Solar Conquest

by Foomer
Solar Conquest
A game about taking over the solar system before your enemies do!
ID:93820
 
Keywords: review
Amongst the armchair generals in the world, is there any with loftier ideals than responding rapidly with an ever-expanding battle fleet, eventually conquering the universe itself?

Foomer's Solar Conquest leverages the BYOND platform expertly supporting up to 8 players and continuing the fine tradition of the Space Empire game.

Perhaps the first thing you will notice about Solar Conquest is that the interface is remarkably well-realized. The visual star of the show is a gorgeous stellar map that can be resized as a click. Can you click and drag? Then you know everything you need to know to relocate your fleets from one planet to another.



The action is mostly reminiscent of Neptune's Pride, a game that attracted a lot of attention in Rock Paper Shotgun lately, in that you're primarily moving ships from planet to planet with timing and informal agreements with other players being the primary factors to success. Of course, there's many subtle differences. Primary among them:
  • Solar Conquest has three kinds of ships: Fighters, Cruisers (worth about 4 fighters), and Dreadnoughts (worth about 4 cruisers).
  • Planetary upgrades can occur every turn after there has not been an upgrade. Options are:
    • Terraforming - which increases the planet's population cap.
    • Defenses - which improves defending ship's odds in combat.
    • Warp Gate - which improves the speed of ships leaving that planet.
    • Scanners - which allow the player to detect incoming enemy ships at a greater range from the planet.

Also noteworthy is that Solar Conquest includes an artificial intelligence option, thereby allowing players to play while waiting for more competitors to log in, or even supplement a player on player match with additional computer opponents.

Critiques

Praise delivered, I wouldn't be a curmudgeon of 25 years of gaming experience if I wasn't able to nitpick games with all the ferocity of a woodpecker on steroids, and even the progeny of hard-working one man bands is not spared my irrational demands for godlike perfection.

While the game plays quite well for the most part, there's generally not a whole lot of depth, leading to balance issues here and there.
  1. Of the planetary upgrade options, it's fairly obvious what needs upgrading and (other than the flexibility to choose something else next turn).

    There's no [apparent] benefit to choosing not to upgrade, so it becomes a small but unnecessary chore to flit between every planet in your ownership keeping things upgrading.

    [If you read the help file, you will see there is the advantage in that you will not produce ships while a planet is upgrading. (Looked at on a larger scale, if you're constantly upgrading, you'll produce at half-capacity - once every two turns - no wonder I was able to get away with upgrading constantly.)

    However, this introduces another basic balance problem. The planetary production is measured in points when it comes to producing combat units, but planetary upgrades are not measured at all (one turn = one upgrade) when it comes to planetary upgrades.

    (Although perhaps this is not a problem, so long as you don't mind planets with large amounts of production points being penalized for upgrading, as that makes smaller planets more valuable for this purpose.) ]
  2. The ship distinctions between Fighter, Cruiser, and Dreadnought seem a bit redundant because there's no real difference in role (at least not one which is immediately perceptible to the player).

    It begs a certain question: once you have a planet up to producing dreadnoughts at a reasonable rate, what reason is there to produce anything else?

    [What's not at all apparent is that different units attack in different order, granting smaller units an incentive advantage versus larger units. However, this is completely hidden to the user - the combat results are not verbose enough to generate a good sense what an optimal fleet build is.

    Consequently, it makes what should be simple tactical judgments difficult. "How many fighters do I generate to beat that number of Dreadnoughts before they can launch a counterattack?" It's a mystery. Such answers may be won through trial and error, but they would need to be painstakingly disseminated from overall casualty lists.]
  3. It seems the general rule of thumb in combat is "either completely overwhelm the enemy or don't bother showing up."

    Take, for example, the outcome in the above fight. 19 fighters, 6 cruisers encounter 11 enemy fighters, 4-6 enemy cruisers (depending on if Iole fought Aristodemos) and 1 dreadnought. In the end, only 7 fighters were lost.

    This is a very common result. Though there is the occasional exception, battles involving little to no losses for the winning side are much more common. I believe this hurts the concept of attrition by penalizing anyone who dares split their fleet. [Whether or not the user is aware of something like the order in which units attack, I really should have lost more than 7 fighters in that scenario.]

    The problem is exaggerated somewhat by the players' complete inability to recall or redirect their ships the turn after they have left the planet. While I can understand the strategic necessity [if attackers could change course at the last minute it would make defending very difficult] it just seems there's a great deal of digital men and women in Solar Conquest who are overly eager to needlessly throw themselves on the bonfires of war.
While the presentation is excellent, there are more than a few little qualms.
  • At times, you may not notice notice enemy ships and their destinations because you are zoomed out too far and they blend into the background too well.
  • There's a need for automatic fleet movements on building in order to eliminate the chore of having to click through each one of your planets which has produced a ship.

