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Darth_Torpid-PG
01-17-2006, 07:44 PM
Hey guys!

We here at Petroglyph are very interested in hearing your feedback and suggestions after playing the demo. Remember that the demo is only a very small slice of Empire at War - there is much more in the final product that we didn't have room to show you in downloadable format. We will be watching all of the fan sites closely, and welcome you all to speak your mind (as long as you can keep it polite and constructive of course).

Also to that end, I have volunteered to do another QA like the last one, probably a week or two after the demo has had time to percolate a bit. So while you are playing, keep some questions in mind :)

Good luck with your downloads tomorrow, and we hope you have loads of fun!

popcorn2008
01-17-2006, 10:31 PM
Thank you Darth_Torpid-PG! We will make sure to return our feedback in a positive manner and keep all comments and critiques constructive.

I really can't wait to finally get a chance to test out EaW myself. :D

Xyvik
01-18-2006, 04:42 PM
Posted around the community, but going to post it here as well.


EaW First Impressions (http://sithwar.xyvik.com/phpBB2/viewtopic.php?t=128)

Covers installation, first tutorial, and a few other things. Feel free to leave your thoughts at the TSW forums, or here. Will get to my review later this week with a complete overview.

-Xyvik

-EDIT PS: This was written this morning when the lucasfiles servers were down for at least 2 straight hours, hence my fleeting refence to the horrid state of the servers. I understand what a load this must have been and did not mean the comment as a total insult to the Lucas servers, but merely stating the truth of the moment.

Jmaster3265
01-18-2006, 05:40 PM
Hey guys!

We here at Petroglyph are very interested in hearing your feedback and suggestions after playing the demo. Remember that the demo is only a very small slice of Empire at War - there is much more in the final product that we didn't have room to show you in downloadable format. We will be watching all of the fan sites closely, and welcome you all to speak your mind (as long as you can keep it polite and constructive of course).

Also to that end, I have volunteered to do another QA like the last one, probably a week or two after the demo has had time to percolate a bit. So while you are playing, keep some questions in mind :)

Good luck with your downloads tomorrow, and we hope you have loads of fun!
It is kind of hard to post feedback when barly any sites seem to work and have the demo or will download it fast and correctly. I'm downloading it now and its stuck on 9 minutes and i've been downloading it for 90 minutes, and now its stuck at 9 minutes...I'm very dissiapointed and wondered why you had to make the file so big? Also it isn't even on LucasFiles as said. Just wondering, thats my feedback....

Jan Gaarni
01-18-2006, 05:47 PM
Because the bigger and better a game is, the more space it will occupy.

That's just how the computer world works, J.

Don't blame Petro and LEC for making an awesome looking game. :D

Bossz
01-18-2006, 05:49 PM
I hope the AI is more aggressive in the fullversion. In the asteroid belt map it didn't even try to attack my transports eventhough they were unprotected. Also the AI didn't really know how counters work and used bombers against my fighters and not capital ships.

On Tatoinee the AI attacked only one of my control points and that's why it was very easy to defeat its forces. It should have attacked the other points as well because they had far less troops guarding them.

Other than that it's a good demo. I hope someone finds a way to get the AI to attack so we could try defending on Hoth.

DarthMaulUK
01-18-2006, 06:04 PM
It has been stated that the AI wont attack in the demo version, to give players a feel for the galactic map, and building forces - a good idea. I remember Cossacks, the demo was far too difficult, especially when you fell under attack within 3 minutes! So they had to redo the demo.

Demos are there to give you a feel of the game and by the sounds of it, this one does just that

DMUK

felixforever
01-18-2006, 06:11 PM
Horrid, for the sole fact that with its size and demand no website seems to transfer for any good rate for very long, also for the fact that most of the downloads i have try'd have froze up or disconected sometime. and i would have to start all over again

killerluk
01-18-2006, 06:16 PM
it's a shame that the demo galactic conquest mode is only 3 planets (had hoped 5 or 7) cause it gives you very little feeling of this mode.

Also to bad we cant play as imperials

In the tutorial missions the voice gets a bit annoying at times specially cause it really says each click you have to do maybe remove that part in the game and just have the buttons highlight?

the action cam has still some bugs to fix i think as i dident get a nice view of the battle but more shots of single crafts firing into space , no fighter chases, or zoomed out shots of the battle or such

The rest of the demo i loved although maybe its possible to make another demo where people can play the imperials and maybe put in skirmish or galactic conquest with 5 or 7 planets ;)

chr0n1x
01-18-2006, 06:28 PM
Horrid, for the sole fact that with its size and demand no website seems to transfer for any good rate for very long, also for the fact that most of the downloads i have try'd have froze up or disconected sometime. and i would have to start all over again
Have you tried filecloud.
http://filecloud.com/files/file.php?file_id=2753
According to people on gamingforums.com it currently has the best transfer rate.

MavsRevenge
01-18-2006, 06:40 PM
Very Good Demo Guys, Just Finished it. Looks Sexy. One thing on my mind though is are the Tie-Bombers on Bombing Run more accurate/powerful that the Y-Wings? Because thats what I noticed.

GENERAL91
01-18-2006, 07:02 PM
i downloaded the Demo once, but it didnt open for 20 min's. I am downloading it again now, with 30 min's left. Hope you guys have that answer becouse iv talked to another 20-30 people and they say the same thing: that the demo will not open. Also, you can only be rebs??? and theres only 3 planetes?? i would have thought there was alot more. Hope you guys come out with a demo with more planets and the ability to be the Imperials. That would be the best!!!

darthfergie
01-18-2006, 07:08 PM
Public Service Announcement (or whatever you want to call it): Please Keep Comments to the Demo only and not the File download/server situation. There are enough threads that have been spammed with comments about it. Any other posts after this about it shall be deleted.

Thank you.

GENERAL91
01-18-2006, 07:18 PM
oh, sorry. I didnt know that.

killerluk
01-18-2006, 07:24 PM
a few other remarks

1: the moving units to other planets is a bit to fast imho
2: the creating units goes to fast
3: it also dont seem to matter if its a fighter you make or a frigate all are the
same time?
4: do smugglers automaticly showup on a planet finance report? seems a bit to easy
to find smugglers and kill em just look at all your planets finance reports and send
a bounty hunter
5: none of the tutorials explained how to move the camera around, rotate,
focus , etc... Maybe a good idea to put that in?
6: i find it kinda weird when you shoot a ship and it has nothing in the hull bar left that it dont explode cause you still have to shoot every hardpoint
dunno if its ment to be like this or if its a bug or something


the good points :)
1: the ai seems to be very good , specially ground combat proved great!
2: graphics are superb the weather effects are great (had a sandstorm destroy some of my units when i dident pay attention OUCH! )
3: great starwars feeling to the game !!!
4: it's very different from most rts games i played wich makes the game very interesting seems like a lot of strategy on wich units to take to battle will be needed :)
5: the demo runs great i noticed no slowdowns, or crashes even with full details on (pc = p4 3.2ghz 1gb ddr400, 6800gt nvidia)

MasterJack
01-18-2006, 07:36 PM
I have been playing the demo all day and I must say its great. The boys/girls at petro did a great job. Now, on to the suggestions,

The zoom needs to be worked on a bit. When right at the ground its fine, the next level up is ok for detail but you can't see much of the map but when you go up one more level your too far above and when you go down your too close, needs to be moved just a bit so you can still see detail but have a larger view of the map. I can live with it as it is but a small adjustment would be better.

