I don’t always play armchair designer on the internet, but when I do I try and draft more specific, detailed bits of feedback on what works, what doesn’t, and what I think might work better.
Most of my thoughts on Planetfall are on pretty well-trod ground, so I won’t go over them again, but some things that have come up in my recent binge:
My goodness does the AI suck at developing cities. This is treading awfully close to “don’t design a system the AI can’t meaningfully play” territory. Also city management is heavier than I’d like in a wargame like AOW anyway, especially with residential sectors raising the ceiling for how effective tall cities can be.
Dunno if they’ve tweaked the map gen algorithm or if I’m just better at parsing it, but I’m not as put off by weirdly sprawling octopus sectors as I used to be. Still can’t tell the bloody difference between plains/ruins/fungus for the life of me without mousing over the hex.
I freaking love how neutral-heavy and interesting and interactive the maps are now. Landmarks, dungeons, pickups, visit sites, sector defenses, all of it. Just brilliant. Neutrals play into this; I love the way they work and the decisions they make you face in PF.
Make the tactical AI aware of Sleep or take it out. C’mon.
Mods. Okay. I’m not as put off by the cognitive load of mods any more, and I figured out why. It’s not just more experience with the game; it’s that I stumbled onto a heuristic that makes evaluating mods much easier. Every mod falls into one of these categories, and I mostly only care about the last one:
A) Mods that I literally don’t care about because they impact battle so little. Oh boy, sensor range and detector! Eh. This is maybe 5-10 percent of mods.
B) Mods that add some amount of passive offense, defense, or both. These are pretty well balanced in that a tier 2 weapons mod more or less has the same impact on the game as any t2 shield mod, etc. These can safely be evaluated as “eh, okay, this thing is a little tougher, whatevs.” This is the vast bulk of mods, like 70 percent.
C) Mods that substantively change the decision matrix. Stun retaliation, effect removal, stagger interaction, that kind of thing. This is the good stuff (not that category B mods can’t be powerful - they certainly can!). Many higher tier mods fall into this category, but they don’t see play all that often for a variety of reasons.
Category C mods are the ones you actually have to think about. I think the cognitive overload for new players is that they don’t know that they can safely dismiss 75 percent of what they see when they’re trying to make sense of army strength.
So for my money, I’d look at cutting all the chaff, reducing mods to one per unit, and making sure they’re awesome and fun to play with and impact the battlefield in meaningful ways. Then you can address the UI issue in a much cleaner fashion than making me dig into tooltips inside modals all the time.
If you can do that while keeping the feeling of making players feel clever and like they’re “getting away with something” (credit Marshall_LR and LSV), which is a huge positive of the existing PF system, that would be a massive win IMO.
The good news is that Paradox is no doubt about to hire me to go tell Triumph their business, so everything that has been prophecied shall soon come to pass ;)