    [Apparently, there is a waypoint system, but when I looked for it I was unable to find it. It turned out to be elegantly hidden behind a method unconventional to most Windows users: you need to drag from planet to planet with your right button instead of your left.]
  • You could say the sounds in Solar Conquest are canned and simple. (Granted, this is an excellent improvement over BYOND games that lack any sound at all.)
By and large, the presentation shines through because it's neither garishly in-your-face nor underplayed. It's a thoroughly solid interface that reflects well of Foomer's experience toward design.

As far as originality is concerned, Solar Conquest is certainly no anime knock-off, but for that matter it did not try to reinvent the wheel either. Its main claim to originality, aside from the original artwork, is most likely to be found in the novel mechanic of allowing the planets to move in their orbits around the star at the end of every turn.

Overall, Solar Conquest is looking pretty darn good for version 0.964. I recommend everyone who's even slightly interested in the space strategy genre give Solar Conquest a spin.
Excellent review. Good to see something going on here besides the tech tree once in awhile.
I didn't like the first iteration of this review, but now I can safely say that this is the kind of review we need to see more often.
This is not a good review, as the reviewer doesn't have even a decent understanding of the game's mechanics.

"There's no benefit to choosing not to upgrade, so it becomes a small but unnecessary chore to flit between every planet in your ownership keeping things upgrading."

There are large drawbacks to upgrading and large drawbacks to not upgrading.
Every time a planet is upgraded, that planet's production is halted for one turn. Constantly spamming upgrades (Which is something common amongst new players) means that you will have a smaller fleet than the opponent.
When you completely forgo upgrading, your planet will fall behind in productive, offensive, and defensive capability and ultimately you will have fewer ships than your opponents.

"It begs a certain question: once you have a planet up to producing dreadnoughts at a reasonable rate, what reason is there to produce anything else? It seems the general rule of thumb in combat is "either completely overwhelm the enemy or don't bother showing up."

The different units in Solar Conquest have a Rock Paper Scissors type of strengths and weaknesses.
They are: Fighter < Cruiser < Dreadnaught < Fighter.
A planet that can build a Dreadnaught in one turn can produce enough fighters in the same turn to destroy a single Dreadnaught.
What you should be building with your planets depends on the stage of the game and how developed your planets are and how many planets you have in comparison to your opponents. In the rare case that your opponents take a liking to a specific unit type, it may be a good idea to start building the counter to that unit type.


Also, you're forgetting to take into account the importance of scouting.

"Take, for example, the outcome in the above fight. 19 fighters, 6 cruisers encounter 11 enemy fighters, 4-6 enemy cruisers (depending on if Iole fought Aristodemos) and 1 dreadnaught. In the end, only 7 fighters were lost."

The fleet that "attacks first", that is the fleet that begins dealing damage to the other fleet, is the one with the greater number of fighters. This is why the larger fleet in the above battle had fewer casualties, because they destroyed a number of enemy ships before the enemies could fire back. If the fleet with the dreadnaught had the greatest number of fighters, then it would have been the victor.

If the planet being attacked had defensive upgrades, however, the outcome would be more difficult to predict.

"# There's a need for automatic fleet movements on building in order to eliminate the chore of having to click through each one of your planets which has produced a ship."

There exists a waypoints system where you can designate a waypoint for a planet so that any ships that the planet produces are automatically sent out towards the designated destination.




I might not be involved with the development of this game, but I would have appreciated it if you bothered to read the helpfile (Which contains all of the information in this comment) and learn how to play the game properly before writing a review.
This is not a good review, as the reviewer doesn't have even a decent understanding of the game's mechanics.

Ah, but you see D4rk3 54B3r, that these things are not immediately apparent to me when I played through a game is, in itself, a critique of the game.

At your urging, I did take a look, and sure enough that info is there... buried in a wall of text several pages in. That's better than nothing, but not by much, as basic usability studies indicate the vast majority of users do prefer to muddle through.

I do appreciate your feedback on my feedback, though, and I have included some edits in the brackets above. No words were deleted, merely a few explanations added, as those critiques are still valid if looked at in the right light.
I see your point, Darke, that he got some things wrong; but as far as a review and its layout should be, I really like how he did things here. Regardless, getting all your information correct is very important. However, this is a review of how he views the game from what he's played.
While I do appreciate your critique of this game and whatnot, the reason why I derided your review was because so many people play this game the wrong way merely because they do not look through the help file.

It frustrates me to see so many people not understanding the downsides of planet upgrading, the downsides of rushing dreadnaughts, the downsides of not expanding, and et cetera. I was worried that this review would encourage all of these things rather than work towards fixing them.

Thank you for appending the new information to the review.

I like your new critiques to the game with the mechanics I highlighted in mind.

I never really thought of upgrading as penalizing. I thought of it as something that had to be carefully paced and managed in order to fully utilize your planets, whether you wanted a planet as a embarkation point (with high warp speed) or a hyperproductive factory. It is an interesting way to look at it, though I would never consider delaying a necessary upgrade to push out a ship slightly faster.