What has mostly annoyed me so far with Carrier Command 2, however, is how when adding cargo to carrier, i have to just sit at the warehouse doing nothing, while resupplying takes ages. I actually drove it all the way inside hangar, and ordered a dock, but no, it had to drive out first to the dock point, then drive in to dock. First time the UGV got stuck against a tree, the other time when docking, it got stuck against carriers bow. I'm also getting Gaea Mission deja vu's regarding the pathfinding. I think it was mentioned in the help menu, but i didn't realize it either at first. You can place a waypoint near the command center and click on it, there is an option for virus bot carrying UGV's to deploy the virus bots when they reach the waypoint. Or imagine what the modding community could do with this game.? If the gameplay ultimately turns out good, then you've indeed got something amazing with the ability to have a group of friends take control of the drones and make up for the idiotic AI's behavior. What's probably going to make or break the game for me this time around is the multiplayer aspect. I can quickly see this getting annoying quickly. Understandable during the night, but a whole lot less when it's the afternoon and you can't tell the surface from the ocean because everything suddenly looks dark-ish grey. The simplistic graphics sometimes make it far more difficult to distinguish between the ocean versus the terrain. Can't an option exist to give the UGV an order to capture targets via the map instead? Also thought you had to recover them (since the Seal UGV that was previously carrying the bots refused to enter my carrier after finishing up and returning). Didn't realize you had to manually take control of the Seal UGV, cycle to it's Virus Bots, and then "fire" in order to activate them. No explanation was given in the help section, which made taking over the first island a bit of a head scratcher. More detailed instruction on how to use the Virus bots is needed. A bit of streamlining can't hurt too much here - say, implementing a drag-select for groups of Seal UGVs like you would in an RTS? While certainly interesting in how that's the way things work in the real world, it's a lot less so when it occasionally feels like you're more often battling the controls and the AI of the ground vehicles. Everything must be done in an orderly manner, ranging from activating and deactivating turrets, drones, lights - basically, every little feature on the vessel. The game seems to be slavishly devoted to an attention to procedure and detail. And even then, when given the order to dock a 2nd time, instead of simply driving forward into the ramp which I've conveniently placed directly in front of the UGVs, they insist upon doing a huge U-turn procedure before finally docking. Docking back into the carrier with the UGVs seems iffy too - sometimes they'll just bump into the hull of the carrier and refuse to correct their course until I manually take them over. Twice my vehicles managed to flip themselves over, and several times they tried to drive up mountains like they were the Mako from Mass Effect (which these Seal UGVs are mostly definitely not). It was that one detail alone that made playing the predecessor Gaea Mission utterly impossible to tolerate, and from what little time I've had here it's shaping up to be the same. something I REALLY wished would be fixed. Sadly, the pathfinding leaves much to be desired. Thanks to Steam's summer Next Fest demo event, I was finally able to give Carrier Command 2 a shot today for a few hours.
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