Then it came out and I read a few detailed reviews and my mind started to except that while it may not be the game I wanted, it still might be a cool game. So I picked up a copy and played a few games, and the more I played the more I liked it.
I like the variation of the setup each game.
I like how cool the units look.
I like the tech upgrades and combat card deck idea.
I like the workersavailable resources mechanic.
I like how there are several different ways to play each race.
Then over the last few weeks I've had the opportunity to play the game a lot. Twice one saturday, then once on tuesday, and three more times the next saturday. This is pretty rare or me, I'm usually the type to only play a game once or twice before trying something else.
A few things started to pop up that caused a few doubts to creep up in my mind that this may not be the second coming after all.
Zealots should be tougher for what they cost.
Once the few different options for each race are explored it's just a matter of choosing which one to go for.
Too few turns in the game, no way to change strategy midstream to react to the situation.
Lack of defensive abilities makes it impossible to fight a two front war if one opponent is unopposed elsewhere.
Very unforgiving. A few workers lost in a mining accident can be all it takes to set you back far enough that you have no hope of recovery.
All these things can be dealt with and justified, but then the order token game system rears its ugly head.
It seemed like a cool idea at first, but in a game with so many other cool ideas, is it really needed?
I can't see the RTS equivalent for it and it causes nothing but problems. It doesn't make sense that because the zerg want to research on my planet i'm unable to build the necessary transport to execute the mobilize order I have on another planet that happens to be the only visible order. This turn is ruined for no good reason and the game very well could be lost.
It causes nothing but trouble in new (and even not so new) players. "oh crap, i flipped the wrong one, can i flip this other one instead?"
It gives a tremendous advantage to the player to your left for the entire game.
It's too restrictive in not allowing flexibility.
To get the queuing feeling, perhaps having a system where you choose your orders, but they're not tied to having to wait until they're on top of a stack to execute. More akin to roborally. Including a way to change orders mid turn for a cost. A couple minerals or something...
Possibly mix up the turn order each turn, similar to Power Grid (or many others). Could be based on CP, or an auction.
Just not have the orders set at all at the beginning of a turn. Have the same choices and the same number of orders, but decide which one to execute and where on your turn. Who could object to that?
All in all, in a game with a lot of new and different game systems, the order token system is unnecessary. I think the biggest flaw is that the turn order never changes and you'd be a fool to attack the player to your left, not because they're a better player, but because they can always act before you do. It's a shame that such a great game could be brought down by this issue, surely someone noticed it along the way...
I hope a few days time will help me deal with it a bit better, but for now, I have no desire to play Starcraft again. I got some good plays out of it, but now I'd really rather just play something else.
Last edited on 2008-02-10 16:31:26 CST (Total Number of Edits: 1)













































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