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发表于 2023-4-16 14:49:27
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本帖最后由 笑笑笑笑笑 于 2023-4-16 14:58 编辑
Never played SOTS so walking into this review with fresh eyes.
This game feels like a work in progress. It has potential since it is unlike most other 4X games currently on the market but needs a good bit of polish. There are some good systems under the hood to be built on and there are some good graphics here and there. Overall, though, the game just feels rough.
To the developers credit I've seem more updates to this game addressing feedback in a week than some games get in a year. So I have confidence that this will grow into a great game.
从来没有玩过 SOTS,所以走进这个评论与新鲜的眼睛。这个游戏感觉像是在进行中的工作。它有潜力,因为它不像目前市场上的大多数其他4X 游戏,但需要一个很好的磨光位。有一些很好的系统在引擎盖下建立,有一些很好的图形在这里和那里。不过总的来说,这场比赛感觉很艰难。值得赞扬的是,我似乎在一周内对这款游戏进行了更新,处理反馈信息的次数比一些游戏在一年内得到的更多。所以我有信心,这将成长为一个伟大的游戏。
For context, I am a HUGE fan of SOTS. I bought all the DLC multiple times so I could play multiplayer, I bought all of Arinn Dembo's books, and I played the absolute crap out of that game. I even tried to like SOTS II more than once, although like the rest of the world I was not successful.
I was hopeful that this would be a different take on the same concept. However, the central conceit of SOTS was that you should not spend a lot of time screwing with your planets because combat was the star of the game. The research/design/combat loop was the primary system that made the game tick. Stellar Sovereigns appears to invert that formula. Planet management is so amazingly fiddly that if you take a few turns off of fiddling with your sliders you'll either go into massive debt or massive disapproval, or heck, maybe both. I found that I was spending very little time with my ships and a lot of time managing unemployment and housing shortages. Maybe I'm spoiled by Distant Worlds, but can't these people figure out how to build housing themselves?! I picked a libertarian government, I don't want to be housing and unemployment dictator.
In any case, if you DO want to play as housing and unemployment dictator to maximize the tax harvest of your worlds, this is going to be great for you. If you're hoping for something that looks like updated SOTS, you're likely to be disappointed.
就上下文而言,我是 SOTS 的超级粉丝。我买了所有的 DLC 很多次,这样我就可以玩多人游戏了,我买了 Arinn Dembo 所有的书,我玩那个游戏玩得太疯狂了。我甚至不止一次试着喜欢 SOTS II,尽管和世界上其他地方一样,我没有成功。我希望这将是对同一概念的不同看法。然而,SOTS 的核心理念是你不应该花很多时间在你的行星上,因为战斗是游戏的主角。研究/设计/战斗循环是游戏运行的主要系统。恒星主权似乎颠倒了这个公式。行星管理是如此令人惊讶的精细,如果你把你的滑块摆弄几个转弯,你要么进入巨额债务或巨大的反对,或见鬼,也许两者都有。我发现自己很少花时间在船上,却花了很多时间处理失业和住房短缺的问题。也许我被远距离世界宠坏了,但这些人就不能自己想办法建房子吗!我选择了一个自由意志主义的政府,我不想成为住房和失业的独裁者。无论如何,如果你确实想扮演住房和失业的独裁者,以最大限度地增加你的世界的税收收益,这将是伟大的。如果您希望看到类似于更新后的 SOTS 的内容,那么您可能会失望。
This game feels weird to me, it has some odd contrasts: On one hand good resource system and economy that is more detailed than usual (and fun too), on the other hand research tree is a hard to parse trough flat mess. Combat mechanics are excelent, nicely detailed yet for some odd reason player is limited to 3 ships per fleet. Nothing stops you from sending multiple fleets, just for some reason you can't merge them. Trade routes are nicely detailed yet for some odd reason are singleway as if freighters do not need to do a return trip...
Major cons:
- Tutorial is a wall of text.
- UI needs to be more informative in a lot of cases (ex: tooltips for power management, easy to see ETA in turns, planet shows only half of relevant stats in a very compact view prior to colonization)
- Tech tree and political perks are problematic to navigate
- Diplomatic screen is plain confusing.