When building things on pads, the troops that are doing the building should move to the pad and the more troops the faster it should be completed. I am not yet sure if I like the static pads on the maps, once you know where they are it limits your stratagy since the enemy also knows where to find them. I will need to play the full version to see whether I like them or not. The demo doesn't give you a feel for them since there is just the one map.

The cinimatic camera is nice but It doesn't always follow the action. You should be able to select a unit and follow it.

I am sure that since they made the demo they may have tweaked a few things so I will wait until the retail version comes out before going too in depth.

Overall , its a great looking and playing game, can't wait until the 16th of February so I can play the full version.

*raises glass*
Well done Petroglyph, you should be very proud of yourselves

Disregard my comment on the cinimatic camera, just found out that the "C" key changes the view and you can move the mouse to adjust the angle. Its perfect as it is.

Darth_Torpid-PG
01-18-2006, 08:00 PM
I should point out a few things, since it seems they are coming up a lot:

1) The Demo is actually from early last month's build, so a lot has been fixed/added/balanced since that time.

2) The build times and galactic fleet movement speeds have been radically sped up for the demo and do not reflect the actual build/travel times in the final game.

3) I thought that camera controls were covered in the tutorial, so it is possible that that particular tutorial didn't get into the demo (I didn't work on the demo or the tutorial, so I can't say for sure).

4) The galactic AI has been almost entirely turned off for the demo - it will be much more agressive in the final game.

Again, thanks for all the comments - all of us here are following it closely :D

Fury161
01-18-2006, 08:58 PM
one thing (that i've heard, i'm currently downloading) that i have issue with is the lack of imperial presence in the demo. i had hoped to try out the imperial side, but i understand that due to size concerns that this could not be accomplished. just makes me hunger for the real deal all the more :)

robotsonic
01-18-2006, 09:00 PM
I really enjoyed playing it to the end and i can't actually make any complaints, bearing in mind the points you just made (Torpid). when we get the full version with all elements being as they should, i can see myself losing many hours to this game. well...not losing...*giving* :)

the controls are obviously very standard for the genre, which makes it easy as pie to get in to. it feels to me, on first impression, like the game that we all expected 'Force Commander' to be, mixed with the way 'Rebellion/Supremacy' should have turned out. which to be honest, is exactly what i always wanted. add to that all the other stuff that this baby will add into the bargain, and i think Petro have made a pretty good game :)

Roll on the UK release ;)

robotsonic

robotsonic
01-18-2006, 09:02 PM
one thing (that i've heard, i'm currently downloading) that i have issue with is the lack of imperial presence in the demo. i had hoped to try out the imperial side, but i understand that due to size concerns that this could not be accomplished. just makes me hunger for the real deal all the more :)


you do get to play Imperial, all be it ever-so briefly. you're right though, it just makes you want it more.

Snafu7
01-18-2006, 09:34 PM
I loved it, very fun, one of the best demos I've ever played, my only complaint was that I couldn't zoom out nearly far enough, other than that it was wonderful, great job to everyone at Petro!

Cox_
01-18-2006, 09:46 PM
Ahh how far did you wana zoom out ^_^ i could zoom out very very far.

Snafu7
01-18-2006, 10:01 PM
Really? I coudn't zoom out at all, that's weird.

Edit: n/m I had to scroll my mosue a ton for it to go out more.

jigjigga
01-18-2006, 10:23 PM
Thanks devs for letting us give feedback in this manner.

Ground:

General-I dont quite know what to make of it ATM. It may have to do with the AI being off or whatever but it didn't seem engaging. There needs to be some balancing, especially with the speeders.

Speeders-The speeders move fast, stay stationary and shoot at 1 unit at a time, and take virtually no damage. I found this to not only be boring but contrary to the movies! They go around in circles to avoid being hit and to make rounds, they didnt' seem to stay still otherwise they are sitting ducks!

Troop combat- Grouping felt ok, I wish you could group units in more than 1 group: eg if I wanted to group speeders in group 1 the group everything I have as group 2 and be able to switch back and forth. The combat itself was odd, I wish the blaster shots were less accurate though! Seems as though they were always 100% accurate and that it took a certain number of shots to take out a unit. It may be more fun, among other things, to have them miss more but increase the damage done per shot. Maybe 2 or 3 hits per kill but like 5 misses for every hit or something. Give it some variation!

Galaxy stuff: I liked the simplicity of defence/offense with planets. Fleets first then ground then capture, much like rebellion. Again without AI though, I cannot say how fun or interesting it will be. As the demo stands with no ai, it was boring because nothing happened. Will the comps attack whenever they please? Then there would exist some urgency that was utterly lacking in the demo. Ship combat seems ok, although I do not like the size of the units as compared to the capital ships. Stardestroyers, frigates, etc.. should appear far larger or should be bigger on the battlefield. Xwings seem to group up too much. Additionally, it seems attacking the specific parts of a ship (shields, guns, etc...) was not worth it as by the time you took it out you already damage the ship significantly.

Overall-

I think this demo shows a great start and most likely a solid product. It should be the next episode in the Rebelion franchise though, as that is what it most closely resembles.

I think you are doing too much, though. You have ship v ship combat, simplified, like startrek armada but without any RTS elements such as structures. Ground combat is simplified, to a greater extent than say lotr: battle for middle earth, which detracts from it as an RTS game.

Its as though you are doing way too much and as a result each part is too simple. As the demo shows us, they indeed are simple. What it doesnt show us is how this all turns out in the final product. If the overall GREATER strategy is the aim of the game, the lesser details can be cast aside. I hope you guys release an AI update, or a patch to the demo showing off these features of AI and strategy before the game is out, otherwise I see people "picking this up" just to play it a little while, not as a game purchased for real multiplayer play.

jake123456
01-18-2006, 10:56 PM
i was disapointed in graphics. I turned it to the max. Can someone tell me is it like in black and white it sets the textures for you. I mean if i have a bad video card for example, will i be able to set graphics detail to maximum or not; or will it just say the detail is at max, but really it wont be. Please help!

nisomer
01-19-2006, 12:53 AM
Troop combat- Grouping felt ok, I wish you could group units in more than 1 group: eg if I wanted to group speeders in group 1 the group everything I have as group 2 and be able to switch back and forth. The combat itself was odd, I wish the blaster shots were less accurate though! Seems as though they were always 100% accurate and that it took a certain number of shots to take out a unit. It may be more fun, among other things, to have them miss more but increase the damage done per shot. Maybe 2 or 3 hits per kill but like 5 misses for every hit or something. Give it some variation!



