Mr Croup Mr Croup

Freaking DarkLords

Freaking DarkLords

Herewith a whinge about the campaign. Yes, another one. The Darklords are overpowered. The scenarios involving "stop the darklords beating the c*p out of you" require too much of the "you have to pick this particular exact combanation of decisions to build to the point where you have a chance". This turns the game into a puzzle game, not a strategy game. It makes it dull, and frustrating, rather than fun and challenging. I should not need to be able to recite the game mechanics from memory after being woken at 3am from a deep sleep resulting from having a Freaking LIFE that requires me to Freaking WORK rather than spend 47 hours a day learning said mechanics just so I don't have my *ss whooped in the campaign all the time.

Serious thumbs down, guys. Oh, and for what it's worth, I've been playing computer games since the days of the original adventure, so I have just a little bit of insight into what makes a good game and what doesn't, ok?
11,519 views 26 replies
Reply #26 Top
The easiest way to combat power teching in the first few missions would have been to put a limiter on that mission for how far one can advance. Figure by mission 5 or 6 you'd be able to viably at the top end of the tech tree.

Another idea would be grr...I don't even remember the games anymore, but tossing in one tech to research (or in this case handfuls of techs) and having 10 - 20 to research per mission. Again by slightly later than mid game one could be tech light and be scrambling for the best technogoodies or those who plod would have a full tech tree to draw on and then things could be really fun. Have more active fleet battles against the dreadlords and all.