Ok, so one of the best things about today was playing against fleet you people have designed, which of course hasn’t been happening a lot until today. I’ve only had time for two battles and BOTH times I lost. I thought ‘Saller’ had a very primitive fleet that I would tear apart with fighter swarms, which worked, right up until I ran out of fighters, at which point a long long missile vs missile battle of attrition meant I lost
And then riks cheeky challenge fleet beat me too. It has a bug in it, so I’ve had to fix the bug on my debug copy first, and again, I thought I would kick stellar ass with my multiple-warhead missile barrage combined with pre-emptive shield disruptor bombs to punch a hole in the enemy shields…
That worked well, until his frigates wiped out my ones launching the disruptor bombs. A narrow defeat
Just you people wait until I finish all the bug fixes and have time to design some kickass fleets!
Having run lots of tests on some game mechanic things to figure out how GSB works, I can only conclude that Cliff is actually very, very, VERY good at game design and game balance. The single solitary time I found something that looked ‘off’, Cliff called it a bug. I’m a very amateur game designer - I occasionally design board games, RPG systems and card games as a hobby, so game balance is one of my passions. I understand what being able to balance a game means in terms of being good at playing such games. Cliff is going to be scary, even without the advantage of understanding the underlying mechanics intimately.
No kidding. There are so many different components in GSB that they make my head spin, but I’ve yet to find a strategy without a counter (though I’ve yet to explore every option, either - it’s a complex game). With so many components, you’d think that more would be broken even at this stage in development.