I like that idea a lot!!!! I think it works so much better!

Mr. DancyRobot
01-19-2006, 01:47 AM
its a fascinating demo, but it really doesnt give you a real feel of what we can expect in the release version of the game. I LOVE THE SPACE BATTLE!!!!!!!!! petro exceeded my expectations with this, i was really hoping that it would give a great 3-D space feel... and it did. two thoughts thou... no imperials, and i was hoping for a couple more planets.

swphreak
01-19-2006, 02:04 AM
I don't see why people are complaining about graphics. They seem fine to me, but I guess I'm just not a graphics whore.

Overall, the ground battles felt like a mix of CnC Generals and BFME to me. Can't wait for the full version.

rut-wa jodar
01-19-2006, 06:16 AM
why are some vehicles incorrectly scaled ?

DarthMaulUK
01-19-2006, 06:35 AM
Scale was something they decided not to work on in the game from the outset, although some small adjustments seem to have been made

DMUK

PygmyShrew
01-19-2006, 07:28 AM
A few thoughts.

- Maps, space and land, felt very small... :/ bit disappointed was expecting larger maps.

- Land battles were to fast, found it hard at times to concentrate on what was going on, perhaps thats just because im new to the game. It all felt very hectic anyway, never got much chance to line my men up, attack in formation, plan my attacks, my final attack was a "charge everyone in" not fun, not what I wanted to do.

- Space ships, the space ships, larger ones, Aclamator, Victory etc, the scale just didnt seem right, they seem squashed and smaller than they should perhaps be, could just be a trick of the eye though but I want my large ships to feel and look large and impressive.

M3rl1n
01-19-2006, 09:14 AM
It wasnít exactly what I was expecting, but solid never-the-less. Looks like it will be a great game.

My thoughts:

- Better camera controls - mouse 3 should preferably control camera rotation without aid from another button.

- A unit and group list in battle so I can easily and quickly see what forces I have deployed with one click select for units and groups (plus control, and shift modifiers) preferably with icons showing status (attacking, defending, idle, etc).

- Units in the thick of battle (especially fighters in space) sitting around after they complete an order - at the very least they should if superiority go after fighters and if bombers go after cap ships until I reassign. Or even assignments for groups - go after fighters, go after capital ships, target hard points until I command otherwise type thing.

- Not being able to retreat from space combat, not sure if that was a bug.

- It would be nice to have the ability for individual units and ships to retreat (and more unit options in general, stand groud, formations, etc) maybe at a percentage of their value especially in ground combat since it requires a dropship, plus any repair costs, then after a time redeploy as reinforcements fully restored.

- Better balance of unit numbers, for example 5 tanks seems a bit extreme for how powerful they are. The easiest way to win the demo is to load up 10+ tanks which equates to 50 on the map and rush once the big turrets are destroyed. It also gets kind of crowded considering the size of the map otherwise itíd be fine.

- Large turrets seem a little too tough. They should definitely be able to dish it out, but they take it a little to well. Thereís no point in even approaching them which should be an option, if a costly one, if you donít have artillery/bombers.

- Having double-click send units to the first stack of the same type of units in orbiting fleets, or sends them to the surface, basically just a little bit more love on the interface in general to optimize it a bit and make it a little more user friendly. Considering this is real time I suspect thatís going to be important.

- The ability for artillery to target the ground - maybe I missed it, but it doesnít seem to be an option.

- Battles seem to end almost as soon as they begin - ships especially should be able to take a lot more punishment. Just by their sheer mass these things should be able to take immense amounts of punishment which isnít something that has been demonstrated well outside the movies.

- Scale has been mentioned, but Iíll add my voice to it.

- Cleaner unit movment, seemed somewhat sluggish and unorganized and generally just doesn't have a good feel to it.

- Larger maps, both planet and space seemed small and overly crowded for what they represented.

- The ability to create or activate (perhaps over time if you control a planet for long periods) more base locations on a planet so we can have extended campaigns on the ground, this also ties into the ďsmall mapsĒ comment - just seems odd itís a one shot deal for an entire planet and isnít very engaging. At the very least more populous planets should have more base locations.

- Something for infantry to do, the ability to dig/garrison a trench, group and follow tanks so they work in tandem, planet explosives, or something that gives them a little more purpose, as it is they seem out of place almost and generally not very helpful.

- An engineer unit that can place build pads at a price, ontop of actually using the pad - I think it would add to the battles in a positive way.

Bossz
01-19-2006, 09:38 AM
-The shield generatpr on land maps doesn't protect against bombers(it should). I hope this gets fixed because you can target the edge of the shield wall with your bombers and most of the bombs hit inside the barrier.

killerluk
01-19-2006, 10:11 AM
- Large turrets seem a little too tough. They should definitely be able to dish it out, but they take it a little to well. Thereís no point in even approaching them which should be an option, if a costly one, if you donít have artillery/bombers.

the artillery can destroy them easy enough without getting shot at but you need to see em (i had the map upgrade by the merchant) or a bombing run can do it

swphreak
01-19-2006, 10:27 AM
Ok, after actually playing the ground battle on the galactic version, I must say, I really suck. Although I don't see how I can stop an AT-AT with the limited tech tree.

Bossz
01-19-2006, 10:43 AM
Capture it with Chewbacca.

----------------

-One another thing. The shield generator and engine hardpoints on ships seems to be pointless because ships can still move without engine and restore shield without shield generators. I think shields and movement should be disabled completely when you blow up those hardpoints.

OverlordAngelus
01-19-2006, 12:58 PM
My review can be found here (http://darth-angelus.livejournal.com/56229.html).

LoRdNaTaS
01-19-2006, 01:17 PM
Well I have to say that I really have never been much into RTS but due to it being Star Wars I had to try it out. And with that said I will be getting the full version as soon as it comes out. I spent about 2 hours last night playing the game and I have to admit I really liked it.

The tutorials were great they walked you though just about everything ( minus the camera rotation ) of which has been stated that particular tutorial might not have made it into the demo.

This will be my next SWG at least for the part that I can play in the Star Wars universe.

Thanks guys for what seems to be a great game. Oh and the one thing that I really like is the feed back from Petroglyph. Its nice to see a game company actually show interest in the players feed back.

AETOS75
01-19-2006, 01:45 PM
One of the Best Demos i ever played. :smash: :smash: :smash:

And that was just 1% of the whole game!!!

Great Potential for the Final game. :vsd: :vsd: :vsd:

Graphics(all at Highest +AF16x)looks awesome.
The Music makes you feel and breathe and taste the whole STAR WARS feeling and atmosphere.

Its just to early to say something about Balance(although the Falcons ability is uber)
Artillary is abit too good (only vulnerable from air)
Unit production times have been mentioned.
Camera angles and movements are good (could need some minor improvement)

Overall great job PETRO :fett2: :r2d2: :thmbup1:

Im looking forward for the final release
rdy to kick some imperials out of space.

