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PleasingFungus posted:Given the escape pod-killing will be mostly auto-turret based, that sounds really fiddly & unfun? Thirded- as if you really need any suggestions from us!
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# ? Feb 15, 2014 06:37 |
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# ? Jun 12, 2024 14:30 |
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Ringo Star Get posted:Whats the chance of having swarm missiles that require your fighter to do an obligated roll ala Macross? Oh man, what's the chance of being able to order your fleets to open with a Macross Missile Massacre?
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# ? Feb 15, 2014 21:16 |
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I really can't get enough of the awesome .gifs from this game.
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# ? Feb 16, 2014 07:51 |
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Buried alive posted:Oh man, what's the chance of being able to order your fleets to open with a Macross Missile Massacre? I really hope that either your fleet or the enemy have a huge flagship with a giant fuckoff macross cannon/wave motion gun that has a long charge up and basically projects a huge cone of impending doom across the starmap. Also tons of klaxons and warnings over fleet comms when the thing starts charging up "Alert, heretic beam cannon charging..."
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# ? Feb 16, 2014 13:22 |
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Hey, just wondering about the Oculus Rift support, have you played with the font a little so its readable at the current low resolution? Its quite an issue at the moment with the Rift. Otherwise, this looks like the ultimate space-bastard simulator.
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# ? Feb 16, 2014 21:31 |
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HerpicleOmnicron5 posted:Hey, just wondering about the Oculus Rift support, have you played with the font a little so its readable at the current low resolution? Its quite an issue at the moment with the Rift. Otherwise, this looks like the ultimate space-bastard simulator. The current resolution won't be the release resolution and if you plan on using the devkit as a consumer release item then give me $300 right now punk or I'll gently caress your poo poo up becuase you dropped that much on a proof of concept gadget and clearly dont care about that much money so give me 300 bucks now or i'll cut you in ways that (redundantly) make you useless to future generations.
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# ? Feb 17, 2014 00:15 |
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Azipod posted:I really hope that either your fleet or the enemy have a huge flagship with a giant fuckoff macross cannon/wave motion gun that has a long charge up and basically projects a huge cone of impending doom across the starmap. Also tons of klaxons and warnings over fleet comms when the thing starts charging up Agreed, when I see and hear a game whose A/V characteristics are defined by muted midrange, simple textures, and generally not drawing enough rope from from which to hang, I too think "man, what this poo poo needs is some motherfucking klaxons throughout"
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# ? Feb 17, 2014 00:19 |
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Generally avoiding silly anime references is seen as a good move.
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# ? Feb 17, 2014 01:22 |
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It worked for Homeworld 2 right?
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# ? Feb 17, 2014 01:32 |
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Kibayasu posted:It worked for Homeworld 2 right? Nothing really worked for Homeworld 2, to be fair.
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# ? Feb 17, 2014 15:31 |
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Willie Tomg posted:The current resolution won't be the release resolution and if you plan on using the devkit as a consumer release item then give me $300 right now punk or I'll gently caress your poo poo up becuase you dropped that much on a proof of concept gadget and clearly dont care about that much money so give me 300 bucks now or i'll cut you in ways that (redundantly) make you useless to future generations. Plan? I already have it. May as well hope that it can be used before the consumer version is out, which I will also get.
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# ? Feb 17, 2014 15:45 |
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Teledahn posted:Generally avoiding silly anime references is seen as a good move. Space combat in anime is often awesome, and something that more games should attempt to imitate. Itano-style missile swarms and massive beam cannons that cut rippling holes through massive fleets are always cool. Dominic White fucked around with this message at 15:55 on Feb 17, 2014 |
# ? Feb 17, 2014 15:47 |
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Orv posted:Nothing really worked for Homeworld 2, to be fair. You might say Homeworld 2 had a breach in its starboard fusion chamber.
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# ? Feb 17, 2014 19:55 |
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Dominic White posted:Space combat in anime is often awesome, and something that more games should attempt to imitate. Itano-style missile swarms and massive beam cannons that cut rippling holes through massive fleets are always cool. There's always Strike Suit Zero...
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# ? Feb 17, 2014 19:56 |
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The Muffinlord posted:There's always Strike Suit Zero... FreeSpace 2 or go home SAHChandler posted:You might say Homeworld 2 had a breach in its starboard fusion chamber. Jesus, I couldn't have spontaneously recalled that line if you had me in thumbscrews, but now that you triggered it the voice is just looping in my head.
