Link to the full review: http://www.gamespot.com/reviews/galactic-civilizations-iii-mercenaries-review/1900-6416389/
Essentially their reviewer condemns the expansion for breaking the core premise of GalCiv -- they skip the normal means of acquiring a ship (developing the tech you need, designing and building it) by providing a must-have nuclear option for getting ships that overpower non-merc ships and have powerful bonuses to boot, making researching techs and designing ships all but useless.
That's a weird criticism to me, I typically end up with with way more regular ships than mercenary ships, and once a mercenary ship is dead it's gone for good.
I play on the larger map sizes, so maybe it's more of an issue on small ones since afaik the number of mercenaries doesn't scale by map size, but I don't see how he'd get the resources for more than a couple mercenaries if he's playing on small, which should keep it from being an issue their as well.
The one that makes the least sense is his criticism about not having to use the ship designer because mercenaries have powerful fleet bonuses, Unless his current designs exactly matched the bonus how is he taking advantage of it if he doesn't design the ships that are going to be in fleet with that mercenary?
He does mention that it's an issue in multilayer which could be the case, I've never tried it.
Essentially their reviewer condemns the expansion for breaking the core premise of GalCiv -- they skip the normal means of acquiring a ship (developing the tech you need, designing and building it) by providing a must-have nuclear option for getting ships that overpower non-merc ships and have powerful bonuses to boot, making researching techs and designing ships all but useless[/quote]
It does this to a point, however, once a player starts to research various techs, the mercenary ships soon become obsolete, except for some of the special ones, in which the player isn't usually then using them for fighting but, just for those special situations.
I agree and, have suggested that right away that they should scale up especially when playing a larger game with 100 AI, if this was balanced this would leave less than one per two players. (Almost one per three players.) Yet in a smaller game it could be an even rate of eighteen per one player.
[quote who="Yeller123" reply="1" id="3629362"]He does mention that it's an issue in multilayer which could be the case, I've never tried it.
Multiplayer seems more of a race to the Merc Survey ships at the beginning of the game, especially the one that provides 100 credits per anomaly. Otherwise it isn't too bad at least it hasn't for the multiplayer games I've been a part of.
Suggestions that I'd and some have suggested to Mercenaries are the following...
Hopefully SD will add an option in to keep the 2 new races but opt out of the mercs system.
Opt out of the bazaar and mercs, yes I think they should allow you just to turn this option off. I always play with them on and, disabling the expansion would disable the factions as well. I'm surprised this wasn't added yet. Great suggestion.
This could be simpler: mercenaries (noun) act mercenary (adverb). That is, they price gouge the powerful just because they can.
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