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EDIT: Oh and the M Ship that flies fast, forgot the name.
The terran sectors are the worst part. The economy is a joke and there are no enemies in there. Not a single reason to go there except for the story missions. It's just a bunch of sectors noone is willing to use.
I haven't played Avarice long enough for a final judgement but so far I say it is: Split>Avarice>Terran
If you have a good enough manager, theoretically you could make a super factory in Venus that sends miners to the asteroid belt and circumvent the absolute theft that is player made wharf income which I just learned about.
Have yet to play Avarice will get to it eventually, but it does sound a little lacking in content from what I gather...
Tides of Avarice so far to me seems like such a minimal DLC I have to kind of question why it was priced the same. It's like 1/4 the number of sectors added by the other DLCs and 1/3 the number of ships. I haven't finished the story missions yet, going through the Stranded start the first like 15 quests all feel like an extended forced tutorial of basic game mechanics which feels a bit late for the game and is a bit of a slog so I haven't gotten through it very fast. I love the concept of the DLC, I just wish it was a lot more fleshed out. Add some more M and L ship variety to the faction, maybe another XL that isn't tied to the story, that would make it more worthwhile IMO.
And true, the economy couldve been a bit more complex, but the ressource drain is quite challenging to handle imo. And imo it gets really interesting, when you combine your other faction-ships with Terran tech, thats adds another dimension.
Ship wise Terrans got really good ships though. Destroyers are excellent, as is the Asgard, and the fighters/m-ships are pretty effective as well, especially with Terran guns. Maybe not best in class, but not everything has to be power creep.
I gotta agree that its quite "cut off" from the rest of the world though, probably couldve been better implemented. But in the end, I feel like it added quite a bit more than Tides, at least for me.
I love the Astrid as a business ship, but man, that thing doesnt need more speed, it actually needs breaking mods xD
Im very curious what the next DLC will be, or if Egosoft works on a successor, or a completely different game? If you dont do Borons, what else is there.
COH was my favorite DLC even if Split is not far behind, TOA is kinda minimal, was hoping for more pirate ships, don't get me wrong, the ships in the DLC are great but no real new M corvette, no new fast pirate carrier with cargo space... They are some really good things they could have done with pirate ships :/ only a few new sectors.
Also the interview with bernd was very misleading as he talked about some kind of rework for SCA I thought they would give them new ships and or mechaniques...
For 15$ it's still a good DLC, adds more content than most other games do with their DLCs and it's still great quality ! And the music is ♥♥♥♥♥♥♥ awesome as usual !
the next gota be Borons !
So, in the spirit of "DLC funds the major patches", I'll list out some of the new changes & explain how I think they make for a complete DLC's worth of content.
New sectors: 3 new VIG sectors that connect Teladi & Argon space (making Eighteen Billion suddenly a very interesting sector to set up an everything-factory/move your PHQ), 3 new RIP sectors with an interesting Tide mechanic (though I do wish for some changes to that, such as a visible timer on the map screen & more uses/need for Protectyon), and 1 new "secret" sector that unfortunately requires very manual navigation to reach.
A bit fewer sectors than the Split or Terran DLCs introduced, but placed in a more central/connected location and including some novel new mechanics.
2 new factions: Eh, the lore is interesting but I didn't find either VIG or RIP to be particularly compelling, except as a new market for goods & some new NPC outfit styles.
New mechanic: Scrapping & recycling. I think players have been requesting a wrecks/recycling mechanic for a while, and this is a pretty complex implementation with 2 new ships, 3 new buildings, and an entire new station-supply-construction mechanic (seriously; check out your stations/wharves to see the "closed loop" style that lets you construct any consumable/deployable from just claytronics/hull parts/energy cells.....). I think there's still some balance-tuning that could be done with this process, but in general I think it works well.
New ships: In addition to the 2 scrap-specific ships, there's also 2 new unique ships (one of which is a battlecruiser), an interesting destroyer-freighter combination, and several S-sized ships that are visually interesting (but kind of boring stats-wise).