- Scouting can be tedious, is not automatable
Despite issues and being a bit overpriced it is in decent enough state and is interesting enough.
这个游戏让我感觉很奇怪,它有一些奇怪的对比: 一方面,好的资源系统和经济比平时更详细(也更有趣) ,另一方面,研究树是一个很难解析平坦的混乱。战斗力学是非常好的,很好的细节,但是由于某些奇怪的原因,玩家被限制为每个舰队3艘船。没有什么能阻止你派遣多个舰队,只是因为某些原因你不能合并他们。贸易路线非常详细,但由于一些奇怪的原因是单行道,好像货船不需要做一个回程... 主要缺点:-教程是一个文本墙。用户界面在很多情况下需要更多的信息(例如: 电源管理的工具提示,易于看到 ETA 轮流,星球显示只有一半的相关统计数据在一个非常紧凑的视图前殖民)-技术树和政治津贴是有问题的导航-外交屏幕是明显的混乱。--侦察可能是乏味的,不是自动的尽管有问题,价格有点过高,但它处于足够体面的状态,也足够有趣。
a game where i wish there would be a third category.
while the game may be good, ( i actually don´t really know- at least what i saw on features looked good)- the ui and controls are so §/$$"§ that i ragequited it after half an hour. it feels like it´s made for a touchscreen. i gave it a try even tho i feared such thing from the pictures.
i recommend it for people that can get over this and actually enjoy the game
but i can´t recommend this for people like me
i have no problem with complexity btw, i actually love it. i also play aurora4x wich should say everything to that. it´s just the ui and controls. (i also got lost on the galaxy map- wasd and arrows not working).
if you can get past that it may be a good game- i can´t so its nothing for me, sadly
一个我希望有第三种类型的游戏。虽然游戏可能是好的,(我实际上真的不知道-至少我看到的功能看起来不错)-UI 和控件是如此/$$”,我愤怒了半个小时后它。感觉就像是为触摸屏量身定做的。我尝试了一下,尽管我害怕从图片上看到这样的东西。我推荐给那些能够克服这个问题并且真正喜欢这个游戏的人,但是我不能推荐给像 Mei 这样对复杂性没有问题的人,顺便说一下,我其实很喜欢它。我还玩 Aurora4x 呢,应该能说明一切。只是用户界面和控件。(我也在星系地图上迷路了-浪费和箭头不起作用)。如果你能过去,这可能是一个很好的游戏-我不能,所以它对我来说没有什么,遗憾
Most complex 4X I ever played. And that´s a negative.
If you are a bureaucrat or nitpicker and if you like tedious and boring This is not SOTS like. This is why I don't recommend for Sots fans like me. All the other things can be considered as personal taste.
At SOTS, goverment management is %5-10 of the game, here it's about %80.
You have all the ship and weapon options at the beginning. There is no progress about ship hulls so you can build a battleship at day one.
Research trees are there and there are many trees but they are not high enough, only 3 lines with 3 options each, so max 9.
UI is strange, looks like something for mobile. Ship Edit UI is not so well, way worse then Sots.
Everything is shiny and flashing.. everything.. background, UI, shields, explosions. Even you see it at the game video here. But space lighting is not enough so you can't see you ship properly as there is no light from above.
Space battles like Sots yes but the motions are not. It's like ground RTS rather then Homeworld style. You press somewhere and ships go there directly without a weight feeling.
There are details you really don't need. Ship energy management, repair management, all the sencors, engines. Yeah nice to have all the control but the battles are not too long or strategic. Imagine to have them all at Sots or Homeworld, it would take away the experience. There are auto options too so not so big deal I guess.
In the end, you govern much more then Sots and it took me off and I refund in the end.
micromanagement this one is highly recommended. It´s not about exploration, strange new worlds, aliens or space opera - you will be busy fighting famine, unemployment, social unrest and poverty. SS is not at all stellar or SF...it´s basically a real life - simulator. No need for that.
But all you Picards, Honor Harringtons, Solos and Mandalorians out there: KEEP AWAY!!! SS is boring and tedious numbescrunching and no fun at all.
And it´s outright nauseating...every star, icon and letter is constantly shifting and blinking. Ui gives you headaches in more than one way.
