Cruiser Command As It Is
Posted: Tue Apr 16, 2013 6:50 am
Hello To Everyone Developing And Playing Cruiser Command!
I will start off by congragulating the developers on making such an awesome game (I remember playing this on warcraft 3 and back then it was awesome). I am relatively new (around 30 matches) to this game so what I am about to say is possibly inaccurate so please don't wound me for anything I may say that is inaccurate but it is purely observational. So without further ado:
The Game As It Currently Exists
Generally I don't like to divide a game into Early, Mid, and Late game but it helps in understanding the progression of the game and where it stands.
Early Game
As far as I can tell this part is simply about resource gathering. Miners go out and wraiths and corvettes attack and defend to ensure that your team has the economic advantage. These resourcecs translate towards upgrades. While some upgrades offer different benefits I have noticed so far that there is a pattern to these upgrades which player s generally follow.
Mid Game
Once certain key upgrades are researched the BC's now take a more active role in ensuring their economic advantage by contesting asteroid fields. More advanced ships come out at this time, Chompers, Miners and Destroyers make their appearance. However the aim generally to still mine and upgrade.
Late Game
A more accurate way to describe this point in the game is when the engagement between the BC's occur, because rarely (and I mean rarely) have i seen one BC decide to engage the other and it has not ended the game. I have seen some game s end early, either by rushes where a BC with a clear economic advantage has engaged and destroyed the enemy BC by virtue of superior upgrades. The deciding factor iis whether someone decides to engage the other.
Now I'm aware that there are certain strategies one can take to reach this point, Hull/Sheild Tanking, Destroyer Rush ect. But generally, most game s are just a build up to a single engagement between battlecruisers that once initiates cannot be reversed unless one has engine boost and the other does not which I have never seen as it is among (at least what the people who I have seen take command) the essential upgrades.
I'm not complaining, I love the game! But .From my limited experience I have noticed certain hinderances towards experiencing a thoroughly enjoyable game. Please don't take this as criticisms, I hate when somone tells me I'm not doing my own idea right. Its just these things are kinda detracting from the variety (and thus uniqueness) of each game. I'm just gonna put what I'm thinking out there now.
1. I think one large problem to the game has been the inability of somone to escape from the 'final engagement'. Engines boosts are good, but when the other enemy team has them the effect is negated. This is just one idea, but maybe having an ability to jump (pretty much an FTL jump) to any location would be good. If certain dynamics were added (there is a charge time, enemy can dectect if a jump is about to happen, jumps are disabled when core goes below stability percentage, FTL drive is disabled by people boarding the ship, the ability to cloak the BC from enemy ping, the ability to track the BCs last jump ect. Sorry, i just believe the boost ability isn't a viable form of escape, only for maneuvering during the 'final battle'.
2. The BC is the only lategame ship. I dont think this is bad, wraiths and corvettes roles to defend and attack miners are still intact, but destroyers really can become obselete after a certain point in the game.
3. Sorry if im phrasing this wrong, but everything is easily researchable. Im not sure how to describe the problem with this, but let me explain by comparing it to another game people may be familiar with, 'Dota', Sorry to once again compare to another game, its just a means to an end. In late game of 'Dota' items that provide unique advantages or abilities are expsensive but in the course of a standard match only 1 or 2 of the +50 high tier items are attainable forcing player s to prioritise on which items they are going to get. This also makes the game fun as you rarely get a game where you can get all those items but when you do its awesome. There are early game upgrades in Cruiser Command which is nice. There are exspensive late game upgrades which is also good and there are tech tree pathways which is really cool. But I feel that there is no strategic thinking in getting these upgrades as by the time you get to the 'final battle' they are all researched, at least the key ones are.
4. Sorry to write about what I'm going to say next since it really won't offer anything substantial, but the fact that certain upgrades are always researched in a specific order really doesnt add anything to the variety of the game. Mainly im reffering to miner upgrades. Theres no alternative to what you can get. I dont choose to go scan over (the other one (i forgot...)) because they are both really cheap. You dont choose small ship thrusters over small ship hull because you can get them both which you have to. If you dont, your just at a disadvantage and theres no alternative upgrade.
Well. Thats how my primitive perspective has captured a truly complex and interesting game. Its flawed, i know. I just hoped to contribute (thats a bit presumptous and cocky so please excuse me) to something that is obviously going to continously evolve and become more perfect
Also, i would've have put this in the suggestion forum but i thought i might as well add it here.
About Boarding
I dont know what the development has planned (I know its gonna be awesome) but there are a few things i think would dynamic of the game.
1. Races/Specialisations. I dont like to be hackneyed and much less a poacher of ideas, but have any of you ever played FTL? Certain characters in that game were more specialised at different tasks, this made it alot of fun to manage whos doing what as they each are better at certain tasks which defined your strategy. What has this got to do with boarding. Well it doesnt have to apply specifically to boarding, but certain characters/races/specialisations/in game models could be better at boarding or combat in ships, have more health or be better at sabotage.
2. Sabotaging systems? Im pretty sure you have come up with this idea so Ill keep this brief, I think you need to seperate different funtions of the ship e.g. engines, shields, weapons, navigation (sight of enemy ships, your own ships? so that they are individually sabotagable. This way people can focus on different things.
3. This really carries on from the last point. Not to poach of FTL again, but have you thought about making different systems targetable from enemy BC's? If you downplayed on weaponry this would make attacking enemy BC's way more strategic as opposed to firing at shields or Hull. Actually sry. Thats a stupid idea. Sry i know thats probably to difficult to achieve or not what the direction of this game is headed towards.
Anyway. Whoever read this whole inane and excessivly long post I thank you. Please dont judge me too harshly.
