New power sockets UWE video

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
<div class="IPBDescription">also 3d marine hud</div>Just had this pop-up on my youtube subscriptions:

<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/jyURPP7MLa8"></param><embed src="http://www.youtube.com/v/jyURPP7MLa8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

Pretty cool looking. I like the 3D Hud but would like more 'hologrammy' type effects so the view looks like a natural extension of your visor.
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Comments

  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The 3D HUD is just a test implementation to see how the technology works out. Sooner or later the Marine UI will get a proper pass done on it.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited November 2011
    While it looks very nice I must say that it is kinda distracting, maybe have the effect be a little smaller in size and/or to not ping that often, I think u set it to ping every 4 or 5 sec try x2 or x3 that time. Allso I think the effect coming from the node will look even better if it did phase out when its got big enough ( without the effect getting back and smaller into the node ).

    I like the 3d UI effect can't wait to see after its properly done.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    Sooo... is the new HUD also in flash?
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members
    <!--quoteo(post=1883550:date=Nov 3 2011, 06:14 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Nov 3 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1883550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the 3D Hud but would like more 'hologrammy' type effects so the view looks like a natural extension of your visor.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1

    <!--quoteo(post=1883556:date=Nov 3 2011, 06:29 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Nov 3 2011, 06:29 PM) <a href="index.php?act=findpost&pid=1883556"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While it looks very nice I must say that it is kinda distracting, maybe have the effect be a little smaller in size and/or to not ping that often.
    I like the 3d UI effect can't wait to see after its properly done.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I like that the glow for buildings is subtle enough to give relevance to the Power Node, which has the flashier effect. I hope the glow of an unpowered node is roughly as bright in the darkness.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited November 2011
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro--> I certainly hope it's not flash I'm really hoping to see the rest of the flash remnants dropped soon really. Flash 11 is looking promising on the hardware acceleration side of things but I still don't think it's 3d game material, too inefficient.

    Edit: That asside the node effect is pretty for both structure and node alike, it'll certainly be distracting at first though. <!--colorc--></span><!--/colorc-->
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited November 2011
    you will see that effect every 25 seconds (maybe even less). I increased the frequency for testing purposes when creating the effect.

    and yeah, the 3d hud will be more hologrammy :) once i'm done with the gui animation system i will give the 3d hud some love and add appropriate effects

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I certainly hope it's not flash<!--QuoteEnd--></div><!--QuoteEEnd-->

    it's not flash
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    edited November 2011
    It's not flash. It's completely LUA. I believe Schimmel wrote a whole new system for it. As he said. :)
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited November 2011
    <!--quoteo(post=1883562:date=Nov 3 2011, 03:40 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Nov 3 2011, 03:40 PM) <a href="index.php?act=findpost&pid=1883562"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you will see that effect every 25 seconds (maybe even less). I increased the frequency for testing purposes when creating the effect.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think 7 or 8 seconds would be a good amount (typical human Focused attention span). If it's too long, new players will be confused, about why the effect appears and vanishes "randomly".

    To make it less distracting, I suggest make the effect more more subtle (smaller, less opaque), but always visible, because large fluctuates attract more attention.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2011
    Cool effect!

    But I too think it should fade out in the end coming to its biggest point(powernode), and maybe invert the animation on the other structures - so its also growing and fading => would look cooler i think (i know its the other way around because it should say like - hey im a structure and im getting power from the powernode(expands) showed by the glow circle that shrinks :P)
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    edited November 2011
    I don't like this idea nor the visuals at all. It's too complicated and cumbersome; new players will have no idea what's happening or why.

    The current game mechanism needs improvement, but I think the visuals suffice -- lights are on, power is on, lights are out, power is out. Very easy to understand, and the lighting complements the gameplay.

