At this point we are looking for Testers to play lab-rat with the mod and test the campaigns for balance and gameplay.
As the V1.2 testers know, testing can be quite tough at times but lots of fun.
In order to be a good Tester though we are looking for feedback on how to make the campaigns both balanced and fun, bearing in mind the challenges of keeping optimum performance.
A good tester needs to be able to take a good screenshot, and critique a campaign for a variety of points, from Canon, technical accuracy to making the campaign balanced so that each faction can actually win or lose!
This is where it gets hard, and the trick in making a good campaign is to have balanced starting forces that enable both sides to win, but don't allow any one faction to simply stomp all over the galaxy, obliterating everything in sight.
A good example of this is in Operation Skyhook, where the Death Star Construction over Despayre is theoretically defended by an entire Sector Fleet, but putting 24 Imperial-class Star Destroyers in orbit over Despayre would have made the campaign un-winnable by the Rebel Alliance. I think we settled for 8 in the end... following extensive testing of both Imperial and Rebel fleets of different strengths.
The Thrawn Offensive was also a challenge as we had to set the campaign so that Thrawn could stomp fairly loudly at the outset, but still make it possible for the New Republic to respond after losing a few early planets.
The entry requirements to make the Alpha Testing team are to critique 2 campaigns of your choice, one of which must be the Thrawn Offensive or Operation Shadow Hand.
All things in a campaign need to be considered:
Some planets are placed for connectivity, others for Campaign interest. Did we pick the right planets? What would you add or remove?
Did we miss any heroes? Why?
Is the starting cash right?
In terms of actual gameplay;
Are the conflict zones balanced? If an Imperial and New Republic planet are in close proximity, did we get the starting forces at the right strength to prevent an immediate obliteration of the weaker planet?
What does the AI Do? Does it attack the planets it is supposed to attack?
Are any planets set with starting forces so weak that they take too heavy losses when attacking Independent planets nearby?
Are the independent/pirate worlds set with fleets and ground forces that accurately portray the planet's population, technology level, and industrial capacity in the correct historical context. If not why not, and what would you change. Provide reasoning for your answers.
What is the best strategy for each campaign? There are at least 2 routes in OSH for example. Also find the really bad strategies that leave you overly stretched and vulnerable. OSH has at least one of these "do not use this route to Byss"
The overall aim of any Campaign critique is to assess what we got right, and what could be done better and if changes are required, the reasoning for change. We want testers to try and break the mod and find things wrong with it. Are you up to the challenge?
Illustrate your answers with screenshots, both land and space.
Edited by Ghostrider, 13 September 2012 - 07:10 AM.