我玩过的最复杂的4X。这是否定的。如果你是一个官僚主义者或者吹毛求疵的人,如果你喜欢乏味和无聊的微观管理,这个是强烈推荐的。它不是关于探索、陌生的新世界、外星人或太空歌剧——你将忙于与饥荒、失业、社会动荡和贫困作斗争。SS 根本不是恒星或科学... 它基本上是一个真实的生活模拟器。没必要。但是你们这些皮卡德家族的,哈灵顿家族的,索罗家族的还有曼达洛家族的人,都离我远点! ! !党卫军是无聊和乏味的数字运算和没有乐趣在所有。这简直令人作呕... 每一颗星星,每一个图标,每一个字母都在不断地变化和闪烁。Ui 不止在一个方面让你头疼。
This is not SOTS like. This is why I don't recommend for Sots fans like me. All the other things can be considered as personal taste.
At SOTS, goverment management is %5-10 of the game, here it's about %80.
You have all the ship and weapon options at the beginning. There is no progress about ship hulls so you can build a battleship at day one.
Research trees are there and there are many trees but they are not high enough, only 3 lines with 3 options each, so max 9.
UI is strange, looks like something for mobile. Ship Edit UI is not so well, way worse then Sots.
Everything is shiny and flashing.. everything.. background, UI, shields, explosions. Even you see it at the game video here. But space lighting is not enough so you can't see you ship properly as there is no light from above.
Space battles like Sots yes but the motions are not. It's like ground RTS rather then Homeworld style. You press somewhere and ships go there directly without a weight feeling.
There are details you really don't need. Ship energy management, repair management, all the sencors, engines. Yeah nice to have all the control but the battles are not too long or strategic. Imagine to have them all at Sots or Homeworld, it would take away the experience. There are auto options too so not so big deal I guess.
In the end, you govern much more then Sots and it took me off and I refund in the end.
这和 SOTS 不一样。这就是为什么我不推荐像我这样的球迷。所有其他的事情都可以被认为是个人品味。在 SOTS,政府管理是游戏的% 5-10,这里是关于。一开始你就能选择所有的飞船和武器。船体没有任何进展,所以你可以在第一天就建造一艘战舰。研究树有很多,但是它们不够高,只有3行,每行有3个选项,所以最多9个。用户界面很奇怪,看起来像移动设备。船舶编辑用户界面不是那么好,比索茨差得多。一切都闪闪发光。.一切。.背景,用户界面,护盾,爆炸。就算是你在游戏视频里也能看到。但是空间照明是不够的,所以你不能看到你的船只适当,因为没有光从上面。太空战像索茨是的,但动作不是。这就像地面实时操作系统,而不是家乡风格。你按下某个地方,船只就会直接到达那里,而不会感觉到重量。有些细节你真的不需要知道。船舶能源管理,维修管理,所有的传感器,发动机。是的,很高兴有所有的控制,但战斗不是太长或战略。想象一下,如果他们都在索茨或家园,这将带走的经验。也有汽车选择,所以没什么大不了的,我猜。最后,你管理得比索茨多得多,它带走了我,我最后退款。
I play a lot of 4X and strat games in general, this one has some decently fresh takes that appeal
Finances rule everything, having money means financing more research, more development and no "RUSH" button. In general a more realistic approach with less gamey feel to it which I myself really enjoy.
An RPG-ish politic approach where your ruling party is affected by perk points you spend for small bonuses which in turn affects what governments you can pick from. It's different and has enough variety to be a bit novel at least.
And the use of a 3D map is also rather unusal - Most games present in a 2D scape because of it's UI advantages, so it was refreshing just to see something different - Even with some confusion caused since it causes optical illusions.
My biggest gripe is the tutorial - It uses images to show a lot of controls which is great, it pops up when first visiting menus which is ok. But it's to big all at once and could really use partioning - a little "?" to click for guidance or meaty tooltips when hovering over buttons would work better.
