View Single Post
  #6  
Old January 23rd, 2007, 06:05 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: What is the problem with SE5?

As unfinished as the game is, what's really breaking it for me is the AI, and it's doubtful I'll actually <play> the game more before that part has been vastly improved. It's just not interesting( especially with stock tech tree ) when there's no competition at all. Heck, you can play player vs 20 AIs on hard and max bonus and never have any fear of actually loosing. You can only go through the tech tree and watch the AI do amazingly silly and uninteresting things so many times before growing bored.

Other than that it's really just the bugs, incosistencies with the data files and functions( for modding purposes ), etc. that's bugging me. And, obviously, the UI.

What's of a somewhat greater concern, though, is the fact that the game didn't really bring with it anything new, or change anything significant. Well, except going from turn-based to real-time combat, but that's a *very* subjective improvement. I am, in fact, having more fun playing SE IV than I am playing SE V. They are the same game, but SE IV comes in a more finished and user-friendly package.

I was sort of hoping for more of a MoO2 -> MoO3 sort of change( without the whole 'was never finished' aspect ), especially regarding planets and economy, which MoO3 does insanely more complex and better than SE. I understand making the game this complex would probably be a nightmare for Aaron on a code-level, though. I just feel we need something new and fresh, something to set it apart from the previous games.

Until then I'll just be doing some modding and stuff for SEV, while waiting for the AI update that will make the game challenging. And some interesting mods.
Reply With Quote