|
|
|
|
December 1st, 2006, 12:16 AM
|
|
Private
|
|
Join Date: Jul 2005
Location: In a chamber of horrors
Posts: 41
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
My viewpoint of SEV
I have played SEV for about 2 weeks now and I now have a feel of what I like and don�t like about the game. Since I loved SEIV I will make my comparisons to that game.
1) I like the hex grid of SEV over the square grid of SEIV. I grew up playing the cardboard war games that used the hex grid for movement purposes and I feel it gives the game a more accurate movement count when moving at the diagonal.
2) The 3D map is fine and I�m getting use to it. I also liked the 2D map of SEIV. For a game like this I don�t care if the graphics are state of the art, only that they be functional. My main complaints with the UI are that the flags are too large and the ships are too small on the system map. I prefer the way the information on the system map was presented in SEIV better.
3) The complexity of the diplomacy part of the game is nice, but I think it�s too complex for the AI. Since I don�t have the time to play multiplayer games I need the AI to be a little better than it is. I have to look very carefully at what the AI is offering because if I don�t, I could end up crippling myself or the AI to a point in which neither of us has a chance of winning. It usually took me 5 � 6 counter proposals just to get a semi-reasonable treaty.
4) There are a lot of little things that I�m ambivalent about such as the need to place ordinance supply modules on the ships. This feature does make one think about how much ammo you need. For instance I�m creating a long range scout ship. I want it to have lots of supplies so it can do some long range exploring, but how much ordinance do I place on the ship? Do I place a lot so that the ship will have enough ammo for lots of potential battles or do I place a limited amount hoping that the ship will meet some friendly races that will let me resupply?
5) Now on to ship design. I like SEIV better than SEV. SEV ship design�s not bad it�s just that I prefer the way SEIV handled.
6) The feature that I don�t like about SEV is the tactical combat. SEV�s tactical combat has just been turned into a click fest and if you make one mistake clicking during combat you can lose it all. One of the things I loved about MOO, MOO2 and SEIV is the turn based tactical combat. One of the benefits of turn based combat is the fact that you can take your time while you figure out your next move and if you do make a mistake you may be able to recover from it.
Overall I like the game, but the real time tactical combat ruins the game for me and I doubt if this game will stay on my hard drive like SEIV has. If I use strategic combat instead of tactical then I think SEV becomes an inferior version of Galactic Civilizations 2. I think that if Aaron replaces the real time combat with a turn based one and improves the AI so it can deal with diplomacy better SEV becomes close to SEIV in quality and game play.
Disclaimer: This is my opinion and my opinion only and you have the right to yours. Any and all flames will be ignored by me and suggest all other reasonable people ignore them as well.
__________________
Computer AI easy: zero beers, Computer AI average: 6 beers, Computer AI hard: 12 Beers, Computer AI impossible: a fifth of whiskey.
|
December 1st, 2006, 12:28 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: My viewpoint of SEV
Blatantly turn based combat, three clicks away.
Alternatively, just pause while issuing orders and let it run at whatever speed (-/+ keys near the backspace) is convenient. The spacebar is your friend
__________________
Things you want:
|
December 1st, 2006, 12:29 AM
|
|
Second Lieutenant
|
|
Join Date: Feb 2003
Posts: 470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: My viewpoint of SEV
6) The feature that I don�t like about SEV is the tactical combat. SEV�s tactical combat has just been turned into a click fest and if you make one mistake clicking during combat you can lose it all. One of the things I loved about MOO, MOO2 and SEIV is the turn based tactical combat. One of the benefits of turn based combat is the fact that you can take your time while you figure out your next move and if you do make a mistake you may be able to recover from it.
Overall I like the game, but the real time tactical combat ruins the game for me.....
You do know you can stop time in the tactical combat and issue orders, even set the timer so it automatically pauses itself every few seconds so you can submit your "turns" orders, then excecute them.....
|
December 1st, 2006, 12:29 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: My viewpoint of SEV
On 6: you can pause the game at any time and set it to auto-pause after X number of seconds. That helps a lot, the RT combat is actually a lot more balanced than SE4 combat was. You don't get fleets wiped out before they can fire a shot now.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
December 1st, 2006, 12:40 AM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: My viewpoint of SEV
Well if he didn't know before he knows now.
Three nearly simultaneous nearly identical answers, one with pictures. Gotta love this forum.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
December 1st, 2006, 01:07 AM
|
|
Private
|
|
Join Date: Jul 2005
Location: In a chamber of horrors
Posts: 41
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: My viewpoint of SEV
I didn't know about the 'select time interval' button, but after three nearly simultaneous, nearly identical answers I do now. I have played the tactical combat on 1/8 to 1/2 speed and it does improve the game. I still like turn based combat better. I'm still playing the game and I will be watching for some mod's that improve upon the AI. I may have been hasty when I said real time tactical combat ruins the game for me, but it doesn't improve it for me either.
__________________
Computer AI easy: zero beers, Computer AI average: 6 beers, Computer AI hard: 12 Beers, Computer AI impossible: a fifth of whiskey.
|
December 1st, 2006, 01:13 AM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: My viewpoint of SEV
Hay man you can pause the combat and control the speed it happens at!
What? Everyone else was doing it too!
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta�s Big Bang Attack� Welcome to OBLIVION!
�Don Panoz made an awesome car and� an incinerator� Bill Auberlen
|
December 1st, 2006, 02:31 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: My viewpoint of SEV
Ehy, you can control the pause and speed the combat at it happens!
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|