like the ancient generation ship had me super intrigued in the trailers but in gameplay it was just dull and empty. I could have seen a thousand ways that story could have been enhanced but they went with 3 options noone felt strongly for.

    Quests across the board felt that way, just… missed potential and empty writing.

    Weapon design was also… strange. They sounded like guns, sure. But they took a huge step back from the fo4/76 weapon design process that felt great. Modifying receivers to keep a gun current felt good in those two games but they decided on fixed damage values for tiers? And the designs of the guns themselves was strange. Some of them could not realistically move a bullet from their magazine to the receivers. Even in a scifi setting at least try to make a grounded design first, then add from there.