    As suggested in the other thread, <b>I think power in all areas should be on by default. Infesting a power node kills it as long as the cyst chain is connected. Marines cannot repair nodes without killing the infestation first.</b> Repair and kill time are dramatically reduced (perhaps takes marine 5 seconds to repair, infestation takes 5 seconds to kill power). This way aliens aren't running around killing power nodes all the time, and they're actually focused on attacking players. This also gives alien commanders something to do, which is nice since it's terribly boring in the later stages of the game.

    If my understanding is correct, the current implementation is that power nodes have cages. Cages are indestructible until marines come by and open them. Once opened, the commander drops something that powers them, which then makes them vulnerable to alien attack... or something. Way too confusing. Not only that, but it doesn't address aliens wasting their time attacking nodes and marines wasting their time repairing them. Also, what happens when aliens start attacking marine spawn's power and the team just spent all of their TR on an upgrade? The commander cannot literally afford to put the power back on -- complete disaster.

    Again, please do not waste any time with this implementation of power. It's weird, complex, and it doesn't improve the gameplay experience.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    <!--quoteo(post=1883566:date=Nov 3 2011, 11:49 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Nov 3 2011, 11:49 PM) <a href="index.php?act=findpost&pid=1883566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cool effect!

    But I too think it should fade out in the end coming to its biggest point(powernode), and maybe invert the animation on the other structures - so its also growing and fading. (i know its the other way around because it should say like - hey im a structure and im getting power showed by the glow thing :P)<!--QuoteEnd--></div><!--QuoteEEnd-->
    when I said that I ment the node's signal is sending and the structures are receiving the signal, so have the same effect on structures no need to change that.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited November 2011
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro--> Five seconds between pulses sounds good to me if the effect on the node itself is shrank to only a bit larger than node's radius.

    Edit: *Well what I had before was a more confusing description, so more vauge seems fine*

    Edit Edit: Actually setting up the effect so it looks to be pulsing out of the holes in the plating would be nice too <!--colorc--></span><!--/colorc-->
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    hf_ the cages have been scrapped, but the new design is similar game play wise. here a part of the youtube description text:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1. The buildable power "packs" are being removed (they are flawed and this will help reduce stalemates).
    2. Power points (on walls) are now "sockets" where power nodes must be built before the area is powered.<!--QuoteEnd--></div><!--QuoteEEnd-->

    one thing of your not very optimistic post i still like: the idea to make infestation "attack" marine technology. there is already planned that infestation should be able to unlock doors, so having infestation destroying power nodes seems not wrong to me.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Edit Edit: Actually setting up the effect so it looks to be pulsing out of the holes in the plating would be nice too<!--QuoteEnd--></div><!--QuoteEEnd-->

    cool idea, i keep that in mind once i have time to revisit that effect
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    I really like the way the buildings have the subtle yet intriguing visual pulsing that is clearly related to the power node, don't change that :P

    Although as others have said, don't make the actual power node's effect infrequent, it should be very frequent, practically continuous. The reason being it will appear less random to new players, and things communicate their significance much more clearly with consistency. Once they see the connection between power nodes and the buildings, which i think is nearly perfect, they'll under stand the role of power nodes even better, which is more likely to happen if the power node still pulses frequently.

    The only thing about the power node that needs to change is to make the effect less obtrusive, though don't lose the spherical lined design, i really like the pattern scheme behind it, reinforces the "power-grid" notion.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    I still don't get the purpose of it. What benefit does it have over the current system, the current system seems intuitive to me. I could always tell whether a place/build was powered or not because it LOOKS like it's dead/alive.
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    I'd like to hear responses from the dev team concerning the new power model and what they hope to accomplish, and how the system will be intuitive to players, particularly to beginners.