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# ? Feb 17, 2014 20:18 |
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General Battuta posted:FreeSpace 2 or go home My unofficial title for Homeworld 2 will always be "Homeworld 2: Frigate Lost"
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# ? Feb 17, 2014 20:26 |
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Kibayasu posted:My unofficial title for Homeworld 2 will always be "Homeworld 2: Frigate Lost" I blame the fact they had to scrap the whole game and start over with very little time left for that one. Every weapon in the entire game has 100% accuracy against frigates? What could go wrong! Things like that are why I'm almost glad Enemy Starfighter is given lots of dev time.
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# ? Feb 17, 2014 20:54 |
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Kibayasu posted:My unofficial title for Homeworld 2 will always be "Homeworld 2: Frigate Lost" I think that was emblematic of a huge problem with HW2. In HW1 you scraped your fleet together with bloody-minded willpower and resourcefulness, and the 'I built this from nothing' narrative really kept you attached to your ships. Your first frigate (probably salvaged) was a big moment, the instant you took your first step from tattered squadron to full-blown revanchist fleet. Later in the game, frigates stopped being your line combatants, but you probably still had a huge pack of them, and they still felt like real warships with solidity and presence. In HW2 your fleet was a mass-produced military apparatus with a spectacular turnover rate, fighting for weirdos on a baffling and detached cosmic mission. And more than any other ship type, your frigates just blew up left and right. It was hard to get attached to a narrative of constant replacement.
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# ? Feb 17, 2014 20:56 |
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Man, I was actually really attached to my ships in HW2 and went to great lengths to avoid losing any. Hell, I even tried to avoid losing any of my elite bombers. Maybe that's why I enjoyed the game when a lot of people seemed to not like it much at all? I also extensively used the waypoint system and small strike groups to go behind enemy lines to cripple carriers and resourcing operations.
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# ? Feb 17, 2014 21:03 |
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General Battuta posted:I think that was emblematic of a huge problem with HW2. In HW1 you scraped your fleet together with bloody-minded willpower and resourcefulness, and the 'I built this from nothing' narrative really kept you attached to your ships. Your first frigate (probably salvaged) was a big moment, the instant you took your first step from tattered squadron to full-blown revanchist fleet. Later in the game, frigates stopped being your line combatants, but you probably still had a huge pack of them, and they still felt like real warships with solidity and presence. Not to mention that the optimal way to play was to scrap your entire fleet at the end of every mission and rebuild at the beginning of the next, because the enemy size and composition was proportional (and counter-picked) to what you jumped in with.
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# ? Feb 17, 2014 21:04 |
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General Battuta posted:FreeSpace 2 or go home Freespace is pretty good for missile swarms(and also DIVE DIVE DIVE) but Strike Suit Zero's titular transforming fighter has, as its' default missiles, the MTAM Circus, which you lock on by holding down the missile trigger and just scrambling your cursor over targets as fast as you want, up to forty times. When concentrated, it's the strongest non-torpedo weapon you have, but you can also take out entire wings of interceptors or torpedos with them at once. One of the other Strike Suit designs, the Raptor, has the MTAM Itano, which is even faster to lock on things, allowing you even more missile swarms at once.
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# ? Feb 17, 2014 21:04 |
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powderific posted:Man, I was actually really attached to my ships in HW2 and went to great lengths to avoid losing any. Hell, I even tried to avoid losing any of my elite bombers. Maybe that's why I enjoyed the game when a lot of people seemed to not like it much at all? I also extensively used the waypoint system and small strike groups to go behind enemy lines to cripple carriers and resourcing operations. It was just frigates. I could keep the elite squadrons alive the entire game and while I never actually kept track, losing a complete fighter or corvette squadron, a destroyer, battlecruiser, carrier, or shipyard was exceedingly rare. Whatever Relic programmed the AI with, the first line for anything except dedicated anti-fighter ships was "gently caress frigates." Bombers? Frigates. Laser Corvettes? Frigates. Heavy torpedo frigates? Frigates. Destroyers? Frigates. Battlecruisers with their giant gently caress-off cannon that can kill a frigate in a single volley? Frigates. It came to the point where I kept 4 Marine frigates around just to provide a helpful distraction.
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# ? Feb 17, 2014 21:31 |
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As mentioned, you really did get attached to ships in HW1. I kept those Turanic Ion Array frigates I stole around and alive to the very end. I would have named them if I could. Hopefully Enemy Starfighter has the same vibe. I got the same feeling when I noticed that a capital ship I'd saved in one FS2 mission had showed up in another - the world seems much more real.
