I have to throw my stone to the fact of naval stations.
The gameplay mechanics of naval stations are well defined and (despite the lack of easy access documentation) explained.
Now let's go for the logical side.
It's a heavily space platform able to manage huge fleets, with the logistical factors associated, the building/repair facilities and the intel/command of the sector sensors and defenses. This megalithic construction requires a dedicated construction fleet, tons of money and several turn for construction/upgrading and has a decent unkeep cost.
But surprisingly, from the logical side...
This key element is the size of a guard post in comparison to the ships, has the structural integrity of a paper sheet and its defense mechanisms are under the ones fitted in a supply ship (even missiles don't find place in it). Even industrial and shield technologies don't find its place in upgrading this element to sustain a litte bit more of the punishment found in battle.
NOW
I understand that design concepts are quite personal, involved in gamebalance and stuff like that, but I believe (and I'm sure most people would agree) that the station approach from SotSI was far better scoped (which was to act as a CnC unit, boost production and be at the same time a heavily armed platform).
Personally, I think that the station concept could have been different far easier by setting roles in each system (military, scientific, economic or diplomatic) and developing the infrastructure with time and/or money and limiting it by the total ammount of population inside the system (Even enabling multi-role sytems for the big ones). In addition, the behavior in SotSI was good enough without having to require weird/complex additions to the game equation.
Now, as an update to my previous post
I've been playing the enhanced edition for the last few weeks and I can't still sustain a whole game with 3 computers. Everytime I reach 15 colonies or so I get terribly tired of all the fleet micromanagement. It's a ton to make just to avoid messing the game up on the end turn. In addition, most of the "long term" developments at that point, such as colonies (I am amazed how much turn requires a colony in order to start generating a proper income) and stations can be flushed away through the toilet in less than five minutes by a system without fleet (and even with 20 defense platforms) or by magical-out-of-nowhere-totally-screwed fleet emplacement. I haven't got this feeling playing shogun total war, sins of a solar empire and several more strategy games with quite deep complexity. The game is playable but the problem is that the fun is scarce and hidden by tons of anger, frustation, desolation and mostly, indiference.
Sincerely, I feel SotsII requires a hard spin in game concept like was fallen enchantress expansion to elemental: war of magic. The core game of elemental was not bad but the total change in the expansion was worth the effort.If not the game will become a "niche" game for some people who will enjoy the actual game and a huge unhappy crowd who bought it because of the sequel expentantions of "the same with more".
The gameplay mechanics of naval stations are well defined and (despite the lack of easy access documentation) explained.
Now let's go for the logical side.
It's a heavily space platform able to manage huge fleets, with the logistical factors associated, the building/repair facilities and the intel/command of the sector sensors and defenses. This megalithic construction requires a dedicated construction fleet, tons of money and several turn for construction/upgrading and has a decent unkeep cost.
But surprisingly, from the logical side...
This key element is the size of a guard post in comparison to the ships, has the structural integrity of a paper sheet and its defense mechanisms are under the ones fitted in a supply ship (even missiles don't find place in it). Even industrial and shield technologies don't find its place in upgrading this element to sustain a litte bit more of the punishment found in battle.
NOW
I understand that design concepts are quite personal, involved in gamebalance and stuff like that, but I believe (and I'm sure most people would agree) that the station approach from SotSI was far better scoped (which was to act as a CnC unit, boost production and be at the same time a heavily armed platform).
Personally, I think that the station concept could have been different far easier by setting roles in each system (military, scientific, economic or diplomatic) and developing the infrastructure with time and/or money and limiting it by the total ammount of population inside the system (Even enabling multi-role sytems for the big ones). In addition, the behavior in SotSI was good enough without having to require weird/complex additions to the game equation.
Now, as an update to my previous post
I've been playing the enhanced edition for the last few weeks and I can't still sustain a whole game with 3 computers. Everytime I reach 15 colonies or so I get terribly tired of all the fleet micromanagement. It's a ton to make just to avoid messing the game up on the end turn. In addition, most of the "long term" developments at that point, such as colonies (I am amazed how much turn requires a colony in order to start generating a proper income) and stations can be flushed away through the toilet in less than five minutes by a system without fleet (and even with 20 defense platforms) or by magical-out-of-nowhere-totally-screwed fleet emplacement. I haven't got this feeling playing shogun total war, sins of a solar empire and several more strategy games with quite deep complexity. The game is playable but the problem is that the fun is scarce and hidden by tons of anger, frustation, desolation and mostly, indiference.
Sincerely, I feel SotsII requires a hard spin in game concept like was fallen enchantress expansion to elemental: war of magic. The core game of elemental was not bad but the total change in the expansion was worth the effort.If not the game will become a "niche" game for some people who will enjoy the actual game and a huge unhappy crowd who bought it because of the sequel expentantions of "the same with more".