Tokarev
01-19-2006, 02:39 PM
I have to say, it was great playing through the demo and I loved every bit of it, nice job PG. :thumb: Now, for some questions and so on.

1. At times I noticed when trying to click on certain hardpoints on Star destroyers and Acclimator, some other hardpoints would be closer. For example, I was hitting the hanger HP and other hardpoints such as laser HP would be very close. Anyway you could make them stand out a little better? (Only one I can think of atm)

jigjigga
01-19-2006, 04:44 PM
1. At times I noticed when trying to click on certain hardpoints, some other hardpoints would be closer. For example, I was hitting the hanger HP and other hardpoints such as laser HP would be very close. Anyway you could make them stand out a little better? (Only one I can think of atm)

Ya exactly. It would be very cool to have an "order" menu for your forces, such that you make an order for a group of xwings to go attack this unit and attack this unit's shield generator. That way when you are in the heat of battle you can select your order and hit execute! Would be very cool, you could just put the orders in a drop down box and have an "execute" button next to it. Would be sweet!

MavsRevenge
01-19-2006, 04:48 PM
Alot of people aren't reading the suggestions in the game because the large turrets can be taken out by infantry and bombing runs which are very powerful. The Demo is awesome and people are complaining that its too hard which it was in the begining, but now playing the demo way too much I've learned to beat the whole galactic conquest part in 10 or 15 minutes on hard. MY only question to the Dev team, are the tie bombers more direct and more accurate than the Y-wings on purpose and is it along the same lines as the Rebel and Empire Artillery units?(different styles of warheads and different style of attack)

popcorn2008
01-19-2006, 05:02 PM
I really loved the demo, after finishing it I found I wanted more. Now I also had difficulty the first time I played the land battle, though now that I have familirized myself with the game it isnt too bad. Im happy, as I havent had a real challenge in a while. I can't wait to see the game with the galatic AI on and more AI in space and land. It is going to be one hell of a game :D.

I really liked just about everything in the demo, although I along with almost everyone wish it would have been bigger it does accomplish the task of creating anticipation for the final product.

Great job petro!!! :)

Master Leffe
01-19-2006, 05:58 PM
Was wondering, but in the attack on the asteroids in Galactic mode, why doesnt the station explode? I just keep killing random spawning fighters, all the rest of the Imperial fleet is gone, and all the hard points are gone... Glitch?

Spartan025
01-19-2006, 06:44 PM
Yeah the demo was nice
it would be a miracle if I wont reach 10 hours of play lol :)

Jahandar
01-19-2006, 07:28 PM
Great game! I'm not usually a fan of RTS games. In fact, the only RTS I've actually finished is StarCraft. I am very impressed by EAW though and I'm looking forward to getting it when it hits the shelves.

jowens
01-19-2006, 10:55 PM
Ithink the demo is pretty good. Graphics are nice & the Star Wars feel is there.

HOWEVER - the action is way too fast. During the ground battle I feel like it is just a point and click frenzy - it does detract from the fun. I hope they tune it down so that the game feels more strategic and not just a fast paced version of rock paper & scissors.

Overall the game does look promising!

Slocket
01-19-2006, 11:40 PM
Some feedback.

Any way to let you keep fighting until the enemy is completely obliterated? I hate it when I am giving it good to the Imperials, then they retreat; but do I not get the pleasure of whiping out all left in sight? Instead of instant victory over, move on.

I want to gloat over my deeds for a moment :) Take in the sights of my new conquered planet.

The capital ships should last longer in battle. Space battles are just too franic. I like a bit longer epic battle ;)

The camera controls especially in land battles are not "user friendly". Hard to zoom, orbit position camera angle.

Other things have been mentioned. (Galactic movement and build time was increased for demo I read).

jake123456
01-20-2006, 12:55 AM
The other thing that i would change is the end. I mean when you finish galactic conquest I think the victory should be celebrated more, instead of just saying you won and putting up your combat efficiency on a screen. Maybe it is different when you win galactic conquest in full version, but if it's not, I think it should be changed. I would like to see courascant celebrating and other planets, like at the end of episode VI. Do you know what I mean?

nisomer
01-20-2006, 01:40 AM
or maybe a special bonus level? or bonus video? or bonus something?! :)

MavsRevenge
01-20-2006, 02:12 AM
I just watched the battle scenes in the Main menu, where I saw ships using tractor beams in combat, are they a special ability? is there tractor beams in SW:EAW?

lightsaber
01-20-2006, 04:54 AM
I like the demo very much in general.

the only thing which bugs me is that the movement of space-units are somehow very strange. Is it not possible to animate them more... like if you order them to turn around that they pitch to the right/left and curve to their destination point... rather than just turn on spot and fly to the next waypoint...

mrzeld
01-20-2006, 01:54 PM
i cant find anywhere where it tells you how to "spin" the camera around. what am i missing?

DoctorNerve
01-20-2006, 02:01 PM
hold down ctrl and the mouse wheel at the same time... move. Should spin the camera fer ya

mrzeld
01-20-2006, 02:21 PM
the cinematic camera is neat. but annoying too. should zoom out more. same pan shots over and over again aren't very entertaining. can't they add some more variety to the camera angles, etc. this is in reference to the land battles. as for space battles, seems like you are looking an awefully lot at empty space instead of the battle.

Kurgan
01-20-2006, 02:59 PM
So far so good. I can't think of anything really offhand to add to what I've seen thus far, except perhaps the ability to target and kill wildlife (ie: shoot down banthas) if nothing else than for fun and added realism. I remember killing "mutton" in Warcraft 2/3, so why not here? Also recording some jokey voice samples if you click on the unit too many times would be neat.. though albeit more expensive (more voice samples) and might hurt the "seriousness" of the rest of the game.

I noticed another small thing, in the demo.. the Probe droid, when it moves to the planet on the galaxy map, the outline is shown of a ship flying. If it's going to be a ship shape, it should be shaped like those little pods that are shown flying towards Hoth in ESB. After all, that's how Probe Droids get to their targets!

The Demo is a bit buggy. I have a 2 ghz machine with 256 mb ram and a 128 mb video card in Win2kpro, but it loads a long time. When the game finally begins, in Single Player I noticed that the starbase was not destroyable. I blew up all the "hard point" targets and all the capital ships, but the fighters just came forever so I had to finally give up.

There should be a "RESTART MISSION" option in the escape menu I think, if the game screws up like that and especially if you accidentally save it while it's goofed like that. :P

Also, I like the ability to minimize a game I'm playing, if I want to quickly check an instant message or something. This should be do-able in a video game without screwing it up I think.

A "hotkey" that selects all usable units that you have for a major offensive would be a nice option. Maybe there is one already in the full version, but if not, there ought to be. ;)

And finally I sincerely hope that Mod making will be allowed for this game, and we'll get mod tools. Patches to fix any bugs, and the option of Linux dedicated servers for online play. If those elements are present in this already good looking game, I'm sure it will be a long-term success for the pc gaming community.

