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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Don't forget the gripping sequence where right after we rescue a wingman, the Federation(?) sets off a Super Nova bomb. We get to spend the next "level" adrift in our ruined fighter, vainly trying to restore function as a leak in the life support system slowly kills us. And no, a friendly ship doesn't rescue us at the last minute.


. . . Actually that'd be pretty awesome.

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Sphrin
Apr 13, 2012

Uba Stij posted:

Sad to say I didn't really pay attention to this game until now. That movie style poster is amazing.

I'd say you are actually lucky, the past year has been fairly terrible seeing the little bits of info released on here constantly fueling the hype train and turning us all into rabid fans who are willing to do anything to get to release.

mad.radhu
Jan 8, 2006




Fun Shoe
Don't forget loads of quick time events with 'blood pounding in ears and vision blurring' effects

Sphrin
Apr 13, 2012
And an unseal your helmet and end the pain button.

mashed
Jul 27, 2004

Commander launch the waist high walls. They will never see this coming.

jaegerx
Sep 10, 2012

Maybe this post will get me on your ignore list!


Kairo can I please do something for you or to you for beta? I know Linux and Python and if you'll let me I will learn how to suck a dick.

Mrs. Wynand
Nov 23, 2002

DLT 4EVA
Look anyone can do from __future__.dicks import suck

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Klyith posted:

gently caress youuuuuuuuuuuuuuuu Illectro



Ok got the jealous rage out of my system. Sorry about that. Carry on.

I dig the overall atmosphere and oppressive feel of being in the cockpit, the way the sound effects are kinda muffled and all. But being a hopeless WH40K nerd I am all about those fanatic-religious ship descriptions :v:

doctorfrog
Mar 14, 2007

Great.

Improbable Lobster posted:

Man, those missiles spiralling around the fighter before impacting looked really loving cool.

There's almost a laziness to missiles, how they do this. If they overrun their target, they just sort of loop back at just the right moment to impact, whether the target is effectively dead or not. It's like the missiles know, "We're going to have our impact, eventually. Really it's quite inevitable."

They neither seem too eager or too sloth to get their job done and self-annihilate. Attention to detail is so important.

hopterque
Mar 9, 2007

     sup

Ciaphas posted:

I dig the overall atmosphere and oppressive feel of being in the cockpit, the way the sound effects are kinda muffled and all. But being a hopeless WH40K nerd I am all about those fanatic-religious ship descriptions :v:

Same, same.


It does kind of feel like a 40K space sim, with the oppressive religious regime thing. Can't wait to slay and terrify heretics and traitors in the name of the God(emperor)

illectro
Mar 29, 2010

:jeb: ROCKET SCIENCE :jeb:

Hullo, I'm Scoot Moonbucks.
Please stop being surprised by this.
I'm kinda impressed at how fast things are changing, the bounty system is has gone through two iterations.

For those of you with high resolution displays I really want to share this 2560x1440 video of gameplay without me talking over it - in particular aroud 6:30 when my beam frigates start zapping hostiles from the sky is very nice.
https://www.youtube.com/watch?v=4KaTziDMtf8

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.

illectro posted:

I'm kinda impressed at how fast things are changing, the bounty system is has gone through two iterations.

For those of you with high resolution displays I really want to share this 2560x1440 video of gameplay without me talking over it - in particular aroud 6:30 when my beam frigates start zapping hostiles from the sky is very nice.
https://www.youtube.com/watch?v=4KaTziDMtf8

Thanks again for posting, but I'm still wondering what to do with my space boner.

Not that I mind you talking over the first video, but without the narration you can really hear the sound design and it is indeed awesome. Also it was good to see you get your rear end kicked at the end as every other video I've seen makes it look like the difficulty is easy. That last fight look like a stew from hell.

And that loving space shotgun is god drat amazing!!

Dominic White
Nov 1, 2005

Kairo gave me access to the new build too - apparently he thinks I have some good ideas or something? Dude is weird. Tomorrow I'll probably be streaming it for a while.

I do mourn the loss of the mission planning phase of the game a little, but the current structure has a nice flow to it. You start out with a very small strike group and everything resting on your arcadey piloting skills, and as the game escalates you end up spending more and more time considering how your forces are acting, and settling down into a support role.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
Yeah strategic poo poo is nice, but in all battles (real world and otherwise) your initial strategies are relevant for the first couple minutes then it all goes to hell.

