Advanced Tactics Gold
PostPosted:Tue Aug 19, 2014 9:01 pm
So I saw this on Steam and the graphics look ghetto, and I made the mistake of 'if it looks ghetto maybe the gameplay is good'. Well, actually I don't know what the gameplay is like, because I had a hard time figuring out how to select my units. This game is a failure in UI 101. Looking at the concepts it looks like it could be pretty good, except it took me 3 hours to figure out how to produce a unit from my city because the production icon is some kind of 10X10 icon in the middle of nowhere. There's a manual but it doesn't tell you anything useful, and an exercept from it reads like: "Attacking has a var385 chance of causing defense to panic which reduces their effectiveness by var391".
There is also no 'find next available unit', in a game where you can stack large amount of units in one city like the older civilization, so good luck remembering where all your units are. There are also no combat estimate, even though this game has a whole mess of units that are strong/weak against certain units in certain terrains, so I hope you memorized what every unit does. I mean, it's not absolutely crucial to have a combat estimator. Civ 1 & 2 were fine since attackers are always heavily favored as long as you're not attacking a city, and a game like ROTK 11 is fine because there are only 7 unit types and the finer nuances of attacking doesn't come into play until you run out of morale for your big moves so you technically don't have to know that unit which leaves lightning marks behind in its path with a strength of 25000 compared to your 8000 and has an attack/defense modifier of 150 versus your 80 is that strong, at least initially.
And then there's the graphics. Super Daisenryaku on the Sega Genesis has better graphics than does. So does Panzer General 1. The hexes and units are so small that usually I have no idea what units I actually have. I checked the review and it seems to be looking for suckers who thought 'ghetto graphics = good gameplay', though this kind of redefined what ghetto graphics can be. I'm sure the game is quite good conceptually, but I'm not going to play a strategy game where it's painful to select a unit to move or select a city to produce a unit.
There is also no 'find next available unit', in a game where you can stack large amount of units in one city like the older civilization, so good luck remembering where all your units are. There are also no combat estimate, even though this game has a whole mess of units that are strong/weak against certain units in certain terrains, so I hope you memorized what every unit does. I mean, it's not absolutely crucial to have a combat estimator. Civ 1 & 2 were fine since attackers are always heavily favored as long as you're not attacking a city, and a game like ROTK 11 is fine because there are only 7 unit types and the finer nuances of attacking doesn't come into play until you run out of morale for your big moves so you technically don't have to know that unit which leaves lightning marks behind in its path with a strength of 25000 compared to your 8000 and has an attack/defense modifier of 150 versus your 80 is that strong, at least initially.
And then there's the graphics. Super Daisenryaku on the Sega Genesis has better graphics than does. So does Panzer General 1. The hexes and units are so small that usually I have no idea what units I actually have. I checked the review and it seems to be looking for suckers who thought 'ghetto graphics = good gameplay', though this kind of redefined what ghetto graphics can be. I'm sure the game is quite good conceptually, but I'm not going to play a strategy game where it's painful to select a unit to move or select a city to produce a unit.