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# ? Feb 17, 2014 21:35 |
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The Muffinlord posted:Freespace is pretty good for missile swarms(and also DIVE DIVE DIVE) but Strike Suit Zero's titular transforming fighter has, as its' default missiles, the MTAM Circus, which you lock on by holding down the missile trigger and just scrambling your cursor over targets as fast as you want, up to forty times. When concentrated, it's the strongest non-torpedo weapon you have, but you can also take out entire wings of interceptors or torpedos with them at once. One of the other Strike Suit designs, the Raptor, has the MTAM Itano, which is even faster to lock on things, allowing you even more missile swarms at once. The absolute best space sim for anime excess for Project Sylpheed. https://www.youtube.com/watch?v=OVmdX9tp5jo It's really hard to find good footage of the game. For some reason, this video is in first-person padlock view, which is really disorienting. The plot is pretty much Gundam circa One Year War, and ALL The weapons are overpowered. Close to the end of the first run through the story, you get a massive particle cannon (literally several times the size of your fighter, and you kinda drag it around) capable of splitting capital ships in half in two hits. One of the coolest things is that the game actually has a bunch of hidden objectives that are only capable if you go back to earlier missions with an overpowered fighter. Sink an entire enemy fleet singlehanded and the enemies just begin freaking out over the radio. It's satisfying to be some kind of freakish space-god. It's also a remarkably complex game. A proper space sim. Nowhere near as light and fluffy as Strike Suit Zero. Dominic White fucked around with this message at 21:50 on Feb 17, 2014 |
# ? Feb 17, 2014 21:46 |
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Alikchi posted:As mentioned, you really did get attached to ships in HW1. I kept those Turanic Ion Array frigates I stole around and alive to the very end. I would have named them if I could. Hopefully Enemy Starfighter has the same vibe. I eventually started salvaging the Ion Arrays (not the first time though) on future playthroughs when I realized they didn't have self-repair (as slow as that is in HW1) and travelled slower than even the slowest regular frigate. Multi-bream frigates though It does appear from some of the latest info that ships will hang around. Someone mentioned starting work at Bungie and that reminds me, the way the ships are named in Halo are a perfect fit for a harbinger doom fleet.
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# ? Feb 17, 2014 21:49 |
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powderific posted:Man, I was actually really attached to my ships in HW2 and went to great lengths to avoid losing any. Hell, I even tried to avoid losing any of my elite bombers. Maybe that's why I enjoyed the game when a lot of people seemed to not like it much at all? I also extensively used the waypoint system and small strike groups to go behind enemy lines to cripple carriers and resourcing operations. The bombers I nursed around like crazy, but forget elite gunships. I need that popcap for MORE PULSAR GUNSHIPS. Throwing a maxcap blob of those and movers at anything in the campaign was a great mobile speedbump.
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# ? Feb 17, 2014 21:52 |
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I just used Frigates as some kind of man powered ablative armor for my Destroyers/Battlecruisers in HW2 since they weren't much good at anything else. Balcora Gate always claimed my elite crews I got from the second mission though
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# ? Feb 17, 2014 21:52 |
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Bolow posted:I just used Frigates as some kind of man powered ablative armor for my Destroyers/Battlecruisers in HW2 since they weren't much good at anything else. Balcora Gate always claimed my elite crews I got from the second mission though They also made the mistake of making Torpedo Frigates far, far too useful to use (as far as useful frigates go anyways) over Ion Frigates. I missed the roar of my death lasers.
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# ? Feb 17, 2014 21:56 |
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Kibayasu posted:I eventually started salvaging the Ion Arrays (not the first time though) on future playthroughs when I realized they didn't have self-repair (as slow as that is in HW1) and travelled slower than even the slowest regular frigate. Multi-bream frigates though Sure you realised that Ion Arrays were slower than everything else. So you waited for them. I believe I read somewhere that Halo's ship names were inspired by ship naming conventions from Iain M Banks' novels. Even if they weren't Bank's ship names were awesome: http://en.wikipedia.org/wiki/List_of_spacecraft_in_the_Culture_series
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# ? Feb 17, 2014 23:06 |
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Is it sad that without the prospect of any any spaceship games being released in the near future the best I can do to console myself is compile itunes playlists specifically for this game?
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# ? Feb 17, 2014 23:23 |
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Banano posted:Is it sad that without the prospect of any any spaceship games being released in the near future the best I can do to console myself is compile itunes playlists specifically for this game? e: Er wait, I was hoping it would be some sci-fi/homeworld sounding artists and music but you probably just meant 'normal' music you listen to?