Note: I Believe somone whos got a similar idea is DumbMarine from this post http://cruisercommand.com/forum/viewtopic.php?f=6&t=164
I will start off by congragulating the developers on making such an awesome game (I remember playing this on warcraft 3 and back then it was awesome). I am relatively new (around 30 matches) to this game so what I am about to say is possibly inaccurate so please don't wound me for anything I may say that is inaccurate but it is purely observational. So without further ado:
The Game As It Currently Exists
Generally I don't like to divide a game into Early, Mid, and Late game but it helps in understanding the progression of the game and where it stands.
Early Game
As far as I can tell this part is simply about resource gathering. Miners go out and wraiths and corvettes attack and defend to ensure that your team has the economic advantage. These resourcecs translate towards upgrades. While some upgrades offer different benefits I have noticed so far that there is a pattern to these upgrades which player s generally follow.
Mid Game
Once certain key upgrades are researched the BC's now take a more active role in ensuring their economic advantage by contesting asteroid fields. More advanced ships come out at this time, Chompers, Miners and Destroyers make their appearance. However the aim generally to still mine and upgrade.
Late Game
A more accurate way to describe this point in the game is when the engagement between the BC's occur, because rarely (and I mean rarely) have i seen one BC decide to engage the other and it has not ended the game. I have seen some game s end early, either by rushes where a BC with a clear economic advantage has engaged and destroyed the enemy BC by virtue of superior upgrades. The deciding factor iis whether someone decides to engage the other.
Now I'm aware that there are certain strategies one can take to reach this point, Hull/Sheild Tanking, Destroyer Rush ect. But generally, most game s are just a build up to a single engagement between battlecruisers that once initiates cannot be reversed unless one has engine boost and the other does not which I have never seen as it is among (at least what the people who I have seen take command) the essential upgrades.
I'm not complaining, I love the game! But .From my limited experience I have noticed certain hinderances towards experiencing a thoroughly enjoyable game. Please don't take this as criticisms, I hate when somone tells me I'm not doing my own idea right. Its just these things are kinda detracting from the variety (and thus uniqueness) of each game. I'm just gonna put what I'm thinking out there now.
1. I think one large problem to the game has been the inability of somone to escape from the 'final engagement'. Engines boosts are good, but when the other enemy team has them the effect is negated. This is just one idea, but maybe having an ability to jump (pretty much an FTL jump) to any location would be good. If certain dynamics were added (there is a charge time, enemy can dectect if a jump is about to happen, jumps are disabled when core goes below stability percentage, FTL drive is disabled by people boarding the ship, the ability to cloak the BC from enemy ping, the ability to track the BCs last jump ect. Sorry, i just believe the boost ability isn't a viable form of escape, only for maneuvering during the 'final battle'.
2. The BC is the only lategame ship. I dont think this is bad, wraiths and corvettes roles to defend and attack miners are still intact, but destroyers really can become obselete after a certain point in the game.
3. Sorry if im phrasing this wrong, but everything is easily researchable. Im not sure how to describe the problem with this, but let me explain by comparing it to another game people may be familiar with, 'Dota', Sorry to once again compare to another game, its just a means to an end. In late game of 'Dota' items that provide unique advantages or abilities are expsensive but in the course of a standard match only 1 or 2 of the +50 high tier items are attainable forcing player s to prioritise on which items they are going to get. This also makes the game fun as you rarely get a game where you can get all those items but when you do its awesome. There are early game upgrades in Cruiser Command which is nice. There are exspensive late game upgrades which is also good and there are tech tree pathways which is really cool. But I feel that there is no strategic thinking in getting these upgrades as by the time you get to the 'final battle' they are all researched, at least the key ones are.
4. Sorry to write about what I'm going to say next since it really won't offer anything substantial, but the fact that certain upgrades are always researched in a specific order really doesnt add anything to the variety of the game. Mainly im reffering to miner upgrades. Theres no alternative to what you can get. I dont choose to go scan over (the other one (i forgot...)) because they are both really cheap. You dont choose small ship thrusters over small ship hull because you can get them both which you have to. If you dont, your just at a disadvantage and theres no alternative upgrade.
Well. Thats how my primitive perspective has captured a truly complex and interesting game. Its flawed, i know. I just hoped to contribute (thats a bit presumptous and cocky so please excuse me) to something that is obviously going to continously evolve and become more perfect
Also, i would've have put this in the suggestion forum but i thought i might as well add it here.
About Boarding
I dont know what the development has planned (I know its gonna be awesome) but there are a few things i think would dynamic of the game.
1. Races/Specialisations. I dont like to be hackneyed and much less a poacher of ideas, but have any of you ever played FTL? Certain characters in that game were more specialised at different tasks, this made it alot of fun to manage whos doing what as they each are better at certain tasks which defined your strategy. What has this got to do with boarding. Well it doesnt have to apply specifically to boarding, but certain characters/races/specialisations/in game models could be better at boarding or combat in ships, have more health or be better at sabotage.
2. Sabotaging systems? Im pretty sure you have come up with this idea so Ill keep this brief, I think you need to seperate different funtions of the ship e.g. engines, shields, weapons, navigation (sight of enemy ships, your own ships? so that they are individually sabotagable. This way people can focus on different things.
3. This really carries on from the last point. Not to poach of FTL again, but have you thought about making different systems targetable from enemy BC's? If you downplayed on weaponry this would make attacking enemy BC's way more strategic as opposed to firing at shields or Hull. Actually sry. Thats a stupid idea. Sry i know thats probably to difficult to achieve or not what the direction of this game is headed towards.
Anyway. Whoever read this whole inane and excessivly long post I thank you. Please dont judge me too harshly.
Note: I Believe somone whos got a similar idea is DumbMarine from this post http://cruisercommand.com/forum/viewtopic.php?f=6&t=164