Good luck with the game and thanks for listening to feedback!

Admiral Raven
01-20-2006, 04:27 PM
ctrl+a selects all units

GeBlaat
01-20-2006, 04:34 PM
1 little remark: It isn't possible to assign a unit to more groups,
for example: you assign frigates to a group, and fighters to another, but you cant create a third group with the fighters and frigates together. And thats all I could think of... very nice.

Thrawn
01-20-2006, 05:51 PM
I agree with the earlier comment about the fighters just sitting around after destroying a TIE squadron. Bombers should automatically attack the nearest cap ship/station, with fighters attacking the nearest fighter squadron. That would cut down on micromanagement.

Also, at times I found that when I was trying to order ships to attack a hardpoint with the target ship being on the left side of the screen, the unit description came up and blocked my view of the ship. Perhaps there could be an option to disable those after you've seen them once?

Overall a wonderfully immersive demo with lots of Star Wars moments.

Mr.Guybrush II
01-20-2006, 08:15 PM
Okay this is my first post on these forums, but after playing the demo i felt it was my duty to make a 'little' review.
I'll provide my thoughts in a list to make it easier for you to check over, i know you don't want to look at a 3 page essay ;)

Lets get the bad things out of the way;

You need to split the tutorials up into 'ground' and 'space' tutorials. The combat is extremely different, and from reading on 2 forums, people are finding space battles pretty tough.

The Galatic campaign, is putting it blunt... bad. It's terrible, i was utterly disappointed by having just 1 planet to invade. Sure i got to fight a space battle, but i felt so frustrated by the end of the space battle, that i turned off when i saw the ground battle, which was really boring. However, i came back on today, installed a few mods/hacks (whatever you want to call them) and that has just saved you a customer. My faith is restored having played about 6 hours straight of space battles.

The ground combat is really weak. Probably the weakest part of the game. I understand why you want to have fixed building positions, i know it's because you want to concentrate on the fighting (exactly like battle for middle earth did) but it makes it all too predictable. Anything thats predictable is bad, bad news. I just felt, that the spaec battle was so intense and you come down to the planet and it was really dull. Something needs to be added to make it more vibrant and more intense.

I adore the weather effects, brilliant, i love the pros and cons, makes it alot better for tactical fighting. The problem is though, it doesn't do enough and it's not long enough. A sand storm should reduce the field of view hugely to the player, not only to the units. It would make surprise attacks even more daring and get people unaware. It should also last for a hell of alot longer. You can't move a force from one side of the map to the other in time to make an attack, as the weather lasts for 15 seconds odd.

I know your going to make larger maps, so thats not much of a problem for me. I do however think that the space maps in particular need to have room for craft to move. I couldn't do a nice sneak attack because the space station was right in the corner of the map, so it was always predicting which way i'd come from.

I'm also assuming that we'll see the imperial units move, camping next to the station makes it suprisingly difficult to attack. Another pet hate of mine, the garrisons. Now i'm all for having garrisoned ships. But i think those garrisoned ships should not be infininent, and they should also go towards the pop cap. The point of having a hanger full of ships is that you can mess about with just 1 ship instead of 10 units. When you see an enemy, you an empty the hanger, and watch all the units fly out. I'd love to see 10 tie units flying out of the hanger when you start an attack. But wave after wave of them just gets annoying.

Asteroids. They provide the computer with cover and hides them from view, but it won't allow your own units to hide in them. The computer always attacks them straight off. Also you should be able to have a 'hide' button ala total war. Pressing the hide button would stop all fighters in there and prepping for an ambush. Perhaps also hiding their mark on the minimap.

Someone was talking about simplicity. To begin with, i was playing the tutorial and it all was going over my head. But having played it for a few hours, it's all fine, infact, at times it's like playing Wrist, the card game. The enemy throws down a 2 of clubs, you put down a 5 of clubs, he trumps it with a 3 of hearts, and you top it with a 10. Theres nothing in there to break it up and make it really tactical, it's all too simple!

The MF is far too powerful, i managed to beat two of the star destroyers and the starbase single handily, yes it took about 40 minutes to do it, and i used a few transports as distractions in the last 5minutes. But the point is, it's very much a Gandalf character, (BFME) it's far, far too overpowerful. But i don't know what it's like in context with the other units.

Scale, it's no good, i really don't like the scale. The point of the films, is that the fighters are like little ants, with these huge ships. It would give it such a more cinematic feel and far, far more epic.

The tractor beam effect is really poor. I really dislike the swirling effect. Look really poor considering the work you've done on the rest of it.

Last point, the funny shaped Rebel ship, (don't know the name) the one that holds missiles, and used as an artillery type ship. Well that thing can fire across the map, i'm not sure if its simply the mod having bugs, or if it's meant to be like that? But it's silly.



I could keep going on :P

Graphics wise: You should up the bars on everything in the advanced, cross the 3 options, bloom and 2 others. Put the anti aliasing onto full and the detail level too full. Then it's absolutly gorgeous and film like.

Commander Obi-Wan
01-21-2006, 05:39 PM
I have a question: Are the levels presented on the demo, going to be the same size on the actual game?

Kurgan
01-21-2006, 07:12 PM
1) There is a MAJOR bug in the demo, that ought to be fixed in the full game (and possibly a demo patch released since as is, you'd have to use mods to cheat your way past the problem areas) wherein the hard points on the "Space Stations" (for example the one in the asteroid field in the single player Galactic Conquest campaign for the Rebels) disappear if you destroy them in the wrong order or crash the game or make it impossible to win.

2) Also, the fact that the HUD disappears when you zoom out too far is rather annoying. I realize the dev team must have figured that removing the interface would be a nice way to see more of the action, but a better solution would be to simply have a key that toggles the display on or off at ANY zoom level. And of course the fuctions should always be available via hotkeys, even if the interface is not explicitly visible.

3) The ability to zoom the map in or out (the mini map) might be useful, as well as the ability to setup little markers or "hot zones" (save a spot and bind it to a key so you can "zip" there anytime). These kinds of things have been in other sorts of RTS games like Warcraft III and are very useful. Will the game allow the recording of "demos" or "replays"? I hope so!

4) In the Demo tutorial, when you send a "Probe Droid" to a planet on the map, it shows the outline of a regular ship taking the Probe droid in. Rather, shouldn't it be like those "pods" we see sending the probe droids to Hoth in Empire Strikes Back? Just a little nitpick that might add some more "Star Wars Realism." ;)

5a) This is a "fun" request, but the Banthas and other wildlife need to be killable, even the ones that can't hurt you. The Empire LOVES to stomp on little bunny rabbits! Target practice and morale boosters, obviously. ;)

5b) I realize putting in funny comments that the units would say if you click on them too rapidly without issuing an order would take a lot of extra work, but simply being able to shoot down a Bantha by targetting it wouldn't be much work and quite fun/funny as well!