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# ? Feb 17, 2014 23:34 |
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SAHChandler posted:You might say Homeworld 2 had a breach in its starboard fusion chamber. The thing that bothered me most about Homeworld 2 is that I never got a break ever. Jump into a new system? Get attacked instantly. Finish kicking their asses? Jump out instantly. I mean, it was nice that it just handed you the resources without you having to wait half an hour (Cataclysm's time acceleration greatly helped with that), but you had no time to rebuild your forces or organize your fleet or anything. Having missions where you're under pressure is one thing, but if every mission is like that, you just get tired. It's like how every mission in Starlancer is an escort mission, and sometimes multiple escort missions in a row; eventually you say 'can't I shoot some mans without trying to keep a tin can with engines alive just this once?' (Disclaimer: I never actually finished either Homeworld 2 or Starlancer, largely due to the complaints I just aired. If they get better, it happened too late for me.)
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# ? Feb 18, 2014 00:20 |
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Sounds like you never got past the demo of either.
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# ? Feb 18, 2014 00:22 |
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FredMSloniker posted:The thing that bothered me most about Homeworld 2 is that I never got a break ever. Jump into a new system? Get attacked instantly. Finish kicking their asses? Jump out instantly. I mean, it was nice that it just handed you the resources without you having to wait half an hour (Cataclysm's time acceleration greatly helped with that), but you had no time to rebuild your forces or organize your fleet or anything. Having missions where you're under pressure is one thing, but if every mission is like that, you just get tired. It's like how every mission in Starlancer is an escort mission, and sometimes multiple escort missions in a row; eventually you say 'can't I shoot some mans without trying to keep a tin can with engines alive just this once?' Starlancer had some cool missions later. There was one where you had to infiltrate an enemy fleet with a squad of stolen torpedo bombers, get in formation behind the carrier like you're going to land, and then you all shoot and blow it to hell. Of course, then it had you land so you could get into a fighter and protect your own carrier. That was kinda dumb.
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# ? Feb 18, 2014 00:23 |
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ReV VAdAUL posted:Sure you realised that Ion Arrays were slower than everything else. So you waited for them. Hopefully some sort of culture ship name generator will be included with this game. I mean seriously who doesn't want to engage in a fight flying a Psychopath class ship named the "Frank Exchange of Views" , or the GSV Honest Mistake. e: or the "All Through With This Niceness And Negotiation Stuff" e: ahahhaha or the "Mistake Not My Current State Of Joshing Gentle Peevishness For The Awesome And Terrible Majesty Of The Towering Seas Of Ire That Are Themselves The Milquetoast Shallows Fringing My Vast Oceans Of Wrath" hopterque fucked around with this message at 00:39 on Feb 18, 2014 |
# ? Feb 18, 2014 00:26 |
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Ugly In The Morning posted:Starlancer had some cool missions later. There was one where you had to infiltrate an enemy fleet with a squad of stolen torpedo bombers, get in formation behind the carrier like you're going to land, and then you all shoot and blow it to hell. You could try dogfighting in the bomber if you really wanted to...
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# ? Feb 18, 2014 00:32 |
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Ugly In The Morning posted:Starlancer had some cool missions later. There was one where you had to infiltrate an enemy fleet with a squad of stolen torpedo bombers, get in formation behind the carrier like you're going to land, and then you all shoot and blow it to hell. Starlancer had some awesome ideas. Did you know that if you played that game in co-op, some of the parts where your squad seperated had different players go with different parts of the squad and do entirely different stuff that you would basically never see in SP? It's a shame the balance for that game was attrocious, because its the only time Chris Roberts made a space shooter where the core combat felt good.
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# ? Feb 18, 2014 00:51 |
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ShineDog posted:Starlancer had some awesome ideas. Did you know that if you played that game in co-op, some of the parts where your squad seperated had different players go with different parts of the squad and do entirely different stuff that you would basically never see in SP? Did he even make Starlancer? I find it hard to pin down whether he contributed significantly to anything since Wing Commander 4.
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# ? Feb 18, 2014 00:56 |
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Goddamn, reading what you guys are typing is making me wish for a Homeworld meets Metal Gear Rising: Revengence at a classic mecha anime convention style insanity. "ILL CUT THAT DREADNAUGHT IN HALF WITH MY ION BLADE!"
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# ? Feb 18, 2014 01:03 |
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# ? Jun 12, 2024 14:30 |
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Stream is up! "Probably getting my butt kicked." is the title, whatever that means.
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# ? Feb 18, 2014 01:30 |