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Critique of PDS-AS
Cobalt Shiva
Knowing that Tel loves constructive feedback, whether positive or negative, a group of PDS-playing friends and I put this short consensus critique together.

A Critique of PDS-AS

First off, I should say that I thoroughly enjoyed the NGSC-Earth experiment. Even if it did take Tel's attention away from my beloved PDS, it was an interesting experience and a brave attempt to create a space simulator that captured futuristic combat in all its kinetic, sprawling lethality.

Unfortunately, the newest version of PDS-AS, based on the NGCS system, has several flaws that make it inferior to previous iterations of the PDS mod.

First is the command interface. PDS-AS' Newtonian flight model is realistic, but the conceit that any future commander would be given an interface that did not allow him to instantly view the entire tactical combat region and all engaged units makes little sense. Original PDS' concept of hugely scaled-up ship models, allowing quick recognition, allowed for more intuitive and realistic command.

Second is the reduced survivability of most units. While the realism and value of this new attribute is debatable (but, in my opinion, potentially positive), it interacts very negatively with the hugely reduced situational awareness that PDS-AS brings.

Third is the general feeling of inneffectuality and detachment. Reduced unit sizes, 'battle-of-the-dots' syndrome like that which afflicted ORB, and a huge increase in the amount of automation in gameplay leaves the commander with the feeling that he is more of a spectator than an active participant. The emotional attachment to your ships that made PDS so immersive is entirely absent in PDS-AS. (A large factor in this is the absence of custom voice acting, something that will hopefully be remedied.)

PDS-AS could have been great, but it has none of Harpoon's knife-edge situational awareness and none of PDS' cinematic intensity. A better way to integrate these desirable attributes would be to use original PDS' scale and ship speeds while maintaining NGSC's Newtonian flight models and most of the new weapon and ship systems added in PDS-AS.

This isn't to say that PDS-AS is all bad. When the clumsy camera can be muscled into a good viewing position, and all units are deselected, the light shows are spectacular (although rendered somewhat abstract by the fact that the ships are essentially invisible.) Point defense systems play a tremendously important role as well.

There are a lot of good aspects in PDS-AS. Hopefully, the flaws can be corrected so that AS can shine alongside its illustrious predecessors.
"This is tactical control..."
 
Cobalt Shiva
Oh - there aren't any star backgrounds, either. That was offputting.
"This is tactical control..."
 
Thorin
Actually, PDS seems to be branching into three different iterations. PDS: AS is more of a simulator. Then there's the branch dealing with 7.2, which possibly might turn into its own little gig with unique story lines.

Then, there's the potential one that I might start where you have the NGCS environment, but with far more micromanagement than PDS: AS.

I appreciate the critique, though.
 
TelQuessir
If we had a properly scaled game engine then most of the above would have been non-issues.

As you said yourself there are ways to get around those problems, for instance have you tried hitting Insert or Delete keys to raise the sensor manager view to allow a proper overview?

Quote

A better way to integrate these desirable attributes would be to use original PDS' scale and ship speeds while maintaining NGSC's Newtonian flight models and most of the new weapon and ship systems added in PDS-AS.


In that case, make your own AS version of 7.2. I achieved what I set out to do in AS, anyway.

I do agree however, that PDS was aimed to provide a marginally realistic/believable workload for taskforce level battle management. That was achieved well enough as demonstrated in battle AARs but the tactics employed therein resemble more of the Age of Sail than any period of modern warfare.

Maneuver based warfare equated cavalry operations, for instance.

Obviously that's quite undesirable for a space warfare simulator.

For ship command and control in PDS scales (as in task forces) I find there are little complications once you get the sensor manager viewpoint 300km above the plane of engagement. Groups of ships are waypointed for pre-engagement maneuvers and then "unleashed" by cancelling their movement orders (plot normal move order to their exact current positions and the attack AIs take over on the spot).

Ships are retasked by directing disengagement/velocity reversals to take them out of tactical range, then reverted to attack AI control once attaining whatever position I want them to engage from.

So to me, the lack of input required is a desirable aspect of gameplay, one that I find makes it much easier to get that damned 13,000 word manual out since I can focus much more on storytelling and actually letting the ships fly than tweaking various aspects of micromanagement.

If a PDS ship took anywhere from 1 to 4 hours to "operationalize", a AS ship and accompanying weapons and systems merely takes 10 minutes.
Edited by TelQuessir on 06-04-2006 07:06
 
Phantom
I would like a higher unit cap

thats about itCool

im a 1337 n00b
 
Thorin
Phantom: You...have caused my brain to hurt. I thought I'd let you know that.
 
TelQuessir
Yes, that was like writing a 1500 word RP narrative to get a one paragraph reply Pfft

Anyways, the old PDS sure is nicer to record videos for - hmm, and I did deliberately leave it as it is you know? No trying to fix something that's not broken.
 
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