Because there is A LOT of in我玩了很多4X 和战略游戏,这个游戏有一些不错的吸引力,金融统治一切,有钱意味着资助更多的研究,更多的开发和没有“匆忙”按钮。总的来说,这是一种更现实的方法,不那么游戏化,我自己也很喜欢这种方法。这是一种 RPG 式的政治方法,你的执政党会受到你花在小额奖金上的津贴点数的影响,这反过来又会影响到你可以从哪些政府中挑选。它是不同的,有足够的多样性,至少有点新奇。而且使用3D 地图也是相当不寻常的-大多数游戏呈现在一个2D 景观,因为它的用户界面的优势,所以它是刷新只是看到一些不同的东西-即使有一些混乱造成的,因为它会导致视觉错觉。我最大的抱怨是教程-它使用图像显示很多控件,这是伟大的,它弹出当第一次访问菜单,这是 OK。但是它一下子变得很大,真的需要分区——一点点当鼠标悬停在按钮上时,点击指南或丰富的工具提示会更好。因为在教程中有大量的信息需要阅读,而且大多数人都记不住其中的一半,因为它们都是一次性的。一个重新设计,给一个简短的介绍,以帮助确保“转1,检查出来”是明确指出,将更好地工作,然后让一个球员探索后,他们感到舒适的’设置东西’。我担心目前的炮火会吓跑相当多的人,即使他们对阅读有很高的容忍度。formation to read in the tutorial and most people will not manage to remember half of it since it all hits home all at once. A redesign to give a short introduction to help ensure "Turn 1, check this out" is clearly pointed out would work better to then allow a player to explore the rest after they feel comfortable with having 'set things up'. I'm afraid the current barrage would scare off quite a few folks even with a high tolerance for reading a lot.
我玩了很多4X 和战略游戏,这个游戏有一些不错的吸引力,金融统治一切,有钱意味着资助更多的研究,更多的开发和没有“匆忙”按钮。总的来说,这是一种更现实的方法,不那么游戏化,我自己也很喜欢这种方法。这是一种 RPG 式的政治方法,你的执政党会受到你花在小额奖金上的津贴点数的影响,这反过来又会影响到你可以从哪些政府中挑选。它是不同的,有足够的多样性,至少有点新奇。而且使用3D 地图也是相当不寻常的-大多数游戏呈现在一个2D 景观,因为它的用户界面的优势,所以它是刷新只是看到一些不同的东西-即使有一些混乱造成的,因为它会导致视觉错觉。我最大的抱怨是教程-它使用图像显示很多控件,这是伟大的,它弹出当第一次访问菜单,这是 OK。但是它一下子变得很大,真的需要分区——一点点当鼠标悬停在按钮上时,点击指南或丰富的工具提示会更好。因为在教程中有大量的信息需要阅读,而且大多数人都记不住其中的一半,因为它们都是一次性的。一个重新设计,给一个简短的介绍,以帮助确保“转1,检查出来”是明确指出,将更好地工作,然后让一个球员探索后,他们感到舒适的’设置东西’。我担心目前的炮火会吓跑相当多的人,即使他们对阅读有很高的容忍度。
Stellar Sovereigns is a flawed labour of love that has already been through 2+ years of early access development on itch.io. There is a lot to enjoy in this game and it is obvious the developer poured their passion into it, but it is held back by a lack of standard quality of life features, and a number of features that while present are not fully fleshed out which makes it a conditional recommend from us. The developer has said they will work on improving these. There is no story mode which is fine by me as deep repeatable sandbox action is where it is at, but anyone looking for a narrative will be disappointed.
The combat is definitely the highlight of the game and the most fleshed out major system. The depth of the gameplay here is very engaging, with a large assortment of weapons and modules usable on a nice variety of hull types, each of which has suitably different statistics to specialise them. There are a number of meaningful tradeoffs like management of power to ensure your sensors have enough strength to detect enemies at the range you want, your ships can maneuver at the rate you need, your weapons can recharge and continue firing optimally, and so on. This all factors in on ship building, research, and modification and plays out nicely during combat.
The graphics and sound are consistently good across the galactic map, interface and combat. The music is atmospheric, the combat sounds are suitably distinct and flow together nicely and the interface sounds are crunchy and responsive. The combat looks beautiful too and comes with cinematic and battle cameras, the latter is a nice way to see better what’s going on in a little centered window while you command, and the former is great for when the outcome is decided or when you want to take screenshots. The ships are all well designed and cover a nice range of sci-fi themes, the combat graphics are good across the board from weapon effects to ship damage and explosions.