Dominic White
Nov 1, 2005

Overwined posted:

Yeah strategic poo poo is nice, but in all battles (real world and otherwise) your initial strategies are relevant for the first couple minutes then it all goes to hell.

It's pretty fun to play the game entirely as a strategy game (and really cool to watch) at the moment, although you're really limiting yourself in the early phases where you're relying on a small bunch of AI fighters. At least you can assign them to escort the capships and let the big craft do the heavy lifting.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.

Dominic White posted:

It's pretty fun to play the game entirely as a strategy game (and really cool to watch) at the moment, although you're really limiting yourself in the early phases where you're relying on a small bunch of AI fighters. At least you can assign them to escort the capships and let the big craft do the heavy lifting.

I appreciate the fun in that. However, I also really appreciate this new wave of developers who focus on awesome core gameplay and take on exactly what they can handle in an excellent manner. Banished, CE (maybe?), and Enemy Starfighter. This game looks a bit like Homeworld. If I wanted strategic/tactical play I can play Homeworld. I appreciate the difference and think the exclusion of that element is better for ES. But anyway, you and I are fans. I'm sure we find enjoyment in different things. Nonetheless I admire Kairo's will to keep it tight. And this poo poo looks very tight.

illectro
Mar 29, 2010

:jeb: ROCKET SCIENCE :jeb:

Hullo, I'm Scoot Moonbucks.
Please stop being surprised by this.
Personally I'm feeling that the time limits on the bounties are a dubious mechanic, it means the only way to play each level is to try and blitz the bounty targets to get some big ships in your fleet then mop up as many small targets as you can to grow executers. Almost no warping around the map, because while you're warping around your timers are ticking down.

As the very least the timers shouldn't start until you engage the enemy for the first time.

QuarkJets
Sep 8, 2008

So how soon will this new Nintendo 64 title be released, and will it be available on the Playstation?

Bolow
Feb 27, 2007

illectro posted:

I'm kinda impressed at how fast things are changing, the bounty system is has gone through two iterations.

For those of you with high resolution displays I really want to share this 2560x1440 video of gameplay without me talking over it - in particular aroud 6:30 when my beam frigates start zapping hostiles from the sky is very nice.
https://www.youtube.com/watch?v=4KaTziDMtf8

The radio voice has been bugging me forever because it sounds super familiar. I swear it's a dead ringer for the Quake 2 radio chatter.

Mr. Crow
May 22, 2008

Snap City mayor for life
Yea not sure how fond I am of the new 'core gameplay' (timers) either, the impression I got from watching illectros videos are that you're always going to be rushing around trying to beat the timer and that just makes the game play exhausting... if that makes sense.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Mr. Crow posted:

Yea not sure how fond I am of the new 'core gameplay' (timers) either, the impression I got from watching illectros videos are that you're always going to be rushing around trying to beat the timer and that just makes the game play exhausting... if that makes sense.

It seems like it works as its own game mode - Watching the beginning of the video when he selects the mission it does say 'Begin Simulation', so it might already be something separate from whatever main campaign does or does not currently exist, like a time attack crossed with survival mode where you grow your fleet by taking bigger risks within smaller time limits.

The only thing that bothered me (I guess) was every time you are killed the transition to a new fighter via a fade to black doesn't really tell me what is happening, even if the game said somewhere 'you were killed, switching to new craft' or something that would be an improvement imo.

Dominic White
Nov 1, 2005

Yeah, the death transition work work better if it switched to the strategic view, with the camera following your exploding ship for a second or two, then pausing and letting you just pick the next manually. Right now it's a little abrupt and you don't really get a sense for exactly what finished you off.

Tres Burritos
Sep 3, 2009

I'm really digging the warp blur effect thing, but shouldn't there be stars zipping by on the right hand side as well? It seemed like only the left had them while jumping.

Also can you middle mouse button or something to freelook?

Rivensteel
Mar 30, 2010

Kairo posted:

Hold L-Trigger to duck behind your dashboard and pray.

If we really are the Emperor's Fedaykin, kamikaze ships should absolutely be a thing. Or as you're winding up the campaign and the victims are getting desperate, they should preemptively launch their evac capsules right at you if you get too near. I want to see them do absolutely anything survive as you push them to the wall.

grrarg
Feb 14, 2011

Don't lose your head over it.

illectro posted:

I'm kinda impressed at how fast things are changing, the bounty system is has gone through two iterations.

