and "abilities are slightly different" excuse WHAT??? what exactly is the TEC parallel to phasegates huh? how about highly tuned sensors? how about returning armada, phasic barrier, gravity tolerance, planet sucking, PHASE GATE (ability), Antorak, Subverter
What about the fact that the entire frigate selection (which is the meat and potatoes of the game for a very, very long time) is identical with a different dress. What about the fact that the same is true for military and civilian structure selection? They've got the same hangar structure, the same defense turret, repair platform, trade station, refinery, culture spreading tower, research structures, phase-inhibitor, shipyards, etc.
There's a million ways of making of them different, some blatantly obvious, (like combining research stations or shipyards) but there is none. No diversity bar 2/3 late-game structures. It's Warcraft 2 out-datedness at it's best.
a lot of that stuff is similar, but comparing it to wc2 isnt correct. all those techs and abilities do make an impact and a large one at that. I'm with you, these similarities need to be broken up a bit, its disappointing that they share all the base concepts. many games have shown how you can distinguish them at very basic lvls, some even have race wide traits/ abilities that apply to every unit or building (self healing zerg anyone? protoss shields). something like that would be cool.
that said, there are already numerous discussions on the vasari, but since this is the general gameplay thread I would like to note a few other things.
I really like the grav well ring in that you can determine where you get out. I wonder though if defenses need a change now, because gauss walls are essentially useless, as you can avoid them from the very beginning. I need to put some thought into how best to defend planets now, probably the encircle planet way will work best, but it takes ages until a planet is even halfway secure from a cleverly maneuvering attacker. but also as someone else said, we need to see the ring and not just the outer boundary. make it a differnt shade of blue and we will be good.
I also really like the new planet upgrade system and the negative tax rate you get from undeveloped planets. the aim was to have players put more though whether they really need that planet now, how much they need it or if they should rather put their resources into developing what they already have. I think that goal was achieved, in particular since undeveloped planets also give so damn few fleet points. lovely. also the splitting of pop growth and planet resistance is interesting, I think I like that too.
as stated elsewhere the new kol rocks.
alright, back to the vasari discussion.