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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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# ? Apr 26, 2014 00:20 |
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# ? Jun 12, 2024 14:30 |
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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.
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# ? Apr 26, 2014 00:25 |
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Don't forget loads of quick time events with 'blood pounding in ears and vision blurring' effects
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# ? Apr 26, 2014 00:38 |
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And an unseal your helmet and end the pain button.
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# ? Apr 26, 2014 00:44 |
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Commander launch the waist high walls. They will never see this coming.
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# ? Apr 26, 2014 01:20 |
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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.
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# ? Apr 26, 2014 02:03 |
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Look anyone can do from __future__.dicks import suck
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# ? Apr 26, 2014 05:57 |
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Klyith posted:gently caress youuuuuuuuuuuuuuuu Illectro 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
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# ? Apr 26, 2014 07:31 |
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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.
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# ? Apr 26, 2014 07:43 |
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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 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)
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# ? Apr 26, 2014 07:48 |
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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
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# ? Apr 27, 2014 00:55 |
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illectro posted:I'm kinda impressed at how fast things are changing, the bounty system is has gone through two iterations. 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!!
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# ? Apr 27, 2014 01:09 |
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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.
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# ? Apr 27, 2014 01:11 |
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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.
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# ? Apr 27, 2014 01:12 |
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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.
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# ? Apr 27, 2014 01:20 |
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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.
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# ? Apr 27, 2014 01:25 |
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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.
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# ? Apr 27, 2014 01:31 |
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So how soon will this new Nintendo 64 title be released, and will it be available on the Playstation?
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# ? Apr 27, 2014 01:32 |
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illectro posted:I'm kinda impressed at how fast things are changing, the bounty system is has gone through two iterations. 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.
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# ? Apr 27, 2014 02:09 |
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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.
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# ? Apr 27, 2014 02:23 |
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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.
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# ? Apr 27, 2014 02:47 |
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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.
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# ? Apr 27, 2014 03:09 |
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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?
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# ? Apr 27, 2014 03:39 |
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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.
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# ? Apr 27, 2014 04:45 |
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illectro posted:I'm kinda impressed at how fast things are changing, the bounty system is has gone through two iterations.
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# ? Apr 27, 2014 05:38 |
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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.
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# ? Apr 27, 2014 05:40 |
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Those beam frigates gave me some serious FS2 flashbacks. Do it again
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# ? Apr 27, 2014 05:44 |
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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"? What "ma- Oh. I see. My maw.
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# ? Apr 27, 2014 09:50 |
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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.
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# ? Apr 27, 2014 12:52 |
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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.
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# ? Apr 27, 2014 14:48 |
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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.
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# ? Apr 27, 2014 15:13 |
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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.
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# ? Apr 27, 2014 15:57 |
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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 |
# ? Apr 28, 2014 00:21 |
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I'm loving the response to "years of hype and beautiful footage" meeting "early-early-access gameplay". God bless every one of you, goons.
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# ? Apr 28, 2014 00:43 |
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PleasingFungus posted:I'm loving the response to "years of hype and beautiful footage" meeting "early-early-access gameplay". 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! Game looks fun as hell.
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# ? Apr 28, 2014 01:41 |
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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.
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# ? Apr 28, 2014 01:44 |
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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? The state the game is in would be anywhere near feature complete, jesus christ.
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# ? Apr 28, 2014 05:38 |
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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. 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 |
# ? Apr 28, 2014 05:44 |
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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?
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# ? Apr 28, 2014 06:11 |
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# ? Jun 12, 2024 14:30 |
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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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# ? Apr 28, 2014 06:12 |