6) Also, I sincerely hope that Linux dedicated server support is planned! I've probably already said that a million times, but that, along with support for the game after it's been released is sorely needed. Look at all the nonesense we've gone through with games like Battlefront and Republic Commando. Compare to the sheer awesomeness of the support for games like Jedi Academy. Make this game the best it can be, and hopefully LucasArts will let you continue to polish up the product.

It's a good sign that Empire at War was not rushed out the door to coincide with some Star Wars DVD release like some other titles, nor dumbed down to appease some percieved console gamer expectations!

So best of luck! May the Force Be With You... ;)

Iamme
01-21-2006, 08:36 PM
Thoughts in no particular order.

Maps: Waaay too small, even for a mainstream game. Tactics are near nulified by the limited space maps which are very path based.
Wildlife: Seemed a bit excessive at some points. Zooming out on the Tatooine map there were are least 7 banthas wandering about under the shield. I support having them killable.
Pathfinding: This felt really cumbersome, especially on the space maps when lots of units were present (not to mention hyperspacing in a fleet and finding 80% of my capital ships either out of the game area or inside an asteroid field).
Galaxy: Somewhat disapointed that it was so small (43 planets). Will the full game include tools to createe planets/ground terrain for expansion?
Tutorials: Couldn't be skipped once started.
Non-Linear Inverse Perspective Scaling A.K.A. fighter scaling: Disapointed that this can't be toggled.
Camera: I agree with a HUD toggle for any level.
Abilities: Many seemed useless on such limited battlefield, namely ones which aid in units escaping (where is there to engine burn to?)
Other: Annoying having limited units and timeline. Room for ROTJ expansion?

wedge2211
01-22-2006, 12:50 AM
Woahohoah. This thing is made of pure delicious. I don't get why people are complaining that the demo is too short, obviously the full game will be much longer...

I like how smooth and simple the interface feels--even though there's a lot you can do, especially on the galactic level, you just drag-drop everything and the units go. It feels much cleaner and more intuitive than Star Wars: Rebellion ever did...and more involved at the same time. (Oh...the graphical displays for unit building--the rotating progress bars--were definitely proof that the old Westwood guys are involved on this project!) I particularly like how you can retreat and recover from a lost battle (yeah, I fudged my first assault on Tatooine...damn tornadoes) in the galactic view pretty straightforwardly. I disagree that there should be a "replay mission" option--players should have to lose a little every now and then. That's the best part of grand strategy: you have an entire, integrated campaign involving many elements at once, you can't just rush the opponent. I also really liked the tooltips that give you instant access to all sorts of unit information.

I enjoyed tactical combat, though I had some issues with the camera controls. I couldn't help feeling that you can't zoom out far enough. I'd love to be able to get a good overview of the situation without a Star Destroyer taking up a third of my view (by the way, kudos on having units drawn to approximate scales, instead of AT-ATs and infantry being roughly the same size like in many other RTS games). The cinematic camera thing was really fun, though sometimes I'd be stuck looking at empty space or ground...that bothers me less since I figured out that I can manually cycle to the next camera view. The on-the-fly "documentary-style" camera, zooming in and out and panning dynamically, is very, very cool--the development team must have been watching Battlestar Galactica for inspiration! Only bad thing I can say about the cinematic view is that sometimes it would be pretty jerky...I'm running on a fairly old system, though, maybe that's just my lack of a modern graphics card.

Bringing in reinforcements was a great touch. It reminded me of Force Commander, but done properly--I only got the demo of FC before I decided how godawful it was. This system of reinforcements really makes you feel like the tactical campaigns are part of a larger struggle, since you have only the resources on hand to deal with the ground situation. It's also a great touch of realism, without all the on-the-site army infrastructure construction seen in other RTS games. I'd love to see if, in the full game, you can send fleets to a planet in staggered fashion--so that your forces arrive in orbit in waves, at your call, just like you can bring in land units in separate reinforcement drops. Tactical combat got a little bit micromanage-y, but no more than in any other RTS, and since these battles are much more squad-based than whole-army-based, that makes a good deal of sense. I really, really appreciated being able to trigger various units' special abilities individually, even if they were part of a larger group. That's an innovation missing from many RTS games these days. Finally, I must say that the Tatooine map didn't leave much room to maneuver. My artillery and tanks kept choking up all the passages between rocks. I still managed to make some useful tactical maneuvers, though, so it's not a big issue.

Great job, guys. I'll definitely be getting this when it comes out, I'm very much looking forward to it! Thank you for all your hard work!

[EDIT: Two more things: First, I'd like to see tanks, speeder bikes, and infantry that hasn't been told to take cover do a little more movement when attacking, like the fighters do in the space battles. I fully expect capital ships and things like AT-ATs to stand and slug it out, but people and hovertanks ought to jockey for position, and speeder bikes should be zipping around just as fighters do--like the aircraft in Total Annihilation. Second, I really want to be able to give units lists of orders just by SHIFT+right-clicking, instead of using a special waypoint command. ]

jedi3112
01-23-2006, 08:23 AM
The demo appears to be good, and I do hope it's an good indication for the final product. Just a few minor issues so far.

1. The demo AI, although that's easy to fix using one of the mods.

2. Way too short,although partly caused by the AI.

3. Build spots, I like the idea of limited buildings per planet (although the number should be reasonable). However I don't like the idea of having a limited defense on the battle map. So the build spots there need to go. That way I am able to defend my drop points, and set up a well defended small heal and repair base. Maybe have an infantry troop create them.

4. There are some illogical in the demo, while there are already logical units that fill the same role. Although this may be fixed with some modding. For Example the TIE Mauler can be replaced by the AT-PT, and the TIE scout can be replaced by the TIE advanced. I'd also like to be able to fill up the ships and I'd like to see the TIE interceptor to take care of those nasty A-Wings used by the rebel scum.

5. I'm not sure about this, but it appears the rebel scum has better ships than the emperors own (in the unit is strong vs and weak vs screen). However neary all the imperial units come with added squadrons (not sure about the rebels, but I think they don't get them), I do not know how to see this. So, does a fullly loaded MC80 Cruiser (if it carries any fighters) beat a fully loaded Imperial StarDestroyer? According to the weak/strong list, it should beat one when empty vs empty, but it's weak against bombers and the ISD has those as well.

6. I think the defender on a ground map should also be able to use bombing, if he has the correct building/bombers stationed etc. I think this should be done by either allowing small ships to be garrisoned on the ground, or by building a hangar that gives you acces to bombing runs.

johnmatrix
01-28-2006, 11:51 PM
I loved the demo and enjoyed playing it all day. This looks to be a great RTS set in the Star Wars universe. My chief compliants are in the AI and group commands.

