GodisanAtheist
Diamond Member
- Nov 16, 2006
- 6,719
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actual gameplay and short review and breakdown of controls and modes. fleet battles seemingly have more narrative and mechanisms for depth, but with only 4 fighters per side replayability is a concern.
fleet battles is effectively a moba like dota/lol where you are managing the meta to get to the point where you can take on the end target/wincon.
- Looks like the dev got tasked with putting together *just enough* content to justify a price tag on the game. If the game sees any sort of success, they might get behind a series of patches / season pass to flesh it out with additional game modes, maps, ships etc. The clock is ticking on that license after all, and the miscarriage of story telling that is the sequel trilogy may have diminished the overall value of the license from when EA got their exclusivity.
Game lobby speed happened. 128 players needs a server and server browser. You join games in progress. 5v5 you can spin up quickly as soon as you press the "play now" button. You can thank consoles for that game lobby paradigm. I mean they can support more players, but people complain about joining in games in progress, uneven server balance, etc.
- That's a solid point, no one is going to wait around for 128 players to randomly join their lobby, which raises another question: why did private servers go away? lack of control & inability to force obsolescence on a game when the dev wants everyone to buy their sequel?