Time to Beat (the Main Campaign and
Dogfights): 5 Hours
Star Tactics, is a bare-bones
tactical space sim that looks like a series of introductory CAD
sketches. Unfortunately, while the game is as sparse at it appears,
it doesn't have the depth it wishes it does.
Star Tactics contains no story,
aside from a small, hidden outline of a plot. It appears to have been written
by someone who has read nothing but summaries of young adult novels for
the last five years. It was short, it was vague, and complete with
overused cliches. The entire description nearly fits in a single
screenshot (see below). The hackneyed story devices are like laser beams
through the heart of anyone who regularly reads the latest Hugo
winner. Star Tactics' summary describes two opposing forces,
neither whom could be a sympathetic protagonist. It's a difficult choice to
foist upon the player. Would you rather command the “Devil's
Dozen”, a corporation spanning five star systems (why “Dozen”?
And don't says its because they have seven planets in five systems,
no one adds like that), or the Delanel Theocracy, fanatics determined to impose their beliefs (whatever they
are – presumably evil, based on the author's understanding of
stereotypes) on the expanse of the Universe? If you'd like to learn
more about these two dueling foes, the game is unwilling to comply.
Go shoot something instead.
Um, bad news beaming in. I'm sorry to
say there isn't much to do here either. Star Tactics
includes, if one is being incredibly generous, four styles of
gameplay, but it would be easier to call it what it is: one.
There is a campaign. One must tread
carefully when using words like this. A normal player would expect,
at a minimum (in addition to combat) a story. There isn't any. Just
a screen offering level one, two, three, and so on, to thirty. There
is no text related to the plot before a battle. There is no text
related to the non-existent plot after a battle. But I didn't buy
the game for the plot, so it's not a loss (is what one says when they
become desperate for an excuse not to criticize anything too quickly).
There are two versions of the campaign:
Main and Dogfight. The main campaign is “The Game!” It includes
thirty scenarios, the first of which includes two fighter ships. By
the final, anti-climactic battle, the player commands nine
non-fighter ships (A note on the ships available. There are ten
different ships, beginning at Fighter and ending at Battlecruiser. I
consider the first four ships to be the fighter size, and number
five, the Frigate, to be the first warship). The Dogfight campaign
offers ten levels but includes only fighters, thought they are
slightly modified from the campaign versions. Instead of including
the Dogfight mini-campaign (which is padding), the developer would
have been better off incorporating those fighters into the main
campaign, and altering the game so small ships could be useful in
larger battles.
The padding of the campaign section
isn't the worst fault. Star Tactics also offers two skirmish
modes. Each mode mirrors the ships available in each of the
campaigns. In Main Skirmish, the player starts with the smallest
fighters. Battle are randomized, unlike the campaign which had set
scenarios. After each Skirmish the player is awarded one to three
stars. Earning more stars unlocks larger ships for the skirmish
mode. But you're already seen all the ships in the campaign. The
Dogfight skirmish mode commits the same sin, offering the smaller
customized fighters.
So there is one type of gameplay (two
if you're kind) broken up into scenarios and randomized
battles. There aren't many different ships, or many differences
between ships. But at least the game seems to offer unlimited
replayability with its randomized battles.
Well, it would if combat wasn't broken.
It's not busted because that it doesn't work, but unworkable because the enemy isn't sufficiently programmed to compete
against a human opponent.
If the commander of the enemy was sent
to tactical school, he'd flame out for two reasons. The first has to
do with how he maneuvers his fleet. He directs them to move on the
shortest path toward the closest enemy. This would be an egregious
error if the commanders of each ship changed their facing as they
approached combat, but they don't.
Imagine you're watching two sailing
ships in battle. The age of the British Navy, Old Ironsides, and the
Pirates of the Caribbean. You'll notice their cannons are along the
sides of the ship. They can't fire forward, and to strike foes, the
ship needs to turn to have its side face the target. In Star
Tactics, each ship has a different orientation for its guns. Some
fire forward, but some shoot out the side, others behind, while the
largest ships may be able to attack from more than one facing .
The AI doesn't understand the best
method of orienting their ships to effect the strongest attack.
Everything else being equal, a commander wants to bring the greatest
firepower to the weakest defense. Star Tactics' AI doesn't just have
a tactical problem, it has a ship maneuver problem. The computer
always moves ships directly toward the closest enemy ship. This
wouldn't be a disaster if all their ships had forward mounted
cannons, but the strongest enemy ship has no forward mounted guns.
They have a devastating side barrage. But they only use it
occasionally: when they accidentally end with the correct
orientation.
The following three images will
illustrate the fault.
The Black Ship is the enemy. The Green
Ship is the player. The arrow is the front of the ship, and the
direction of travel. Ships fire from the red area. So the computers
ship fires from the sides, while the players shoots from the front.
In the first image the enemy is chasing the player, but can't hit him
because of the angle:
If he wants to hit the player after the
movement phase, he should turn like this:
Instead, the AI turns to follow the player,
offering no opportunity to shoot:
Of course the player can't shoot him
either. This isn't a single, out-of-the-ordinary mistake. The
computer always acts like this. Consider missiles.
Warship have the ability to launch a
missile instead of firing guns, but are limited to every other turn.
The computer may use this opportunity every chance it has,
irrespective of the current tactical situation. I don't know, but it
wouldn't surprise me. For them, rockets are useless, but for the
player they are the best weapon to achieve victory. Considering how
the enemy moves, it may not surprise you to learn their torpedoes
move unerringly toward the nearest possible target. Unfortunately
for the enemy, they're effortless to dodge, especially if the missile
is chasing you.
Take for example, missile chasing ship:
If I turn like this:
The rocket will always go:
And miss.
It's quite possible to avoid a head on
torpedo as well. As long as one makes a sharp turn, the missile will
go right on by.
But the same trait that makes the
computer abominable at connecting with missiles and guns, insures
they are always in the players crossfires. They have no idea how to
dodge a missile, and since they always take the quickest path to the
player, there's never any question about where each ship will be.
In the beginning, before the player
becomes aware of the ineptitude of the enemy, the computer will seem
a formidable foe, because they always outnumbers the player. But a
perceptive review of each battle will reveal the truth. From then
on, it's difficult to lose a battle. As long as the player has one
missile/rocket/torpedo capable ship, they can move away from the
enemy, firing a missile every two turns. Eventually there will be no
more enemy ships.
To close out, there is one final
weakness that's been hinted at, but not elucidated. Since the enemy
will always follow the closest ship, its possible to lead two thirds
of an enemy fleet on a merry chase with a single, insignificant (but
fast and maneuverable fighter), while the whole of the players fleet
attacks the rump enemy fleet, and then chases them down the
remainder.
While Star Tactics has some interesting
ideas, the implementation is a more draft than construction.
Hello Dear author!
ReplyDeleteThanks a lot for this review! It was very helpful or us since we came back to the development of this game.
More than a year passed since you posted this review but we finally releaed a huge update. I have to say that most of your concerns were addressed. Again, thanks a lot!
I've posted in your Steam comment the DLC key for you. Please give the game another try :)
I would be grateful as hell if you change your review to positive if you like what we've done.