1. I would like units to attack what they are strongest against preferentially like others have mentioned.

2. I would also like to see an 'escort' mode for both ground and space. This will make one unit guard another, however it has to be ended by the player before the units take new orders. That way capitals and bombers can be easily guarded without having to select just them. Units in this mode will still attack what they are strongest against.

DarkLord1981
01-29-2006, 01:18 PM
I am rather bored of it now, played the demo too much, so i doubt i will be buying it now.

The Demo gave us the rebellion side to play with, now with mods, we got the imperial side, i am just bored of it now....i am sure it will sell well though.

oxidized
01-29-2006, 03:21 PM
I thought it was a good demo, but I just have one tiny suggestion:

The special ability buttons (i.e. "take cover" or "sprint") should all be toggled by one hotkey (or at least, there should be less hotkeys), so we wouldn't have to memorize all the different hotkeys. For units with more than one ability, there could be a hotkey for "special ability 2." When you have multiple types of units selected, you could "tab" through the different unit types (like Warcraft III) and the use the hotkey just for that one supgroup you have selected. Besides that, the special ability buttons could be a tad more prominent on the UI.

gswift
01-30-2006, 04:08 PM
I've played the demo and mods, so here's my take:

Zoom controls are clunky, especially in ground mode.

When I zoom into a planet on the strategic map, if I have two fleets and I want to move 5 out of 10 units from one fleet to another, I have to drag one at a time. I'd like to have a number-to-transfer option when there's more than two units.

In ground battles, if I attack with a group of vehicles the ones in back can't attack because the range is short compared to view range. Maybe the laser ranges should be longer so that my second row of tanks can fire.

Ground units seem to bump into eachother too much. Maybe the models should be smaller.

On the galactic map, I'd like to see lanes of travel between planets. At least where there's no fog of war. Maybe that could be a dificulty setting.

I should note that I really like the game. There's always room for improvement, and they asked for feedback. In fact, I liked it so much that I've already pre-ordered the full version. Good job Petroglyph!

Iamme
01-30-2006, 04:18 PM
On the galactic map, I'd like to see lanes of travel between planets. At least where there's no fog of war. Maybe that could be a dificulty setting.
You can when there're trade routes between the planets (which are always illuminated) or when you're selecting what planet to move to it will show the route.

Generally the rule of thumb is that your fleets should be able to move to any planet within the LOS radius for the planet they're on (about 3 inches) if unobstructed.

gswift
01-30-2006, 04:43 PM
You can when there're trade routes between the planets (which are always illuminated) or when you're selecting what planet to move to it will show the route.

Hi Iamme,
What you say is true, but when I'm deciding what planets to garrison, I don't want to be forced to select a fleet (if I have one) and drag it around the map so that I can see the lanes of travel. The general rule of thumb you mentioned has some exceptions that are not clear or intuitive just by looking at the map. Are you saying that you wouldn't like a show/hide option in the game settings? :-)

Iamme
01-30-2006, 04:50 PM
Are you saying that you wouldn't like a show/hide option in the game settings? :-)Nope, I'd actually love that feature :D

sven8136
01-31-2006, 02:00 PM
A couple of things I'd like to address:

1. The beginning of a galactic campaign (through the mods) is almost always the same for me. Build a ton of storm troopers and capture as many planets as possible, asap. If you don't, the rebels will, and you are overwhelmed. Basically, the outcome of the entire scenerio seems balanced on the first 5-10 minutes, and how much area you can capture. To me, this seems boring and anti-epic. I'm not sure how it is in the real game, but I hope you don't have to start out with a mad territory dash across the galaxy.

2. I just don't like ground combat. I do my best to avoid it. I am a RTS veteran, and i'm not sure what I was expecting, and it does appear to be realistic, however it just seems to be slow and boring to me. I think the main reason is because theres no base building type of units to go around building bases with. Nor do you have an economy control.

3. Again, its hard to say from the demo, but economy is kinda bleh. So is the tech tree. None of them seem very indepth. Techtree has 5 levels with 2-4 new things each level, not very big.
Heres some thoughts:

-Economy:
-Some planets have 'rare' resources that give benefits, or need to create certain units.
-Able to build up the economy/production/defense of a planet without taking up the precious building slots. Perhaps a "increase defenses/industry/economy" upgrade.

-Tech Tree:
-I'd like to see the units evolve more. Start from ep 3, and advance units from there. Don't start off with X-Wings, start off with a prototype like thing, and you have to research X-Wings.
-Ability to research units, weapons, ships, buildings, etc would be nice.
-Make research stations lower time and/or cost to research technologies. As it is now, you only really need 1 research station. No benefit from more except for convenience. That is unrealistic.

Well, those are my thoughts. Keep in mind those are just based off the demo and mods, so I don't know what is different from the actual game.

wedge2211
02-02-2006, 03:59 PM
Now that the game has gone gold, are you Petroglyph guys still interested in feedback from the demo and/or the early days of the full game, possibly to incorporate into major or minor patches, expansions, et cetera?

I liked the demo a great deal and am really looking forward to getting my hands on the full product, but I know there were a few additional things about gameplay or the interface that gathered interest here. (I'm not counting complaints about the lack of base-building or some specific EU ships or other silly things like that.)

{DHU}Screed
02-02-2006, 10:39 PM
This is going from a combonation of mods for the Demo and the actual Demo itself.

1.) Hero units (Millenium Falcon for example) are way overpowered. In the movies Han had trouble fighting off a trio of Tie-Fighters, in the game he's mowing through entire wings w/o taking so much as a scratch. Although, I thought that Piett and Veers in the Mod's were very balanced, then you had Red Squadron that can rape a ISD by itself..... Some tweaking needs to be done with some of the Hero units.

2.) Build times. Smaller/cheaper craft should be quicker to build than the larger more expensive craft. Granted this is coming from my experiences with the Modded Demo, I think it carries over into the actual game as well. Larger more expensive ships should take longer to build, not only will it make them more valuable in battle (seening how it took you so long to build such a massive fleet) but it will also make them more powerful in a way as well. You take down an enemies larger capital ship, he's gonna be hard pressed to make up for the loss, as it is now he can just click and have it ready in less than a day's game time.

3.) Ship damage and repairs. Battle damage should stick to craft for a time, that time can be dependent on the space station's level it is currently in orbit with. Same goes with the fighter compliment within a ships hangar. It shouldn't be immediately healed/fixed as soon as the battle is over. It gives your opponant a chance to finish off a ship/fleet if he's fast enough and has damaged the ships enough.

4.) Travel. Travelling is fast, really fast. To take a fleet from one side of the galaxy to the next takes maybe 2-3 game time days. It lessens the strategic value of "sector patrols" as I liked to call them in rebellion. It also makes it far easier to bring in reinforcements from a far away distance fairly quickly, another strategic decision you really don't have to make in this game.

