
The only commands appear to be to tell a ship to (1) face the target from the front/broadside, (2) circle/strafe the enemy or hold position, and (3) relative engagement range. Why take the time to tactically place components in 5 different types of locations (including depth) if we cannot tell the ships to keep some formation or position relative to each other. My time with ship combat is limited so far, and while I very much like the look of the combat, I am left with the impression that it is somewhat incomplete. or even a combined firepower number (Endless Space) for comparison purposes However, I wish it showed a few meaningful stats for combat in terms of avg. + I like the ship design screen (we need more hull variety and specialty hulls) as it reminded me of Space Empires V as well, including the weapon arcs and modifiers. + I like the strategy screen presentation which reminded me of the 2D disc scenario of the Sword of the Stars - I do wish it had the easy-grab side bars for fleets/colonies that Sins of a Solar Empire/Distant Worlds used (and I believe were in Star Drive 1 as well) but I can see why perhaps they didn’t use them since is turn-based at that level. I also don't like to be limited to 4 directional movement, but oh well. + I liked the change of pace with the occasional away-team mission, however I do hope they are not plentiful as the user interface for that section is pretty clunky (I had a lot of instances where I tried to click on a tile and the unit tried to move all the way around instead of attacking, etc.) at a minimum need an "undo" button so we correct click glitches. It could also use some more hotkeys for navigating between fleets/colonies on the strategy screen, etc. + I like the UI feel, reminded me a bit of Galactic Imperium II/Endless Space - very seamless but it needs a few more polish to ensure the info I need to make a decision is provided to me on the same screen on which I have to make that decision. Right now it looks headed to be a nice "light" 4x space game, but doesn’t have the meat on the bones or polish (yet) to compete with Sword of the Stars I and Distant Worlds (my current top of the heap space 4x strategy games) However, I think it does need some more polish and a few round of patches - and I hope that the developer's track record with Star Drive 1 was not an indicator of things to come with Star Drive 2. It certainly gave me the one-more-turn itch and I am glad to see (as others have mentioned) the incorporation of so many concepts from past 4x space strategy games. I was finally able to put some time into this last night.

The Crushas sometimes get very close though, I've had one miss me by like 0.3 seconds. You can retreat from every hostile guardian encounter in the game, even the big Crusha swarms with the long range projectiles, by sticking your explorer in the very bottom left corner and hitting the Retreat button before combat starts. Which brings me to another tip: You can press the Retreat button in the pre-combat position your ships phase and it'll start the instant actual combat starts. Your Exploration Frigates will never, ever outrun anything. This is the reason the default Exploration Frigates have exactly one small basic engine and the rest is fuel cells. Strategic map movement is all StarDrive, no Engine, and vice versa in tactical combat. Not yet anyway.īaelthazar wrote:Wait, I was not aware that better engines did not increase strategic map speed! Is that true? Is this to simulate the difference between "warp" and "sub-light speeds?" Hmm. So I guess what I'm saying is that a well loved game that SD2 is being compared to has this same problem in spades, but was still a good and fun game. Amusingly, the 3rd choice was so bad that I don't recall what it was.

I don't mean "not as good", I mean "you missed out on a core technology, you are now dead".īecause of the nature of exponential growth, the early choices were the most important, and if you choose something that didn't support that growth (say, missile bases over autofactories) you would simply be overwhelmed by an opponent who grew bigger faster than you, no matter how good the missile bases were for defense at the time you got them (and they weren't very good anyway). For single player, you could do whatever you wanted, but in multiplayer, many early choices were death sentences.

I don't disagree with this sentiment, but MooII had many "clear winners" at various tech levels. Freyland wrote: Also, if the game has a must-have tech above all others, the developer is doing it wrong.
