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That was the pretext. Steam servers would crash if I said how I really felt about this game.
I'm talking about terrorist operations, not rioters. Unless you're referring to me saying how the AI country will tick in reinforcements while I support a riot rebellion. In that case, my point was more a dig about the combat system.
sorry for the late reply!
Let me answer you point by point :)
- We’re not super satisfied with the RNG system in the game ourselves, but for now there are no plans for any reworks, as it serves it purpose. We may look to that in the future!
- This system is build that way to slow player’s progress down, so he won’t ‘outrun’ everyone else in the matter of years. It’s far from perfect though, we may look at it again in the future.
- “The AI has no freaking clue how to work the stock market.” So how is that any different from real world countries? ;) Stock Exchange is a simplified feature. Admittedly, it has it’s faults, but it’s not our priority at this point.
- Terrorists are meant to provide obstacles for the player, so there must be some force behind them. Don’t treat their numbers literally, as in fact they are more of an abstract concept rather than the actual logical one. Destroying 2 jets would be a walk in the park. Keep in mind that you don’t fight them very often. If you were at peace and had to fight some almost non-existent terrorist forces then where’s the challenge? But if you’re at war or two already, and suddenly you have reallocate a bulk of your forces to deal with terrorists or rioters than that adds more strategic aspects to the game. As for technology then it’s certainly more important than the sheer numbers. Small, yet technologically advanced army can often defeat a much bigger enemy.
- The game spans over the course of almost a century, and can be played for a long time after that. Not everyone would be pleased with a quick game, where he would introduce all projects he’s interested in over the course of 10 years. Additionally that could cause severe problems with AI. Players would be able to outrun the AI and would quickly become so powerful that they’d win any war with literally 2 operations. Unfortunately that still may occur, but at the current time setting it will take at least few decades of a challenging gameplay.
- Scrolling the map and searching for this events was actually a main factor of why they were introduced in the first place ;) It may not be the most comfortable solution on a PC, but please keep in mind that our game also has mobile version, and searching for this bubbles on a phone is much easier, and it also players ‘something to do’ as time passes by ;) We may think about the indicator tough!
- We’ll think about speed options. Interesting idea!
- Unfortunately, the game is simplified in many aspects, and this is one of the victims of our limited numbers and resources. It will be address in the future, but for now we can’t offer any quick solutions, as this would required a huge redesign of the current system.
- Thinking is one thing. Time and means are the other. In our future projects combat will be done differently, yet for now we may only take a look at the reported reinforcement problem
- They were probably caught on spy operations. Players are informed when they are under spy attack, but other countries also spy on each other all the time. Being informed about it constantly would mean a huge information spam for the player, which would probably be worse option in the long run. Still, we’ll consider adding it in the future.
- We aren’t particular happy with the current riot system. Addressing it the future is on our ‘to do’ list. For now we can only assure that AI most certainly does not cheat during rebels. Actually, these forces’ modifiers are very weak, so if you’re having so much trouble with it, you should probably invest more in the technology of your army.
Hopefully this will answer your concerns/questions ;)
If you have more please let me know.
I don't see technological superiority in this game being a factor. I've run a cheated game to test this out. If you have fully maxed out techs that do nothing but add modifiers for your military, even against rebels and terrorists, you'll still have situations where you will get wiped. I'm talking the RNG just relentlessly giving your army bad rolls and losing you so many units. It needs to be more potent of a factor. If you guys are concerned that first guy to +50 attack/defend modifier wins the game, then balance it out with certain operations requiring a superiority ratio greater than 1:1, 1:2, etc... You made a few points that underlined how you guys feel the game needs to be drawn out over a long run. Well then you guys need to also appreciate if a player decides to go for tech superiority, then that's a lot of time and resources spent on small but powerful armies instead of large but weak armies, and so getting units wiped left and right completely destroys any reason to invest in that path. Just spam units. That's all you need to do, as of current build. Balance it out better, perhaps. Small but powerful armies are incredibly difficult to defeat, but can only be deployed in limited fashion across the world due to small numbers and high logistic support costs (abstracted). Whereas large and weak armies are easy to defeat, but can be spammed all over with ease.
I know unit numbers are abstracted, but this is true of the player's units as well. The USA has more than 100 jets and 80 tanks, for example. But in the game, the abstractions are not consistent. If terrorists have 10 jets, and then nations like Cuba or North Korea only have 5, just as examples, it makes zero sense. The abstraction just needs to be consistent.
I think my problem is that I realized too late this was more designed for mobile gaming, or quick gaming, than traditional strategy/geo sim gaming on the PC.