New modules: The gambling den module is interesting as a way of making it less painful to grow a large station population. The Protectyon shield/condensate storage are both related to the new Tides mechanic & don't have much use outside of those sectors (though I'm testing whether slapping that shield on station construction missions actually expands the market for Protectyon outside of the RIP sectors). The scrap receiving module & the 2 processing modules (for CoP or TER materials).
New station interiors: Honestly I loved this, as it adds some neat new variety to the interior of stations, rather than the same boring T-shaped corridor.
New ship mods: The Hazard Shielding maaaaaay be useful for ships that frequently spend time in those sectors (Tharka's Cascade mainly, but I guess also that one band in The Void). The cargo-cloaking mod seems interesting, but not worth using up the chassis slot in my opinion (probably because I don't have illegal wares producing stations).
Equipment: I do wish that this DLC had included some new equipment. Maybe a new Ion blaster that temporarily slowed a ship's max speed or a "boarding pod" weapon slot item that let you carry more marines or something else "piratey" themed. I think just sticking with default ARG equipment and claiming "that's what they had when the gates shut down" is kinda weak.
Agreed, and I feel like their strength lies in sandbox anyways. No one is going to walk away from any of these plots and go "♥♥♥♥♥♥♥♥ I wish The Witcher devs would take some notes from these guys... Gimme more!"
Give us more gameplay mechanics. Fix/improve things lol.
I do like the plots, but yeh, otherwise Im agreeing. The previous DLCs were just so good that this feels a bit limited, there wouldve been so much more potential. Sick music tho, as always.
I generally agree with the stuff youre saying, but theres a bunch of reasons that makes a lot of the DLC a bit inconsequential:
1. The Tide mechanic just isnt interesting gameplay-wise. Its basically "have protectyon or die". That you cant automatize production of it is annoying, and you are reliant on ships in the sector to flee fast enough when a tide comes, which is questionable with X4s AI. It really just makes me want not to go these sectors. The only upside is a crazy energy cell bonus. which Im not sure is the biggest deal?
2. And worse, to make scrapping reliant on Avarice EC-production is severely limiting such a cool feature. Doing it anywhere else will be extremely costly. Why cant I, idk, play a Split and have a scrapping facility at the front, why is it soft limited to some central pirate sectors?
3. The new sectors form a central bridge, but we already had one with Grand Exchange, and the Super Highway does the rest. Great spot for a pirate sector (altho Nopileos was already close), but not a gamechanger.
4. The Barbossa is a cool ship, but even normal L-freighters are WAY too expensive for their very limited transport-capacity (speed+capacity). Its neither a very good destroyer (compare to Odysseus E), nor is it cost-effective as a freighter. Its expensive even for a Destroyer.
Nothing here is necessarily terrible, but nothing has much of a real impact on the universe. Thats what makes the DLC feel just a bit lacking.
Exception being the Astrid/Earlking, but those are almost extras completely seperate from the rest of the DLC.
ToA DLC - how they should have done the tutorial it breaks down stuff pretty well.
CoH DLC - how they should do plot.
If they can combine those two in future game then we might actually not have a mountain to climb at future games.
Both bring their own list of ships that are bad and good so I can't really pick one or the other.
The problem for me personally has been my expectation though. As it didn't really add much to piracy. In comparison CoH and SV added what i expected - Splits and Terrans.
ToA was imo more ambitious in what it tried to do (stronger story ties, two ships designed as mostly uniques, a unique hazard, some deeper piracy overtures). But it falls short quite often in these things. With the bugs in scripts we've been used to, leading one to question if a plot really just ended quite abrupt or worked as it was supposed to be.
Though i gotta again praise the team for the design of the Erlking and Astrid. And how they've now becoming seemingly a bit more open to not have each plotline be a variance of "there's this faction bureaucrat wanting you to wage war between these two factions" or some variance therefore. But rather look for something that feels more personal.