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The goal of the mission is a bit unclear. A marker with "Destination" does not convey much of what the player is meant to do. My suggestion is to do two things:
- Make it clear that the player has to escape.
- Make it clear how they do that. For example the opening scene could involve a transport sent to rescue them. This transport would be shot down by a Screamer at the destination (with fleas revealing it). The player sees this short course of events and knows exactly where to go as long as they know that the transport was for them and they they need to escape.
The two choices of direction seems a bit much for a tutorial mission. Players may go both ways and lose their units.
Warrior beating Rocko teaches the wrong unit counters. Possibly replaced with with other raiders.
The little information box on the right is too information dense and says some things which are not useful. It should be large enough to not need a scrollbar and with less text. It should have an image in it to help explanation.
Unit selection boxes were not visible for me. I use engine boxes.
#Tutorial 2 - A Day Out Again, little info box is too small and wordy in most cases.
The box does not tell me how to make a mex. Econ tab should be highlighted or something, possibly put hotkey in text.
Enemy radar dots can be seen to drop in. They should walk of from beyond radar distracted.
Outlaws can end up just inside the ridge of the crater making rockos rather useless.
Hammers get massive range when they drop.
Overall seems to be a decent introduction to units but the early UI bits need more explaining (pictures with the hints).