5.) Smugglers/Bounty Hunters. The most horrific thing I have seen in a game to date. Not only are smugglers cost efficient, but you can pump them out faster than the Bounty hunters can kill them. Not to mention it costs more everytime you have the same Bounty Hunter take out a smuggler. I think I had Boba Fett up to 1200 credit bounties, nearly the cost of a space station. Granted, again I was going off of what the Mod's incorporated, don't know if this is actually in game also. Simple solution. A orbital garrison of a significant amount of ships will be able to halt any and all smuggling attempts. As it is, it doesn't matter if you have an enormous fleet garrisoning the planet, the smugglers will still get through. More of that ugly, ugly portrayal that the Imperials are bumbling idiots.

6.)AI. Both ground and space AI is horrific. Especially when you take over capture points, kill all the ground troops but there are half a dozen speeders flying around in far corners of the map and I have no anti air to go chase them down with (all my anti air are stationary turrets in the base) again, this is from a modded game, hopfully it is better in the actual game.

7.) Corvettes. I will specifically put my bombers and landing shuttles in the back of the fleet so that they would be "protected" from harm. Not so when the enemy has corvettes. They just fly in, absorbing any damage the turbolasers give them and rape my bombers and shuttles and are still able to fly out alive. Suggestion; give them an engine hard point and thats all. Take out the engine and they are a sitting duck so they can't just race in and rape your supposedly protected bombers or shuttle craft then race out.

8.) Concussion missiles are for fighters/taking out torpedos, torpedos are for capital ships. I don't like the fact that concussion missiles are able to bypass shields. Hell I don't like the fact that anything can bypass shields and go directly for hard points. I know there is a cold chance in hell where this will get changed, but I thought I would just give my 2 cents.

Even though I have alot of bitching, I do like the game. I only bitch so much cause I wanna truly LOVE this game. That, and i'm a huge StarWars nerd and need to have everything exactly like StarWars ;)

Edit: By god please remove that damn tornado in the ground battle. I swear that thing has better AI than the enemies ground forces, wherever I went it followed me around just mowing through all my troops. I even yelled out, "Stop following me!"

wedge2211
02-03-2006, 10:36 AM
We already know that travel times and build times were sped up for the demo...2 and 4 are non-issues in the full game.

Darth_Torpid-PG
02-03-2006, 02:02 PM
Now that the game has gone gold, are you Petroglyph guys still interested in feedback from the demo and/or the early days of the full game, possibly to incorporate into major or minor patches, expansions, et cetera?

I liked the demo a great deal and am really looking forward to getting my hands on the full product, but I know there were a few additional things about gameplay or the interface that gathered interest here. (I'm not counting complaints about the lack of base-building or some specific EU ships or other silly things like that.)

Feedback is always welcome, and you can bet that your feedback up until this point will play a part in future patches and whatever comes after. However, we will probably compile all of the demo feedback up to this point, since there's a lot of repetition going on across forums (not that this is bad - it just means that lots of people agree with those points).

We will be back on the fan sites paying close attention to the feedback once the game is in your hands. That's when we start looking for things like unforseen balance issues, exploits, and things that just generally irritate people. Hopefully we got them all before shipping, but based on previous release experience, that's likely wishful thinking :)

We look forward to supporting the game as long as needed. And we will probably be around on gamespy looking for some multiplayer action as well :D

wedge2211
02-03-2006, 02:27 PM
Excellent news...thanks Darth!

jasonirma
02-11-2006, 11:56 AM
First off, I want to commend a lot of the posters: excellent feedback which is well thought out. Second, I love Petroglyph's ongoing excellent interaction with the community. I'm very pleased with this and I don't know how to say thx enough. A couple of other thoughts:

***There is a very nice list of comments regarding HUD issues/unit assignments in a separate thread. Won't repeat that here, but want to make sure you look at these. Some similar comments have been made in this thread already. Thread is here: http://www.lucasforums.com/showthread.php?t=159847

***Build pads are very random in the demo. I'm not sure why they're where they are. They're not necessarily next to cities or command stuctures. Why would one be next to the Sarlaac pit? It seems they should have a rhyme or reason to them. Attached to cities, or attached to command strux areas. Like reinforcement points, it seems to me they should be visible from the overhead map. Also, I definitely think there should be a limited number of build pads that I can place where I want. I like that this RTS doesn't require me to be a build-monkey during battle, but I really am not sure why my buildings need to be predesignated in location. Feels weird to me.

***The hurculean task of building 40 planets is amazing and commendable. But one of the problems I'm foreseeing is that while we're getting all these historical and EU locations, the planets themselves really are barren. For example, Tat has no named cities: where's Mos Espa? Bestine? Mos Eisley (scum & villany :))? Perhaps there should be multiple maps per planet to incorporate these locales. Tat just is too desolate (even for a desert planet). Since SWG and BF fleshed out a lot of these locales, diehard fans are going to want them to exist in this RTS as well. While I loved the demo, it was hard for me to believe that Tat was almost 60% occupied by a single base and was populated by only men and Jawas (plus a rancor, some random mercenaries, a single camp of wandering Tuskens, and a Sarlaac).

***I don't like that my bombers can only attack areas where I have clear sight (ie, no fog of war). The bombers are in the air and have a pretty good panoramic view. If I call in a bombing run in an area where I briefly got view of an important hard target (ie, a turret), I should be able to assign a bombing run to that location whether I can see it now or not. The turret isn't going to move and the location is now known to me. One side note...I love calling in a bombing run and then immediately switching to cinematic mode: you get an amazing camera lock on the bombers as they approach their target and it's just awesome.

***Not sure I understand why a mercenary base allows my stormtroopers to move faster and not be affected by weather. Seems like these need some more fleshing out. It would seem that the things you get from the mercenary base would be better served from a research facility. The mercenary base should be an area where you could physically send units to be trained in mercenary tactics. It shouldn't provide a planetary-wide bonus to all units. Also, I think--similar to the bonuses you get on space stations--you need to make "hard choices". As it stands now, I basically click on all four training choices as soon as I've assimilated the mercenary base without even looking at what the bonuses are that they provide. There should be more than a monetary choice to make (ie, the cost of these bonuses). There should be disadvantages to them (such as gaining bonus against planetary weather at the expense of decreasing the armor of a unit against projectiles, etc).

***As above, same goes for space stations. It also seems weird that I can't activate those bonuses from the galactic map, but have to wait until there's a space battle to activate them.

***I should also be able to explore the planetary and space locations in depth prior to battles. For example, I can't defeat the Tusken Raiders until I'm attacked and then have access to the planetary map itself. I also can't strategically place units until the battle itself. There should be some way to balance the ability for the enemy to land on the planet and me to have the tactical advantage of having the planetary control.

***If I install a shield generator, most of my structures should have protection. The mining facility on the Tat map (and yes I know that there will be other planetary maps and layouts :)) is outside the shield. What's more, there's really no need for me to defend that building since in the planetary battle it doesn't help nor hurt me at all. Again, it leaves me thinking that during the battle there's no good reason for it to be visible at all.

Thanks again for your attention to the community. You are setting a high precedent for subsequent games (as it should be).