blog:revamping_first_strike_why_stellar_commanders_better
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| blog:revamping_first_strike_why_stellar_commanders_better [2026/08/21 08:41] – ultracomfy | blog:revamping_first_strike_why_stellar_commanders_better [2026/08/21 08:53] (current) – ultracomfy | ||
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| So, what's this about? Well, I think that First Strike is a great game, but that it has a few problems. I've thought about these for a long time and I think the best way to talk about these problems is by talking about some potential solutions. Basically, what would I do with the game if I was in charge? | So, what's this about? Well, I think that First Strike is a great game, but that it has a few problems. I've thought about these for a long time and I think the best way to talk about these problems is by talking about some potential solutions. Basically, what would I do with the game if I was in charge? | ||
| - | - Problem: Gameplay is strenuous and primarily dictated by the player ability to perform actions per minute | + | - Problem: Gameplay is strenuous and primarily dictated by the player ability to perform actions per minute |
| - Intended design goal: First Strike should be focused on strategy and decision-making | - Intended design goal: First Strike should be focused on strategy and decision-making | ||
| - | - Solution target: Change the mechanics of the game to not be limited by actions per minute, by identifying the mechanics that are limited by it. Do not remove the ability to do a lot of things at once and instead make actions per minute limited naturally by strategy. In other words, it should be better/more strategical to do things slowly rather than all at once in rare but spiked bursts. | + | - Solution target: Change the mechanics of the game to not be limited by actions per minute |
| What do I mean? In First Strike, players can use their owned territories to take actions: Build rocket, destroy rocket, acquire a neighboring territory, research, shoot rocket, defend against incoming rocket, build superweapon, | What do I mean? In First Strike, players can use their owned territories to take actions: Build rocket, destroy rocket, acquire a neighboring territory, research, shoot rocket, defend against incoming rocket, build superweapon, | ||
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| Oh, research! Of course research should cost money. Superweapon research should cost money too and constructing the superweapon should cost as well. Right now, superweapon research and construction is a no-brainer, but by tying it into the money system there is a tradeoff when thinking about building a superweapon each time you want to build it. | Oh, research! Of course research should cost money. Superweapon research should cost money too and constructing the superweapon should cost as well. Right now, superweapon research and construction is a no-brainer, but by tying it into the money system there is a tradeoff when thinking about building a superweapon each time you want to build it. | ||
| - | I will say that if you think about the money system I'm talking about, it will remind you a lot of Stellar Commanders, and I assume that's because Blindflug had similar thoughts when they thought about how to evolve the First Strike game. My idea is essentially like the Iridium bar from SC: You get more money constantly and you can invest it to build various forms of infrastructure. You can build a superweapon in SC but it requires you to sacrifice Iridium every time you do. Expansion in SC requires Iridium and is a lot more strategic because of the different ways the game lets you expand, each with their advantages and disadvantages. Defending in SC is done automatically but it too requires you to invest into defenses. | + | If you haven' |
| - | I really think that my design pitch for what the problems are and which focus to have when solving them is going to be really similar to BF's pitch when they thought about Stellar Commanders. It really is a straight evolution from First Strike and, in terms of design, | + | I really think that my design pitch for what the problems are and which focus to have when solving them is going to be really similar to BF's pitch when they thought about Stellar Commanders. It really is a straight evolution from First Strike and, in terms of design, |
| - | I think there is a variety of reasons for why Stellar Commanders didn't land, one of which I think is particularly the fact that it is a deck/card builder | + | Unfortunately, |
| First Strike is good because it lets you have access to this big sandbox where you can do all kinds of things, it's basically a grand strategy sandbox game in that sense. In comparison, Stellar Commanders is essentially just the weak points (and only the weak points) of First Strike, made them better, and then added a deck builder. | First Strike is good because it lets you have access to this big sandbox where you can do all kinds of things, it's basically a grand strategy sandbox game in that sense. In comparison, Stellar Commanders is essentially just the weak points (and only the weak points) of First Strike, made them better, and then added a deck builder. | ||
| Obviously that's not all the reasons for why SC didn't land and, also obviously, all of this is easy for me to say after the fact. I don't mean to be shitting on SC with what I'm saying here. In fact I really hold it in high regards for how it approached the attempt to take First Strike, take it away from sandbox and move it towards a proper, strategical game that you could genuinely play in multiplayer and have some genuine strategical gameplay in. | Obviously that's not all the reasons for why SC didn't land and, also obviously, all of this is easy for me to say after the fact. I don't mean to be shitting on SC with what I'm saying here. In fact I really hold it in high regards for how it approached the attempt to take First Strike, take it away from sandbox and move it towards a proper, strategical game that you could genuinely play in multiplayer and have some genuine strategical gameplay in. | ||
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