    Here are my problems with the current model:

    1. Aliens spend too much time attacking power nodes. Marines spend too much time rebuilding destroyed power nodes
    2. Not every area has power nodes, difficult for players to figure out which areas are powered / not powered (summit)
    3. Power packs can be easily hidden; they are confusing to aliens in a powerless room with still powered marine structures

    Here's why I like power nodes:

    1. Powerless areas give an advantage to aliens, which makes sense. A way for aliens to take down a room without destroying every structure
    2. Stylistically, they are a nice touch. Very creepy for marines, very satisfying for aliens to hide when power is out

    Here are my problems with my interpretation of the new model, as explained by Schimmel:

    1. Balance issues -- marines now must spend resources just to build in a specific area
    2. Aliens will still spend time attacking these sockets instead of engaging in combat. Marines will still spend time rebuilding these sockets
    3. How will a neutral room appear? Will it still be lit? How will it differ artistically from a room with a socket? I anticipate confusion on the marine side if they can't tell the difference between a room without a socket and a room with a socket aside from their structures aren't powered
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    PS the 3D HUD is a great touch.
  • B1ackSmokeB1ackSmoke Join Date: 2011-01-25 Member: 78855Members
    edited November 2011
    Haha, some people on these forums.
    One minute, it's complaining about no new features being added.
    Then when a new feature is added, it's complaining that the new feature will make engine run poorly or make the gameplay confusing.
    But then if a build comes out strictly for the engine to run smoother some say, this game sucks, no new features.

    ¡Ay, ay, ay!

    Now this is just a small group I'm seeing.

    Everyone else is reasonable in their opinions.

    I think it's an awesome effect that will add to the game.

    -B1ackSmoke
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2011
    I wish we could see some small videos daily(or at least more regulary, even if its only something little) - this would be sooo awesome!

    Love that there is some action on the uwe youtube channel the last few days :)
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    edited November 2011
    <!--quoteo(post=1883604:date=Nov 3 2011, 08:51 PM:name=B1ackSmoke)--><div class='quotetop'>QUOTE (B1ackSmoke @ Nov 3 2011, 08:51 PM) <a href="index.php?act=findpost&pid=1883604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Haha, some people on these forums.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think posts like this (above) are constructive, including this one I'm posting. However, I'll comment once and be done with it.

    I believe that most people on these forums want to see and play a successful, polished game. Offering constructive criticism to proposed ideas helps the UWE team refine game mechanics and reinforce or rethink their convictions.

    Useless btching or smug commenting doesn't do anything. It's a waste of your post, and it's a waste for others to read it, so why bother.

    I realize that this is a General Discussion forum and not strictly limited to Ideas & Suggestions, but there is enough of it going on (see 'Losing Interest...' thread) to comment that these posts accomplish nothing.

    That being said, I'll stick to commenting on game features with my opinions and critiques to help the team with their final product, if anything I say would interest or serve them.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    <!--quoteo(post=1883567:date=Nov 3 2011, 05:54 PM:name=hf_)--><div class='quotetop'>QUOTE (hf_ @ Nov 3 2011, 05:54 PM) <a href="index.php?act=findpost&pid=1883567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As suggested in the other thread, <b>I think power in all areas should be on by default. Infesting a power node kills it as long as the cyst chain is connected. Marines cannot repair nodes without killing the infestation first.</b> Repair and kill time are dramatically reduced (perhaps takes marine 5 seconds to repair, infestation takes 5 seconds to kill power). This way aliens aren't running around killing power nodes all the time, and they're actually focused on attacking players. This also gives alien commanders something to do, which is nice since it's terribly boring in the later stages of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1883588:date=Nov 3 2011, 07:09 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Nov 3 2011, 07:09 PM) <a href="index.php?act=findpost&pid=1883588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->one thing of your not very optimistic post i still like: the idea to make infestation "attack" marine technology. there is already planned that infestation should be able to unlock doors, so having infestation destroying power nodes seems not wrong to me.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Very similar to the concept put in the I&S forum. I would like to see the map start in a neutral, unpowered (lights on, but structures dont work) state. Let marines build power sockets and aliens infest them with large cysts. Powered rooms function as they do now, maybe brighter lights or something to show that this room is marine territory. Infested rooms get covered on all surfaces with infestation and become very dark, only lit by the alien glow that is planned.