For those of you with high resolution displays I really want to share this 2560x1440 video of gameplay without me talking over it - in particular aroud 6:30 when my beam frigates start zapping hostiles from the sky is very nice.
https://www.youtube.com/watch?v=4KaTziDMtf8
Thanks for that. The beam frigates were awesome. What happened at the end? In the other video you linked, that type of ship seemed to go down easy.

Kibayasu
Mar 28, 2010

grrarg posted:

Thanks for that. The beam frigates were awesome. What happened at the end? In the other video you linked, that type of ship seemed to go down easy.

In the other video he had three support frigates and was up against two other frigates. At the end of that video he appeared to encounter at least 4 frigates and possibly another larger capital ship while only having a single beam frigate. Most of the damage against the frigates in the first video was done by his AI buddies.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Those beam frigates gave me some serious FS2 flashbacks. Do it again :allears:

Alehkhs
Oct 6, 2010

The Sorrow of Poets
I actually think the bounty system is a great idea for this game - just perhaps not as it is currently implemented. I agree that the current implementation of it comes across as a bit like a "grocery list," where you should just try and run the biggest bounties the quickest, but I have no doubt that it won't stay that way long and that we'll see something slightly different soon enough. I do think that the timers should remain in some sense though, as this game feels the best when you are running the afterburner 110% of the time, mowing down Corvettes with the space shotgun. Urgency is speed is chaos - and in this game, chaos is good.

The future of the time-restricted bounty system will be, I suspect, in a more dynamic presentation, where the bounties will appear during missions, based on various events: "The Battleship Emperor's Sword is taking a beating from a destroyer trio. Take them out before the Sword is doomed!"; "Civilian ships are trying to escape via the system warp lane. Kill them all!"; etc.

As for the current rewards, I think that the "+1[Spaceship]" reward for every bounty is both awesome, and terribly overpowered at the moment. Awesome, because it gives the player a sense of building up a fleet from "humble" beginnings. Overpowered, because it doesn't take long to reach critical mass and become entirely unstoppable, as my fleet quickly became early in this particular "campaign":

https://www.youtube.com/watch?v=pUCfXuxw8TY

I never lost a single Battleship, and the Small Game Hunt bounty makes it easy to build up a handful of Executors at will - a handful being all you need in most cases (to get the next +1Battleship bounty, of course!).

On the topic of Battleships - They are the only bounty you currently need to worry about :


Good against capital ships...




...and also against fighters.




"Into The Maw"? :ohdear: What "ma-


Oh. I see. My maw. :getin:

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
Is that combat gap drive distance based on current target? It seems you're forever going to pop out right as it's flying past you. It'd be nice to have a mechanic to fudge the distance shorter or longer.

Dominic White
Nov 1, 2005

Bhodi posted:

Is that combat gap drive distance based on current target? It seems you're forever going to pop out right as it's flying past you. It'd be nice to have a mechanic to fudge the distance shorter or longer.

I actually brought this up. The main concern is that letting you drop out of gap-drive too early (I suggested by holding brake to give yourself a little more space), you'll be able to do easy head-on bombing runs on anything larger than a corvette, but things could change. It's one of those fine-tune balance issues right now.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
I'm gathering that this is a game where a game is relatively short and played more or less in one session. Is that correct?

If so I'm kind of okay with the bounty timers to make things frantic but only if they are balanced well both in the sense that you have enough time to accomplish all of them OR missing some of them doesn't totally sink you.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Beam frigates sniping fighters and the space shotgun are amazing.




As it is, the combat drive seems to be ideal for when you're chasing someone, one of the videos earlier used it to pop in inside a corvette's shields from behind the corvette. Also good for starting fights with the aforementioned overshooting issue, but I don't really think that's a big deal. Every other space sim ever has always started with a head on shooting match, this mixes it up.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Honestly everything being reported now is really disappointing. The awesome Rainbow-six + Homeworld planning mode is gone, the battles are more frantic and there's reward timers. The basic gun even auto-aims. It sounds like you don't even have an in-between battle space to carefully customize your fleet and buy new ships with the dread you accumulate. And all your ships are in every battle? No more calling in your bombers or other reserves to hit specific targets?

I really don't need a Space Risk of Rain, as fun as that sounds, when I was looking forward to something properly unique that was both strategic, tactical and action packed. Now the focus looks like all action, all the time.

