The AI generally does a good job of trying to avoid them but you can use that to your advantage and try to force them into bad positions. Now that I've got a handle on it, torpedoes are a lot of fun, but aiming them on the iPad still puzzles me. I had focused a lot on lasers (even had the wonder that makes them more effective at long range) but it seems space is full of lots of junk that makes long distance shooting tricky. I had a few very interesting combats where there was a lot of back-and-forth trying to get at each other with fighters and maneuvering to get to the sides/rear other enemy. I ultimately won after I made my ship faster, gave him more fighters (used to scout ahead and find a path) and a fair amount of luck with a better asteroid layout than my previous 2 attempts. It was notably more difficult in combat and I failed a 2 attempts at one mission (getting my lone flagship to a warp gate through an asteroid "maze"). Slow morning at the office here, just wrapped up my hard game and won with a wonder victory (owning 7) this time, although with 41% of the population I probably could have knocked over someone else to win that way. Maybe try a swarm of fast torpedo armed ships to bait the enemy into following all the while peppering them with torpedoes, although that might make certain missions trickier. The ship design portion of the game is a little generic, but I think you can probably do some interesting things. I'll be curious to play around with different ship builds though. It feels odd that my ships can do a complete 180 and move to the hex behind them for 1 movement point, but if I try to rotate in place it costs me 3 movement. I also dislike some of the movement rules. Sure, there tends to be a little long range skirmishing with torpedoes at the start of a battle, but largely it's just trying to get your ships into a position to rush in close and one shot the enemy with a point blank hit. I'm not really a big fan of how deadly ships and fighters are when they get to close range. My biggest gripe is probably the combat balance. a lot of them related to this being a port of an iOS game, but on the whole it's fun for the price. Yeah, there are a few things I take issue with. I get an arrow with numbers on it that moves counter to where I click/drag (like I'm pulling back a bowstring instead) and if I'm able to alter trajectotry each number (waypoints?) I couldn't figure that out either. I couldn't figure out how to launch torpedoes to save my life. A few times I was trying to adjust the view and mistakenly moved a ship somewhere. If there's a way to undo a move I didn't find it. ![]() I kept trying to turn one ship after moving before realizing it was sensing that I was trying to select the asteroids under the icon instead. On my iPad Mini the action icons are kind of small. The economy/planetary systems seem like there's a lot there but there's no prompting about what does what so I just said "Sure, add a city to this planet, that must be a good thing" and so on.Ĭombat seems straightforward but again they don't go out of their way to teach you anything. I was trying to figure out how to select my fleet to move it and kept selecting the planet they were orbitting before realizing all you do is click on the planet you want to go to to travel there. There's a Civilopedia but I felt like there should be more of a tutorial. Each mission was combat which wasn't difficult at all, but they were all green missions compared to orange and red ones I've seen so they're presumably easy, and I'm on easy difficulty. I started a small galaxy with 4 opponents, traveled to three planets and performed missions at each. ![]() On the plus side, there are several choices of starting abilities, can customize the size of the galaxy, number of opposing players and difficulty. Seems neat so far but unfortunately I have what will sound like mostly complaints so far. Poked around a little on my iPad just now.
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