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Laporkan kesalahan penerjemahan
In terms of the practical details: I got gold on the first few missions, haven't fully finished the campaign and I feel like a lot of it is balanced on the assumption that you have to keep retrying to get hard upgrades to your units making them objectively more powerful in order that they be able to complete the objectives in the limited time you're given.
Then again, the current take isn't hurting anything, so no worries. Timelimits for primary objectives would be more of an issue though.
an alternative that doesn't cause discourse between player types is to have optional alternatives, things like eliminate all enemies on the map or complete both objectives in 20 min. these kinds of options play into both player types, can even have special alternatives like find x hidden item on map.
having every gold star being locked behind time gated objectives limits your games enjoyment to only one small subset of players, doesn't help that players that like to play slow and methodically also tend to be completionists compounding the issue.
up till then, gold objectives were rather doable (on normal)
But yeah, i agree with OP - my base ends up being a scattered mess of 9 motor pools in various directions in order to have closer places to place refineries while i pump out tanks. On mission 3, i built around 140 tanks to beat the gold on normal.
I think that hit the nail pretty much on the head. Audience Alienation. The issue isn't so much mechanical, but perceptual. I bet a lot of folks will want to fire up the game for quick round without getting too swetty palms. Plus we're all getting older now. And the time pressure feels just wrong. It's a bit like: "Yeah, you know those games you liked back then, we'll we're iterating on the classics, like when you were younger, but guess what you're now slow and not good enough anymore, old timer, and we're gonna rub it in your face."
Plus, is there anyone anywhere who actually likes time-limits? Speedgamers don't need them, because they are already competing for the best time. Pros are indifferent and Casuals feels pressured and unwelcome.
Not just the timer, the enemy players also are RELENTLESS ,i only beat it after an hour and half grind where ionly made progress after the enemy depleted their oil deposits, since they dont expand, then they stopped attacking (but still could produce units to replace lost defenders)
Hidden Truth Gold objective was increased to 30 minutes (from the original 20) - along with a ton of other changes to that mission based on Player feedback (Adjusted AI, Objective Locations, Extra Unit Crates, etc)
I love Petroglyph, keeping the Westwood Studios days alive! Considering picking up this game, but I am very much put off by these time restrictions. Strategy games should never be rushed, I have held to this opinion since falling in love with the turn-based and real-time strategy genre in the late 80's!
This is Firaxis' degree lazy game design, trying to force player to "get it over and done with". Hoping the dev will add a game setting for us turtles... I'll buy the game so long anyway!
Maybe can set something like if complete timing object, will give more bonus to next campaign, like maybe more resource at first, or extra building in early time.
So novice players can practice by campaign, after unlock all things, can try to push their limit, also know they can do it even there is time pressure.
Another way is add a random mission mod, will start at random skirmish map, with some different kinds of object, maybe add few time pressure object, after finished, will give bonus reward, then map will be more and more difficult, like unlimited mode in some games.