Posted June 18, 2019
If they don't have multiple levels i'm gonna be MAD as HECK. That would be a huge boon in the limitations on base size! I had to go through a lot of contortionism in order to fit my whole base into strange room shaped because of those DANG ROCKS. Those felt like a VERY bad limiting mechanic. Now, I could get if you can't do anything about the rock areas until later when you research a special drilling technology or something, but keeping them permanently was really, REALLY annoying.
I do see the point of having to choose particular minions of others, but wouldn't it be simpler and more inclusive to have it be similiar to the way the original EG works? You can choose how many of each minion type to train and you can't have more minions then your max population. We were able to push up the max pop by filling our barracks with lockers to boost it, and we got more naturally as our notoriety rose. Both were good ways to manage to the population limits, although again, the low pop cap in the original game made things quite difficult even though our systems could handle more minions. Honestly, they actually had double minions rendered so they could fake the shiny floors with duplicate minions mirrored underneath. This is evident if you look at a guard minion training as a mercenary. If you have your base in yellow alert status, they will have a rifle on their back while lying on the floor doing the training, periodically, due to the animation, the gun will dip down and the barrel willl go into the floor, and a mirror barrel will POKE UP from the floor. Surely they could do this more effectively using actual reflections now? Or some kind of imposters. The double minion rendering may have been part of why they had a pop cap like they did, since they were inefficiently using extra resources for a 'shiny floor' type effect.
However, I could get behind a kind of 'end game minion' pick and choose type thing where you have to make a choice of which kind of top tier minions you want to use. In EG 1 there were two of each top tier. maybe they could come up with a few more and you have to choose which two to use from a pool of four or something. Each pair could have some kind of interesting synergy as a result, possibly, but you're still locking in. I do enjoy replayability but artifically forcing it through arbitrary choices tends to really kill my interest. The end-game of EG1 of choosing a single superweapon from the possible three was neat, and very natural. I enjoyed going through the game to see what each cinematic looked like. Also, your choice of superweapon didn't really affect your research much. It was kind of the other way around, which of the uberloot you stole would have a effect on which kinds of superweapons you could build. (I think it was the uberloot?) I usually just took all the loot and had all three options at my disposal since the loot itself was pretty useful to put in certain places of your base. I kept the Totem in the control room most often.
I do see the point of having to choose particular minions of others, but wouldn't it be simpler and more inclusive to have it be similiar to the way the original EG works? You can choose how many of each minion type to train and you can't have more minions then your max population. We were able to push up the max pop by filling our barracks with lockers to boost it, and we got more naturally as our notoriety rose. Both were good ways to manage to the population limits, although again, the low pop cap in the original game made things quite difficult even though our systems could handle more minions. Honestly, they actually had double minions rendered so they could fake the shiny floors with duplicate minions mirrored underneath. This is evident if you look at a guard minion training as a mercenary. If you have your base in yellow alert status, they will have a rifle on their back while lying on the floor doing the training, periodically, due to the animation, the gun will dip down and the barrel willl go into the floor, and a mirror barrel will POKE UP from the floor. Surely they could do this more effectively using actual reflections now? Or some kind of imposters. The double minion rendering may have been part of why they had a pop cap like they did, since they were inefficiently using extra resources for a 'shiny floor' type effect.
However, I could get behind a kind of 'end game minion' pick and choose type thing where you have to make a choice of which kind of top tier minions you want to use. In EG 1 there were two of each top tier. maybe they could come up with a few more and you have to choose which two to use from a pool of four or something. Each pair could have some kind of interesting synergy as a result, possibly, but you're still locking in. I do enjoy replayability but artifically forcing it through arbitrary choices tends to really kill my interest. The end-game of EG1 of choosing a single superweapon from the possible three was neat, and very natural. I enjoyed going through the game to see what each cinematic looked like. Also, your choice of superweapon didn't really affect your research much. It was kind of the other way around, which of the uberloot you stole would have a effect on which kinds of superweapons you could build. (I think it was the uberloot?) I usually just took all the loot and had all three options at my disposal since the loot itself was pretty useful to put in certain places of your base. I kept the Totem in the control room most often.
Post edited June 18, 2019 by Shalmendo