    This would be a great way to show how control of the map ebbs and flows. Besides, how creepy would a room be where every surface is infested?

    I plan to clean up that suggestion and repost it sometime soon.

    On another note, UWE needs to bring back power packs. Not as they are now, with some tweaks of course. Posting new thread as to not hijack this one.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited November 2011
    Nice effects schimmel! Is this like other effects and invisible to alien vision?

    Would be kool if the electric globe net thing for the powernode shrunk so it just covered the powernode instead of entirely disappearing (during its cycle). This way you can instantly tell whether the power is on/off instead of having to wait 4 seconds perhaps to see. Im still confused by the new powernode system though and maybe the lighting is supposed to tell you if the powers on dno.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    edited November 2011
    <!--quoteo(post=1883602:date=Nov 4 2011, 01:43 AM:name=hf_)--><div class='quotetop'>QUOTE (hf_ @ Nov 4 2011, 01:43 AM) <a href="index.php?act=findpost&pid=1883602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here are my problems with my interpretation of the new model, as explained by Schimmel:

    1. Balance issues -- marines now must spend resources just to build in a specific area
    2. Aliens will still spend time attacking these sockets instead of engaging in combat. Marines will still spend time rebuilding these sockets
    3. How will a neutral room appear? Will it still be lit? How will it differ artistically from a room with a socket? I anticipate confusion on the marine side if they can't tell the difference between a room without a socket and a room with a socket aside from their structures aren't powered<!--QuoteEnd--></div><!--QuoteEEnd-->
    1. Yes, that is true, but it may get balanced out in a way that doesn't end up too different from now. So, to build a power node may take some res, but we may reduce the res on the extractors for example, to help negate the extra cost.

    2. Not sure if you mean power nodes when you say sockets. The sockets are an empty frame model, basically, that can't be attacked by aliens. Think of an electrical outlet in the wall. The power nodes are added to these sockets by the commander and built by the marines, at which point the node itself can be attacked. This is different from the current model, in that aliens won't be running around at the start of the game attacking all the power nodes, because there won't be as many on the map to start with, just a lot of empty sockets.

    3. A neutral room will appear as normally lit, the default lighting the mapper created. A neutral room is a room with just a socket, which will be all areas of the maps, to start with, except for Marine Start, which will probably have a power node built automatically at game start. There may be a slight brightening of the lights in rooms that the marines have built power nodes in, but for the most part they won't be dramatically different from rooms with just an empty socket. However, there will be the effect coming off the power node, as seen in the video that was posted, and that will likely be visible to marine players from most areas of the rooms. In addition, it is not really all that important if marine players on the ground know instantly if a room has power, since it is the marine commander who needs to know. And there will be warnings that pop up telling him that the area is without power if he tries to drop a building, and there will probably be other visual indicators for the commander to quickly differentiate an area with a power node and one without.

    Once a power node has been destroyed, the lights will be off, so it will be easy to tell which rooms had power before, but have been attacked by aliens.

    Hope that clears some questions up.

    --Cory
  • B1ackSmokeB1ackSmoke Join Date: 2011-01-25 Member: 78855Members
    edited November 2011
    <!--quoteo(post=1883631:date=Nov 3 2011, 11:22 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 3 2011, 11:22 PM) <a href="index.php?act=findpost&pid=1883631"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. A neutral room will appear as normally lit, the default lighting the mapper created. A neutral room is a room with just a socket, which will be all areas of the maps, to start with, except for Marine Start, which will probably have a power node built automatically at game start....

    Once a power node has been destroyed, the lights will be off, so it will be easy to tell which rooms had power before, but have been attacked by aliens.

    Hope that clears some questions up.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    Cory,

    Have you guys considered a neutral room having spotlights from off the ceilings kind of like in these pictures. Instead of having it just the same as it would be with the node in.