I guess it's still pretty as gently caress and the sound design and UI are both stellar. And the bubble-shields are cool.

DatonKallandor fucked around with this message at 00:27 on Apr 28, 2014

PleasingFungus
Oct 10, 2012
idiot asshole bitch who should fuck off
I'm loving the response to "years of hype and beautiful footage" meeting "early-early-access gameplay".

God bless every one of you, goons.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

PleasingFungus posted:

I'm loving the response to "years of hype and beautiful footage" meeting "early-early-access gameplay".

God bless every one of you, goons.

The people who are complaining now might be those who were reserving judgment before, instead of offering to fellate Kairo for early access or take out second mortgages in order to pre-pre-pre-pre order the game and support development.

Of course, getting paranoid about how awful the game is going to be after a few pre-alpha "reviews" is just as big an overreaction.

I wonder if Kairo felt overly pressured to distribute testing builds because of all the hype?

And now, to complete my hypocrisy, I'll totally take a build if they're going around! :v: Game looks fun as hell.

Dominic White
Nov 1, 2005

As far as I'm aware, all of those who have actually played the game (myself included) are really happy with it. There's some fine-tuning to do and some balance tweaking, but that's going to happen with any game. As far as I'm aware, the current 'wargames' mode isn't meant to be the full long-haul experience either, but more of an Instant Action mode, and hence ideal for tuning the core moment-to-moment gameplay.

Pomp
Apr 3, 2012

by Fluffdaddy

DatonKallandor posted:

Honestly everything being reported now is really disappointing. The awesome Rainbow-six + Homeworld planning mode is gone, the battles are more frantic and there's reward timers. The basic gun even auto-aims. It sounds like you don't even have an in-between battle space to carefully customize your fleet and buy new ships with the dread you accumulate. And all your ships are in every battle? No more calling in your bombers or other reserves to hit specific targets?

I really don't need a Space Risk of Rain, as fun as that sounds, when I was looking forward to something properly unique that was both strategic, tactical and action packed. Now the focus looks like all action, all the time.

I guess it's still pretty as gently caress and the sound design and UI are both stellar. And the bubble-shields are cool.

The state the game is in would be anywhere near feature complete, jesus christ.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

Dominic White posted:

I actually brought this up. The main concern is that letting you drop out of gap-drive too early (I suggested by holding brake to give yourself a little more space), you'll be able to do easy head-on bombing runs on anything larger than a corvette, but things could change. It's one of those fine-tune balance issues right now.
Yeah, definitely. But it's a big one, very central to the combat, so it probably deserves a look.

I was thinking more of a charge / release to execute, longer for more distance. 1-2 seconds, with 1.5 being what it is now. Possibly with a flameout mechanic if you miss the window in either direction. That doesn't address bombing runs, though. Maybe have the minimum distance be range to target? It's hard to say what might be fun without trying it - maybe it just needs to be slightly more random.

Bhodi fucked around with this message at 05:48 on Apr 28, 2014

TychoCelchuuu
Jan 2, 2012

This space for Rent.

DatonKallandor posted:

Honestly everything being reported now is really disappointing. The awesome Rainbow-six + Homeworld planning mode is gone, the battles are more frantic and there's reward timers. The basic gun even auto-aims. It sounds like you don't even have an in-between battle space to carefully customize your fleet and buy new ships with the dread you accumulate. And all your ships are in every battle? No more calling in your bombers or other reserves to hit specific targets?

I really don't need a Space Risk of Rain, as fun as that sounds, when I was looking forward to something properly unique that was both strategic, tactical and action packed. Now the focus looks like all action, all the time.

I guess it's still pretty as gently caress and the sound design and UI are both stellar. And the bubble-shields are cool.
Most of what you're seeing right now wasn't in there a few weeks ago. Much of what you wish were in there is, perhaps, going to come in the time in between right now and when the game is done. Often games that aren't finished are missing things that they will have when they are finished. (This is more or less the definition of an unfinished game.) There was a point in Enemy Starfighter's history where you couldn't even fire weapons, and no weapons existed, and no spaceships existed, and there was no UI, and no sound, and the entire concept of the game didn't exist. I think castigating the game at that point, before any features existed, would be a little premature. And I think similar considerations apply right now.

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Goon
Apr 22, 2006
Howabout a countdown timer to arrival but the user has to actively disengage warp, allowing us to choose to under or overshoot

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