The research tree is better than most, being split into many specialised categories and works well. You can research multiple technologies at once depending on how much you’re willing to invest, and the mechanic of rushing research – with the chance for problems it entails – is a very nice trade off to be able to choose. Planetary development is also good as you balance your population, their employment and happiness, building requirements and investment with your economy and current situation. The governor works well to keep things going by itself within the budget allowed and, unlike bureaucrats in real life, won’t use more of the budget than is needed.
Quality of Life issues are the major problem for me. As is tradition for German games it seems (looking at you Gothic), genre standards of interface usability are quite literally a foreign concept, much like PC optimisation is for Japanese games. One of the most standard of standards is using the escape key to close windows in order and then when none are open, to open the system menu. Neither happens in this game – windows must be closed with their own X (can’t click outside of them to close them either), or you have to click on the menu to open it.
The game also suffers from the same “indie Unity game” interface problems where windows are oversized, contain too little information, rely on tooltips to provide some of said information, and do not use tooltips for the standard practice of explaining what something is. It also prevents two commonly desired things – having multiple windows open at once, and still being able to interact with the main interface while a window is open. Even simple things like no spaces or underscores in save games is a minor annoyance that is nothing by itself but that adds up with all the others. There were a few bugs mainly forgetting the map/interface settings and crashing on load/exit, but they were minimal.
There’s fun to be had, but the game makes you walk up hill in the summer sun to get to it. If TBS/RTS combo 4X is your thing this will be an easier sell. All the expected elements are there – empire, colony, and military management, exploding spaceships, pretty aliens and citizens to exploit. If the interface issues don’t seem like a problem and you prefer the sandbox over the story, I can see this being a lot of fun to play through a number of times, but the constant interface frustrations really hold it back for me.
Read the full Roundtable Co-op review here for more detail and follow the Roundtable Coop Curator here for more unbiased reviews by fans of the games genres.
《星球主权》是一部有缺陷的爱的劳动作品,已经在 itch.io 上经历了2年多的早期开发。在这款游戏中有很多可以享受的东西,很明显,开发者将他们的热情倾注在了这款游戏上,但是由于缺乏标准的生活质量特性,以及一些目前还没有完全充实的特性,这使得它成为我们有条件的推荐。开发商已经表示,他们将致力于改善这些。没有一种故事模式对我来说是好的,因为深度可重复的沙箱动作就是它所在的位置,但是任何寻找叙事模式的人都会失望。战斗绝对是游戏的亮点和最充实的主要系统。游戏的深度在这里是非常迷人的,与大量的武器和模块可用于漂亮的各种船体类型,每个有适当的不同的统计数据来专门化他们。有一些有意义的权衡,比如权力管理,以确保你的传感器有足够的力量在你想要的范围内探测敌人,你的舰船可以按照你需要的速度进行机动,你的武器可以充电并继续最佳射击,等等。这一切因素在船舶建造,研究,改造和发挥良好的战斗期间。图形和声音在银河地图、界面和战斗中始终保持良好。音乐是大气,战斗的声音是适当的区别和流动一起很好,界面声音是嘎吱嘎吱响应。战斗看起来也很漂亮,有电影和战斗摄像机,后者是一个很好的方式,可以更好地看到在一个小的中心窗口发生了什么,当你命令,前者是伟大的时候,结果决定或当你想要采取截图。这些飞船都设计得很好,涵盖了一系列不错的科幻主题,战斗图形从武器效果到飞船损坏和爆炸都很好。研究树是最好的
First off, I've played Stellar Sovereigns for about 250-300 or more hours on itch.io before the game fully released on steam. Which is why I can make my review on release day with a good conscience.
Stellar Sovereigns is a game that is inspired from Swords of the stars (not the broken one, the first working good one) .
It does take a new twist compared to the other main stream modern 4x strategy/space games, by having you making mining fleets, and proper exploration that will either make or break your empire since all resources are finite (they run out) compared to gal civ, or stellaris so you have to plan what sort of fleet/bases you'll be wanting to make since they are all big investments.
