Original Post
Hi,
I'm a big fan of 4X games (Master of Orion, Galactic Civilization, etc) and I really like the experience that they provide.
I'm also a big fan of logistics/economics and how they factor into long-term warfare (as is the case of 4X games).
You'll notice that most, if not all of these games allow the player to customize their spaceships to some degree. In fact, its becoming a staple of this genre, and not without good reason:
Ship customization allows a player to plan ahead, define a strategy, and build fleets around that idea.
To the newcomer, this is a very complex set of rules, and leads to inefficient design, but through learning of the game, the player becomes able to build near-perfect ship designs for specific tasks/purposes.
While this is good gameplay, it does come with an alternative.
Games such as VGA Planets really established the genre decades back (1992). To this day, VGA Planets 3 remains my favorite of the lot. The UI was crappy, it required you to know the hotkeys, and the navigation and micro control was overall shit (it didn't quite take advantage of the mouse input).
More importantly, ship design was limited. There were 11 different "species" you could play, and each and everyone of them had these preset ships.
These "hulls" had preset settings: how many fighter bays, how many torp tubes, how many beams, cargo space, fuel tank size, number of engines, etc.
To a certain degree, you could customize these, such as you could choose to have beams that dealt more damage to crew rather than shields if you wanted to take over the ship instead of destroying it.
For the most part however, these ships are rather straightforward and end up in one of the key categories (freighter, explorer, gunship, carrier).
While this seems rather limiting, the community behind these games actually praised the level of customization this led to:
This created natural strengths and weaknesses for species as a whole, based on the distribution of ships that were available to them.
With clever ship designs, all races were able to attain their goals nonetheless, even if all they had were gunships/cloakers or the likes.
It allowed players to really embody the species they were playing with, and more importantly, adapt their strategies to the shortcomings of suchs plans. Only a few races could actual take enemies head-on, while others had to think outside of the box.
In the end, limiting ship customization really added to the game's fun and quality overall both in terms of feel and actual gameplay.
My question here is simply, what do you think are the pros and cons of adding more or less customization capabilities in a 4X game?
I'm a big fan of 4X games (Master of Orion, Galactic Civilization, etc) and I really like the experience that they provide.
I'm also a big fan of logistics/economics and how they factor into long-term warfare (as is the case of 4X games).
You'll notice that most, if not all of these games allow the player to customize their spaceships to some degree. In fact, its becoming a staple of this genre, and not without good reason:
Ship customization allows a player to plan ahead, define a strategy, and build fleets around that idea.
To the newcomer, this is a very complex set of rules, and leads to inefficient design, but through learning of the game, the player becomes able to build near-perfect ship designs for specific tasks/purposes.
While this is good gameplay, it does come with an alternative.
Games such as VGA Planets really established the genre decades back (1992). To this day, VGA Planets 3 remains my favorite of the lot. The UI was crappy, it required you to know the hotkeys, and the navigation and micro control was overall shit (it didn't quite take advantage of the mouse input).
More importantly, ship design was limited. There were 11 different "species" you could play, and each and everyone of them had these preset ships.
These "hulls" had preset settings: how many fighter bays, how many torp tubes, how many beams, cargo space, fuel tank size, number of engines, etc.
To a certain degree, you could customize these, such as you could choose to have beams that dealt more damage to crew rather than shields if you wanted to take over the ship instead of destroying it.
For the most part however, these ships are rather straightforward and end up in one of the key categories (freighter, explorer, gunship, carrier).
While this seems rather limiting, the community behind these games actually praised the level of customization this led to:
This created natural strengths and weaknesses for species as a whole, based on the distribution of ships that were available to them.
With clever ship designs, all races were able to attain their goals nonetheless, even if all they had were gunships/cloakers or the likes.
It allowed players to really embody the species they were playing with, and more importantly, adapt their strategies to the shortcomings of suchs plans. Only a few races could actual take enemies head-on, while others had to think outside of the box.
In the end, limiting ship customization really added to the game's fun and quality overall both in terms of feel and actual gameplay.
My question here is simply, what do you think are the pros and cons of adding more or less customization capabilities in a 4X game?