Hi everyone,
I played RC6 for a few hours, and I felt some things were missing :
- The mid-combat save is a MUST. You won't prevent people from cheating if they want to, hexa editors and such are available, the game is open-source, etc... But, for someone who HAS to quit playing in a hurry (end of free time, storm closing in, power failure with computer holding on batteries...), it is extremely annoying to lose one hour worth of gameplay, especially if things went particularly well (you killed 20 aliens without a scratch, and now you have to either quit and lose all, or rush in the final areas to "finish" the survivors, forgetting all precautions just to save some real-life time.) This is, in my opinion, a big mistake to try and prevent people from saving. And saving in missions may be extremely useful to test some tactics, or weapons, quickly. So please reconsider.
- Where is personnel when you need it ? I mean, you are Earth's only hope of survival, an international institution financed by all major countries, and a good thing for all mankind. And how much people would like to work for you, especially when you need them ? No one, or nearly so. It is totally incredible ! I started a game in "normal" difficulty, and all I could hire was a lone soldier... Well, I can't imagine waiting a full month to replace casualties, or to reinforce my scientific or technic squads, when nearly all population on the planet should be draftable by us (mankind's survival is a good enough reason, I think, even for most pacifists). So why not ALWAYS present the commander with, say, 20 to 50 pre-selectionned people, in EVERY speciality ? And if you hire some, then they get "replaced" within a few hours (time for ordinances or secretaries to select the ones good enough to serve in Phalanx). I think this would be much more realistic. And after all, if aliens are supposed to be that deadly, then we should get lots of replacements... err, I meant reinforcements, of course
We could even imagine seeing different people with different stats, and different experience, at different wages (a bit like mercenaries in Jagged Alliance). This last idea came to me because all armies on earth are NOT composed of total rookies, and an organization like Phalanx could be interested in using a few hardened veterans (even mercenaries, if needed), instead of green soldiers, even if it means paying twice the standard wages...
- For a UFO player, which I am (I was still playing it yesterday), the equipment buy-and-sell interface is quite puzzling. The direction for buying and selling seemed strange to me (buy by clicking left), but it's only a detail. On the other hand, I didn't understand why some material "lingered" on the "sold" side, like alien weapons. Are they only "mortgaged", not sold ? This would explain why the buying price is the same as the selling price, and why you can re-acquire them at will...
Ah, and why is the production price ten times higher than the buying price ? I understand that in UFO, production was maybe too good a way to earn money, but even with concerns of artisanal VS industrial, mass production, Phalanx should be able to use it's technological lead to generate profit. And at least sell the items it produced at the price it costed it, especially when these items are rare enough on Earth (and I guess a brand-new weapon, designed minutes ago in our top-notch labs would fit in this category...)
- In the Ufopedia, or in the Research screen, we can see some "Prerequisites". But it is not always written that those are such (for buildings, at least, in the pedia, you can see 'Base Entrance' (or whatever name it has), or 'Power Generator', and you have to guess it means you have to have built this before to build the other structure. In research screen, it is written there is a dependency, but is "stun ability" a technology ? (in the Stun rod technology description). If so, then maybe it would be good to rename it, as it is confusing. If it is not so, maybe it would be good to modify the description, for this ability not to appear as a prerequisite anymore
Well, I've finished criticising your nice work for now, so I'll wait for answers, or maybe hunt for some new things to describe as broken, unfitting, or just not cool enough (eh, my way of having fun :p)
Regards,
Kzwix - French game addict, programmer, and amateur translator.