Powerplay concerns me, for a number of reasons.
Not for the fact that you get next to nothing for your kills, though annoying this can be balanced out.
Not for the cartoony pictures, though surely we can do better than this.
But for the following:
It is contrived, turn-based, maths/rule-based, limited in what you can do for each faction, and you see the maths of how it works. Acceptable in turn based board game style games, but massacres any immersion. It's overly complex, and explained badly, when it needn't be either of those two things. It's dull, clunky, immersion breaking and extremely worryingly it seems to point in the future direction of the game.
Ignore the DDF, and the myriad good ideas to take the game forward with emergent content and playability, and instead distract people from the lack of genuine depth with effectively a mini game. Coincidence with the release to console, and the release of another mini game, CQC? How to rip you out of the Elite world, let's play Catch the Flag in a scenario that'd be great to have in-game but it's not.
Why make this decision for a diversion of resources away from giving the game some depth (better, more intelligent AI/NPCs, with an ability to communicate 2-way, space stations coming alive with more than wall of text for mission, wall of text for anything. I hope these come with time but why would the opportunity not yet be taken with extant resources? Consoles it seems, but this whole change makes me very nervous for the game. The engine is just right, but I feel we are at a crossroads now and we could turn this into a GREAT game, keeping with the lore, feel, immersion of the original but adding depth, complexity, great gameplay rather than the way we are going which is a set of mini games with little glue or depth to hold it all together. Instead, we have turned left instead of right and we seem to be heading towards Slough. I await the upcoming announcement wih trepidation and even resignation.
Not for the fact that you get next to nothing for your kills, though annoying this can be balanced out.
Not for the cartoony pictures, though surely we can do better than this.
But for the following:
It is contrived, turn-based, maths/rule-based, limited in what you can do for each faction, and you see the maths of how it works. Acceptable in turn based board game style games, but massacres any immersion. It's overly complex, and explained badly, when it needn't be either of those two things. It's dull, clunky, immersion breaking and extremely worryingly it seems to point in the future direction of the game.
Ignore the DDF, and the myriad good ideas to take the game forward with emergent content and playability, and instead distract people from the lack of genuine depth with effectively a mini game. Coincidence with the release to console, and the release of another mini game, CQC? How to rip you out of the Elite world, let's play Catch the Flag in a scenario that'd be great to have in-game but it's not.
Why make this decision for a diversion of resources away from giving the game some depth (better, more intelligent AI/NPCs, with an ability to communicate 2-way, space stations coming alive with more than wall of text for mission, wall of text for anything. I hope these come with time but why would the opportunity not yet be taken with extant resources? Consoles it seems, but this whole change makes me very nervous for the game. The engine is just right, but I feel we are at a crossroads now and we could turn this into a GREAT game, keeping with the lore, feel, immersion of the original but adding depth, complexity, great gameplay rather than the way we are going which is a set of mini games with little glue or depth to hold it all together. Instead, we have turned left instead of right and we seem to be heading towards Slough. I await the upcoming announcement wih trepidation and even resignation.
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