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I think another issue is there is just too many things you need when the waves get harder and its a hard choice what you can do without for longer. Makes me feel like I am just trying to cheese the AI to postpone actual strategy for getting things I need each wave.
same with units cap no way to buy it or upgrade it maybe the monster nodules/nest could give us points or we could level up our units to a veteran like they are billions if they get a lot of kills. but something is definitly missing to make it feel satisfying.
from what i've felt the mid game transition 20 wave ish is super steep and in the end feels more like a puzzle game with the provided map and the AI path that's unpredictable and avoiding traps
- 4x military limit (all 2/4 pts)
- mist gatherer / bomber workshop / ballistas
- masonary/ elite quarter / partisans
- military limit (all 6 pts)
- enhanced tactical items (great banner)
- military limit (rest)
- the rest
I think i was done with the basic setup (partisans + ballistas) around wave 20-23, after that it's just making your base fancy.
-> The current system already works quite well but yes the start could be made faster in general for example starting with like 10 pts, 5 troops instead 1 but also making the first wave already harder. The first maybe 5-10 waves are so boring.
The pts system also could be totally removed and replaced with another system like having points of interests scattered across the map which gives upgrade points you need to hold them constantly like a currency which would give meaning in expanding your base.
IE, replace the caches of stone / oxygen / wood you can find there with bonus research points. That would give an incentive to explore early on, and kickstart the otherwise dull star of endless mode.
I know that i need to upgrade my keep to get access to the stone masons building, that i need to build it to upgrade my keep again, i know that i need to buy the first walls upgrade to unlock the 2nd, etc, i was taught this playing the campaign and playing skirmish.
But when you play endless this isn't the case. You can unlock a building and have it missing units/upgrades, you might have buildings locked with no way of knowing how to unlock them because it might not click at first that you need the mist condensers to build everything, you might buy the advanced tactical assets upgrade thinking you are being efficient and skipping the earlier purchases only to realise that this gives you NOTHING without the subsequent upgrades.
As for it being slow this is also a double edged sword as you often end up with nothing to do during the day but gather materials for walls while you are too low tech / weak to expand but then you cant even skip the days with the skip button because you don't get compensated with those resources and then later on resources become a bit of a non issue because the army cap is so low and theres nothing else to buy/build.
If anything it should have an ending because it really does feel like after about day 25-30~ im just spamming the next day button with fast forward on so i can buy the rest of the unit cap upgrades.
The way other RTS's give your choices and slow you down is with build paths and resource management and not floating resources/capping yourself.
However in cataclismo warehouses are insane, they essentially 10x your economy making wood/stone a non issue very quickly and with the infinite(?) skybox you don't need to expand for housing space so what normally limits you forcing to make choices doesn't exist.
So it looks like the point system was a crude/tacky way to try and address some symptoms of a much bigger problem - which feels bad as the only thing slowing you down is what day it is rather than your or the monsters ability...