So just finished this one up. Its pretty good but its no xcom. I would give it 7/10. Pacing was good, story was good, music was good, the star wars sounds were great. The companionship system was cool and lead to some nice upgrades.
Now to the negs...
The combat, while cool and all needed more "tactical" shit going on. There was not enough of it. The classes I tried all played the same almost. Shoot or melee, then over watch if possible. The Jedi and mando were the only ones that played different, they needed way more of this, not only for combat variability but also replay ability.
Needed more weapon and mod options. This would have helped. Like for example the trooper dude you did a few missions with, why cant I have the nade launcher? Why cant I use dual wield blaster pistols?
You never got enough cash to make any meaningful purchases, from the black market or your upgrades. You were always broke, or at least I was. Why cant I grind some missions for cash to make more purchases? It was all on a timer and pretty much could only do one generic mission before the story one would kick in next. Also, you never got a chance to use any of the other dudes you had because you always wanted to bring your A gamers. Having a bit of optional grind in there would have made this more possible. Like evryone else mentioned here, yeah having an option to send 6 would have been nice even if they spiked the difficulty and added more mobs to missions. Like I would have brought the droid to a few to check him out. But with only 4 possible slots, why would you bring him?
I ended the campaign with a ton of un-purchased stuff. This does not sound balanced to me. I dont think you should have everything maxxed by that point, but definitely more than I had.
Which brings me to the other point, the black market was a dud. I mean, I did not have it fully upgraded, but from what I saw was mostly all shit and expensive as fuck. Im not spending an entore missions profits or even 2 missions profits for some gadget that gives you fuck all. I did use the ones that were given to you through the campaign but only purchased like 2-3 items in total. Thats how shit they were.
But yeah, a solid game, aside my gripes it played well and I enjoyed it. It just left me wanting more from the game and the combat.
I agree. It is a totally solid game, 7/10 worth the purchase. It never disappointed me, it just lacked in a few areas.
1. Economy: The economy was a bit broken. You never earn enough credits to do a lot of the things you want to do. The Black Market just seems like a pretty big miss. There are entire branches of the base upgrades that are pointless (Crew Quarters, Med Bays, etc). You basically have to pick if you want to invest credits into Base/Team/Weapons/Black Market and just maximize that area while ignoring the others.
2. Operator's: You find your core group and you just use them. Why would anyone ever expand up to the 20 operator max, or buy more than a few extra's? It's just a waste of resources and spreads your Bond points around too much.
3. Cly: She is too good. The whole team just revolves around generating Advantage Points for Cly and her shocking groups of enemy's for the win. Then you end up with all 4 of your operators running the Scout 2ndary class, which limits variety of gameplay even more.
4. Loadouts: There are entire lines of utilities and equipment that kill droids, but then you go on a mission where there are no droids. There needs to be more flexibility with equipment before/after you launch a mission. But at the end of they day, it doesn't really matter, because Cly just kills everything.
5. Influence and Operations: The zones of influence aren't balanced very well. There should be a very appealing reward at the end of every tier 3 influence zone... and there just aren't. These systems are meant for min-max'ing, because that is fun, but what I realized at the end was that all my min-max'ing was largely meaningless.
6. Classes: I think the best way to balance the classes is to give each one of them a powerful and unique buff that the whole squad benefits from. A lot of this is balance issues. Make the game hard, and give the players powerful abilities to combat it. Some idea's:
- Sharpshooter has an aura that increases hit chance from range and decreases chance to miss targets behind cover.
- Heavy gives the group an armor buff and extra chance to shrug off Melee debuff effects.
- Gunslinger has a chance to proc extra attack's.
- Medic has an Innate Moral boost buff.
- Assault has +crit chance and proc wildfire that can deal splash damage to enemies adjacent or behind your target.
- Scoundrel has a chance for +Action Points proc anytime you do an action/attack.
- Scout has a chance for +Advantage Points proc anytime you do an action/attack.
- Soldier gives the squad additional Utility item uses and an extra Weapon Mod slots.
- Droid gives the ability to replenish used utility or once per mission abilities every so many turns.
- Jedi options to increase group Regen each turn, or Dodge chance, or Movement.
Each class has so many abilities, but you don't end up using them because they simply aren't the most power option (buff Cly...), so you level them up and still never get used because they are not optimal. Instead, give every class something innate, unique, powerful, and have the entire squad benefit from it. Then i don't think you even need the 2ndary class band-aid. Also, give an option for a base upgrade that scouts your missions ahead of time and you can pick which classes you want for the mission ahead of time that is most suited for the mission.
Overall, the base game feels like a Blizzard game from 1998-2002. Solid base game, but requires the expansion to flesh out the full experience. Fill in gaps, correct broken systems, and add more content. They have a winner here, I just hope its not one and done.