I was wondering about other people's thoughts on the news post about precise aiming since I thought it left something out.
Here's the problem I see, tell me what you guys think/if this is even an issue:
By going away from any precise targeting the game seems to have created a new (but lesser) type of boredom, here's an example:
When a player does combat they can only watch the ships do their business where the the only big options available to them are issuing a boarding command, positioning a ship (ramming included) or changing firing modes (as well as minor actions like prioritizing fire control).
This seems to be the full extent of player control over the combat which seems shallow at the moment in my opinion; But the boredom that can stem from here obviously is not solely because of a lack of firing controls.
Is this even a noticeable at all for anyone? or maybe it might just go away as the game develops in more detail?
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TL:DR section for busy people: Lack of unit control sometimes makes combat more of a simulator instead of a game, what do you think?
Personally, I don't feel that there is a problem of being too disengaged from combat. Any time there are 3 or more ships to a side, I find it difficult to keep up with the amount of micromanagement necessary to optimally control the fleet. That may be partly because I'm a tad bit more ram-happy than most people and I'm someone who has never been particularly good about maximizing APM. I could certainly see how conquest battles might get slow and uninteresting after a bit, but I've mostly been fighting in multiplayer which is both less predictable and faster paced (no pause or slow-mode).
This game certainly has many shortcomings, but lack of micromanagement isn't one of them from my perspective.
As mentioned on the other forum, my current thinking on the matter is to make more precise targeting controls - in the form of a "target propulsion/weapons/command", or even in the form of picking a spot to shoot at - something that has a cost. Either in terms of needing modules, or needing a special commander, or experienced crew, etc.
Mostly lack of polish, balance, some minor bugs here and there. Primarily your average early access growing pains. I've posted nearly all of the obvious stuff at one point or another already.
The only thing I can think of that hasn't been mentioned is that ended multiplayer matches I've fought in tend to stick around and accumulate in a long list. Server or client isn't clearing them effectively. But that's really getting off topic...
Air Lord, Engineering Corps
I was wondering about other people's thoughts on the news post about precise aiming since I thought it left something out.
Here's the problem I see, tell me what you guys think/if this is even an issue:
By going away from any precise targeting the game seems to have created a new (but lesser) type of boredom, here's an example:
When a player does combat they can only watch the ships do their business where the the only big options available to them are issuing a boarding command, positioning a ship (ramming included) or changing firing modes (as well as minor actions like prioritizing fire control).
This seems to be the full extent of player control over the combat which seems shallow at the moment in my opinion; But the boredom that can stem from here obviously is not solely because of a lack of firing controls.
Is this even a noticeable at all for anyone? or maybe it might just go away as the game develops in more detail?
--
TL:DR section for busy people: Lack of unit control sometimes makes combat more of a simulator instead of a game, what do you think?
Commander
Personally, I don't feel that there is a problem of being too disengaged from combat. Any time there are 3 or more ships to a side, I find it difficult to keep up with the amount of micromanagement necessary to optimally control the fleet. That may be partly because I'm a tad bit more ram-happy than most people and I'm someone who has never been particularly good about maximizing APM. I could certainly see how conquest battles might get slow and uninteresting after a bit, but I've mostly been fighting in multiplayer which is both less predictable and faster paced (no pause or slow-mode).
This game certainly has many shortcomings, but lack of micromanagement isn't one of them from my perspective.
Aerial Emperor
As mentioned on the other forum, my current thinking on the matter is to make more precise targeting controls - in the form of a "target propulsion/weapons/command", or even in the form of picking a spot to shoot at - something that has a cost. Either in terms of needing modules, or needing a special commander, or experienced crew, etc.
Aerial Emperor
Also, 71 - I assume you are tallying any shortcomings somewhere so I can fix 'em? :D
Commander
Mostly lack of polish, balance, some minor bugs here and there. Primarily your average early access growing pains. I've posted nearly all of the obvious stuff at one point or another already.
The only thing I can think of that hasn't been mentioned is that ended multiplayer matches I've fought in tend to stick around and accumulate in a long list. Server or client isn't clearing them effectively. But that's really getting off topic...