PeZook wrote:Maybe it's just me, but pilots in the original sounded awfully apathetic, as if they were bored when getting fired upon.
Well, as I said, the new ship sounds in Cata was a welcome addition, especially for quick audio recognition of battlegroups when selecting a group of ships. However, I never had a real problem with the pilots in Homeworld. They seemed calm and determined to me, rather than bored.
I compare them because while the final battle of the original was a total cakewalk (for me, at least), and consisted of flying across the map to meet a whooping three heavy cruisers left to the Emperor, the one in Cataclysm had me clenching the mouse in desperation while wave after wave of Beast ships came at the Kuun-Lan, while my own vessels were slowly loosing their combat ability, while the Naggarok consumed my vessels one by one as I desperately attempted to catch it with EMP, pin it in place and blast it to tiny little bits...
Funny, the original final battle for me was quite nerve-wracking, even to the point where I killed the Emperor. Maybe the way you did things made it really easy for you (in which case, you can turn on the fleet limits in the SP game to make it so that you can't capture the simply massive number of frigates from the previous missions), but in Cata, the final mission was a joke. Well, unless you refrained from building the Super-Acolytes, that is. Then it becomes a bit more interesting, but I still beat the Naggarok without having to play the save-reload game.
In a few words: I got totally bored during the climax of the original. I didn't during the climax of Cataclysm, so Cataclysm wins in my book, even despite the Deus-Ex machina
Homeworld: After a long, hard-fought battle from the very beginning, you finally meet the emperor head-on in final combat. The
only way you could breeze through this mission is if you had stolen practically every ion frigate and assault frigate from the previous mission. Realistically, the game should stop you from stealing that many frigates in the first place with the SP unit cap, but for some reason it doesn't. I don't know if this is due to a bug, an exploit, or something simply left in so that players who had gotten this far (and done rather poorly) could refresh their fleet's strength for the final battle and concievably win without having to replay several older missions to have the substantial fleet required for the final battle.
Cataclysm: After a long, hard-fought battle, the magic-tech evil alien ship comes by to kill you for interfering with its plans. It is, essentially, a Boss Fight. I seriously dislike Boss Fights, with a passion. There are some games I which I will tolerate them, but RTS games have NO PLACE for a Boss Fight. Difficult battles against a superior foe? Sure. Difficult battles against superior numbers? Absolutely. Boss Fights? Come on.
What makes it a Boss Fight? Simple. It's one ship/character that has special abilities found nowhere else in the game but with that character. It follows a pattern which, when analyzed, allows for the defeat of the ship/character through conventional methods, but it takes longer, is much more difficult to do, and much more costly in the long run. Think Mega Man. Virtually all of the Bosses in Mega Man can be killed with his basic gun, but in order to do so, you need to analyze the Boss attack/movement pattern, so you can jump, dive, or run out of the way or into an advantageous firing position. However, find that one weak point on the Boss, and everything comes so much easier. In Mega Man, it's a complex case of rock/paper/scissors. Defeat the dude with the frisbee-saws, and Leaf Man falls over like a baby. In this case, the Bentusi give you the design for the Super Acolyte. This is more than just a special anti-boss weapon, it is the
single best combat ship IN THE GAME. Twenty or thirty of them can obliterate the Naggarok in a few mere seconds of firing. Since you never get to really use them again, they essentially fill the role of the anti-Boss weapon.
At the very least, in Homeworld, if you stole a ridiculous number of frigates, you still had to actually fight said frigates or do something in order to capture them. Here, the Bentusi just give you everything you could possibly need to defeat the enemy. RUs flow like freaking water, so you can rebuild your fleet from
nothing if you needed to. By the final battle of Cataclysm, I was swimming in so much RUs that I could have rebuilt my fleet fifty times over (including fishboning the damn CS) and still have enough to blow on a weekend in Vegas.
All Homeworld needed was Cataclysm's UI, and I would have loved to play it online more. The original game was much more balanced and stable online that Cataclysm (otherwise referred to as Crashalysm and Crapalysm by much of the online community).
That's the one thing that bothers be about most RTS games, the User Interfaces. Warcraft pissed me off to no end because of the arcane, nonsensical hotkey method. Same with Starcraft. It appears that some people have done a great service to Warcraft III in making some sort of program or script that emulates the
Hostile Waters: Antaeus Rising method of giving orders and commands (for reference, Hostile Waters is an EXCELLENT RTS/Action game in the same vein as Battlezone, with a kickass storyline, voice acting, and visuals. You can get it for as little as $2 in some places, not because it's old, bad, or buggy, but because Interplay
completely dropped the ball on advertising and support. I highly recommend that everyone who enjoys RTS games get it ASAP, and yes, it is pausable, much like the Total War series). Natural Selection should soon get a similar upgrade to the Commander Interface (finally).
I mean, if I have a menu, rather than using the mouse to navigate it, why not just let me use my keyboard? Really, it's not that hard. Don't force me to divert my attention from a battle to make me click some upgrades or do a single character's special abilities. Reaction time is critical in a real-time game. The less time I spend dragging my mouse around the screen to interact with the menu, the better. Make the menu capable of providing the information I need without having to dive into numerous sub-menus (a fault of Homeworld). Let me have a build queue that doesn't require excessive micromanagement (still a problem in Starcraft and Warcraft). Let me have an easy way to give multiple orders/patrols/etc. (again, a flaw in Homeworld). Let me have groups as large as I want them to be (SC/WC again), and let me have lots of groups with which to play (would it really be so hard to include Shift-# and Alt-# groups into these games, thus tripling the number of viable battlegroups you can create? Or how about a dynamic group control system, where you can make as many groups as you want, assigning each one a different place in a custom menu, which can be accessed in a similar fashion to the build menu of SC/WC?).
But I ramble.