If you remain to passive, the AI will outpace you in income, and create more fleets (both battle fleets and mining fleets) and get a upperhand against you, and the AI will even try and "snipe" your mining fleets if you're using them to close to the border of the AI and they manage to spot it.
all combat fleets have designable/upgradable/improvable parts on the ships (every fleet is 1 main capital ship and 2 escorts), that rely on your tech level to aquire and the research system itself is a nice one, you can either research alot of things at the same time, of go deep into 1 things to try and rush it (inspired by the research system in SOTS1 and MOO i guess)
There are plenty or other indepth systems like the colony system where you'll be setting up trade routes between your planets to min/max the happiness so you can squease out the most tax of them to support more fleets/bases of various types, and also slowly increase the factory amount on planets to increase the 'consumer goods' that is varied types of planetart resources that all give different bonuses.
The game also have a "Empire" screen where you can decide on how to specialise your empire, which rewards you more points for various tasks that can be anything from winning a battle, to researching new tech, to exploring and lots of more things that you can do will give you more points to spend on your empire.
The few bugs that i experienced during the ichi.io stage of the development phase of the game were fixed very fast, considering it's a 1 developer indie game.
This game would go under the category of "labour of love" on steam, so I do expect it too get even better then it already is, I've gotten my moneys worth many times over.
The fleet vs fleet battles are fun, since you have to be pro-active and scout out what the enemy fleets are running, so you'll know what fleet would best battle the enemies fleets, the colony management takes a bit of learning but once you get the hang of it, it'll be very easy too see how you'll be building your planets to use their advantages the most. The tech is fine, I would not mind double the amount of techs, but I'm also one of those people that prefer to play on the longest/slowest tech speeds in any 4X game. I don't have any complaints about the game other then the UI (the fleet/moving UI parts) can take a bit too learn.
Hitting the enemies resources miners can cripple their faction for quite sometime and in some cases even flat out deny them of some vital materials, and give you a huge advantage so scout alot to know where too hit! - Not using a fleet that's just sitting somewhere doing nothing, can be a fatal mistake for a human player.
This is a 10/10 hidden-gem in a very toxic-game market where there are developers and publishers that are release barely alpha-stage development games as '100% released functional products' (that even years afterwards are still just embarrassing) , or stripped down games with no shame or second thoughts, so they can release already developed game content as DLCs later on and yet again, with no shame.
首先,我已经在 itch.io 上玩了大约250-300个小时或者更长时间,然后这个游戏才完全发行。所以我可以问心无愧地在释放日进行审查。《星际君主》是一款灵感来源于《星际之剑》的游戏(不是坏掉的那个,而是第一个运行良好的那个)。与其他主流的现代4倍战略/太空游戏相比,它确实需要一个新的转折,让你制造采矿舰队,并进行适当的探索,这将成就或打破你的帝国,因为与 gal civ 或 stellaris 相比,所有的资源都是有限的(他们耗尽了) ,所以你必须计划什么样的舰队/基地你如果你保持被动,人工智能将在收入上超过你,创造更多的舰队(包括战斗舰队和采矿舰队)并占据上风,人工智能甚至会尝试“狙击”你的采矿舰队正在使用它们来接近人工智能的边界,并且他们设法发现它。所有的战斗舰队在船上都有可设计/升级/改进的部件(每支舰队有一艘主力舰和两艘护卫舰) ,这些部件依赖于你的技术水平来获取,而且研究系统本身也是一个很好的系统,你可以同时研究很多东西,深入研究一件事情来尝试和加速它(我猜是受到 SOTS1和 MOO 的研究系统的启发)有很多或者其他深入的系统,比如殖民地系统将在你的星球之间建立贸易路线,以最小/最大的幸福,所以你可以挤出最多的税收,他们支持更多的舰队/基地的各种类型,并慢慢增加工厂数量的行星,以增加’消费品,即各种类型的星球资源,它们都给予不同的奖励。该游戏还有一个“帝国”屏幕,你可以决定如何专门化你的帝国,这将奖励你更多的积分,各种任务,可以是任何东西,从赢得一场战斗,研究新技术,探索
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