Starfleet Command II\'s problems revisited
Anyone remember playing Starfleet Command I and II?
One of the worst problems with SFC-2 was attempting to enforce player purchasing decisions through the interface. Clicking on the '+' and '-' arrows to add more of a given kind of missile or shuttle to your ships screwed up your loadout.
The same thing is happening with v1.08 during race setup: Begin a new race, and minimum techs are 'enforced' by not allowing players to trade one tech for another.
But load a saved race, and suddenly all techs are zeroed out and you have a big balance. And it's only going to get more complicated as the mods start rolling in.
If it's a player choice, it would be better to leave it as a player choice. Give the players Informed Decisions, by letting them see what componants they will be giving up.
If it's NOT a player choice, then remove it from the game. It can be pretended to exist.
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