    <img src="http://atmcoupons.com/spotlight.jpg" border="0" class="linked-image" />

    <img src="http://mirror-us-ga1.gallery.hd.org/_exhibits/light/_more2006/_more12/stadium-lights-on-football-athletics-ground-fog-mist-heavy-duty-metal-safety-security-fence-on-foggy-misty-December-night-in-Kingston-London-England-2-DHD.jpg" border="0" class="linked-image" />

    <img src="http://www.officialpsds.com/images/stocks/Stadium-Lights-stock4376.jpg" border="0" class="linked-image" />

    Not as many lights on the last one but you get the picture.

    Then of course when a power node is plugged in and built it lights the room to normal w/o spotlights, then when power node is destroyed, the lights go off as they do now. Maybe it could have a story behind it or something.
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    firstly, I agree that this modification to the power node setup is a bit weird... I've never had any problems with power nodes, maybe other have... Secondly, I always thought it would be cool to have glow in the dark strips painted all around the hallways of the complex. So when the lights go out, everything gets an eerie green glow.
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members
    <!--quoteo(post=1883637:date=Nov 4 2011, 04:00 AM:name=B1ackSmoke)--><div class='quotetop'>QUOTE (B1ackSmoke @ Nov 4 2011, 04:00 AM) <a href="index.php?act=findpost&pid=1883637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cory,

    Have you guys considered a neutral room having spotlights from off the ceilings kind of like in these pictures. Instead of having it just the same as it would be with the node in.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Spotlights would need to be in marine controlled areas, not in neutral areas. Having spotlights in neutral areas would favor marines.
  • B1ackSmokeB1ackSmoke Join Date: 2011-01-25 Member: 78855Members
    <!--quoteo(post=1883640:date=Nov 4 2011, 01:32 AM:name=Egad!)--><div class='quotetop'>QUOTE (Egad! @ Nov 4 2011, 01:32 AM) <a href="index.php?act=findpost&pid=1883640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spotlights would need to be in marine controlled areas, not in neutral areas. Having spotlights in neutral areas would favor marines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Eh maybe, Idk.

    I think it would actually give the aliens a bigger advantage since the room wouldn't be fully lit.
    I know the pictures show a lot of light but I'm thinking only 3 or 4 spotlights per room, more of a gloomy look.

    It's an idea to throw out that would let each team know whether a room is neutral or not.

    Plus it might add some cool lighting effects.

    -B1ackSmoke
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members
    <!--quoteo(post=1883648:date=Nov 4 2011, 05:39 AM:name=B1ackSmoke)--><div class='quotetop'>QUOTE (B1ackSmoke @ Nov 4 2011, 05:39 AM) <a href="index.php?act=findpost&pid=1883648"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it would actually give the aliens a bigger advantage since the room wouldn't be fully lit.
    I know the pictures show a lot of light but I'm thinking only 3 or 4 spotlights per room, more of a gloomy look.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I see what you mean now. I thought you meant spotlights AND regular lights.

    Only spotlights in neutral areas would be pretty cool.
  • croncron Join Date: 2010-06-21 Member: 72122Members
    <!--quoteo(post=1883602:date=Nov 4 2011, 02:43 AM:name=hf_)--><div class='quotetop'>QUOTE (hf_ @ Nov 4 2011, 02:43 AM) <a href="index.php?act=findpost&pid=1883602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2. Aliens will still spend time attacking these sockets instead of engaging in combat. Marines will still spend time rebuilding these sockets<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hint: NS2 is not a pure fast paced shooter, it's a shooter with RTS elements. I very much welcome the variety in gameplay and I really like how building up power nodes strengthens the bond between commander and player even more.
    Critique is fine but at some point you reach the level of opinion and right here I just don't agree with you and fear you don't see that other players play different from you and don't want to constantly kill things.
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