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I've been playing this game a lot and it took me a long time to finish the Vesta Overkill mission. Before that it took me a while to finish the interplanetary manouver one. This is what I used along with a stinger drone spammer with nothing except drones that barely made it into the cost range. My ship just points at the enemy and has really thick sloped armour on the front and aluminium on the back which will never get hit, it ended up beating their mega fleet in a slugging match because they have no armour it seems. The drone launcher is to intercept incoming drones so I don't lose the main drone swarm's fuel.

First thing I did when I unlocked module maker was to try an orion drive but the result was turning my whole ship to slag… you cant have armour on the back of your ship so it ends up destroying it all from behind. Also I made a giant gun that shoots nukes. nukes, all of which I make are way too big I just make the slider maximum. I'll stick with the spaceship builder, the nuclear reactor builder seems a tad difficult.

Whoever the person is who overanalyzes every game should play this because your suspension of disbelief won't be broken thats for sure, everything in the game is possible IRL thats the whole point. But I think its wierd how there isn't radar and missiles only have IR homing.

>>37083
I think I was the first guy to ever post about this game here.

Ok main problem with the game is that the best strategies are impossible for the game to simulate. The best strategy is to spam 50k projectiles from 1000 drones at once, but the game can't simulate that.

Whenever I battle with my best design this is how it goes.
>start battle
>disable range limit
>the game freezes for 6 minutes
>I come back
>all the enemy ships are dead.

Absolutely best design in my opinion is to make guns that shoot the smallest projectiles possible. Spam tiny projectiles. The aim isn't to destroy their armoy, but all their attachments. Who cares about breaking the armor when all the ships have giant unarmored radiators they're all going to cook to death if they get it? Actually my tiny bullet spam typically destroys their whole shit but it starts with their attachments.

So never engage the enemy directly. Just spam drone swarms with little guns that spam tiny bullets.

>>37085
That's why I have the max score on every mission. None of my ships ever get damaged because I just spam the enemy with drone/missile swarms. I have one missile frigate, and the rest are just drone spamming ships.

>>37083
>The drone launcher is to intercept incoming drones so I don't lose the main drone swarm's fuel.
Oh yeah I just nuke incoming dwarm swarms. The aforementioned missile frigate has like 1000+ nukes on it. So it easily shields against any incoming drone swarm or missiles.

>>37087
I'm forgetting how many nukes it has exactly but I think I usually fire nuke missiles in swarms of 100 to be on the safe side and I never come close to running out of missiles.

>>37088
I just remembered. I made this kind of missile that launches a nuke. So I send in the nuke missiles. They launch a giant field of nukes in space that the enemy ships just run into. I remember it makes them a lot harder to shoot down when they're just little bombs floating by themselves vs on a missile.

>>37089
Just remembered this game is super easy to exploit tho. You can easily just exploit enemy drones and missiles into just wasting all their fuel.

>>37085
Yeah I used a missile spammer on my first try to beat that level but it kept crashing the game. Also idk if I'm using them wrong but my missiles always seem to miss and nukes do no damage to anything just make the armour red.

>>37091
My missiles miss a lot too. Worse they run out of propellant. I think that's why I switched to the nuke launching missiles. I only really use the nuke missiles for the drones. So I fire 100 missiles that fire 100 nuke bombs and then that screen of bombs typically manages to at least partially hit the target because it's so wide.

But I do all my ship killing with these unarmored drones that fire the smallest sized projectile they let you make which I think is like 22mm. Those things fucking eat up the enemy ships.

The key is to turn off the automatic range limiting the game does and have them spray as soon as the battle starts as soon as one of your or the enemy's ships guns are in range. So that means it will start as soon as the lasers are in range on the enemy ships so they'll start lasering you as soon as the battle starts so you need to start spitting bullets as soon as it starts as well even tho the game considers it out of range. Apparently firing out of range is one of the things that makes the game lag up the most too.

Don't need to worry about armor at all because drones are disposable and I never let the enemy intercept me anyways.


I wish the bastard who made the game wasn't so obsessed with the combat part and more into the orbital stuff. Like I said I don't even play the combat part because A there's nothing to do, battles are basically automatic, and B it can't even realtime simulate the things I want to do so I just have to let it calculate in the BG anyways. It's really all about navigating all the orbital stuff. He also made that part lame by making the enemy fleets auto-evade, but then you can't auto lock on.

So it's just,
>plot interception
>press play
>they evaded
>change course .003232 degrees to the right
>press play
>they evaded

And you got to keep tweaking it and it's not like they can even actually evade you, they just make it really annoying for you.

I want all the orbital mechanic simulation stuff, but in like a full fledged strategy game. So you got to like plan trade routes and stuff with launch windows and etc.

>>37092
I like the combat, its just so cool and no other game really does it, even in TV and film plausible space combat is extremely rare. It's my favoruite kind of sci-fi combat. But yeah the issue is that its massive wasted potential, the game could have been about fighting a war across the entire solar system, doing inefficient interplanetary transits in order to throw the enemy out of wack and gain position, stopping supply lines and starving enemy positions of resources they need to build good ships, sacrificing vessels with hundreds of crew as diversions with lasting consequences, bombarding asteroids with missiles and committing war crimes in order to win victory, having to make ship designs not just cheap but easy to manufacture, ships surrendering. This game probably wouldn't be like this because its Indonesian power fantasy (not a bad thing, there are enough U$ power fantasies), but maybe also a system where you have a socialist faction who have massive boosts to production, morale and so on but who are completely isolated diplomatically.

>>37093
Well as you are aware he said he made the game in the first place to scientifically answer the question of what space combat would look like, but I think because he has such a narrow focus he fundamentally fails to answer that question. Every battle in the game starts out with you and the enemy already in the same gravity well.

Well how the fuck did they approach the gravity well for days, months, years at a time without getting intercepted before that?

Also even some of his assumptions of the technical spaceship stuff is kinda off too. Like on the forums they point out that his assumptions for size of crew quarters is ridiculously small.

You mentioned radar, I think he might be right that IR is all you need and the way to go. But where the fuck is the ECM?


So my dream game, it's like Victoria in space. Try to approach everything realistically like no space strategy game ever does at all. It's literally Kerbal, Simply Rockets and this. So it would be kind of like Victoria except it would also simulate like corporations as their own entities. War would be an option but I wouldn't slant the game towards it and I'd try to mix in the realities of modern political consequences and war.

>It's my favoruite kind of sci-fi combat. But yeah the issue is that its massive wasted potential, the game could have been about fighting a war across the entire solar system, doing inefficient interplanetary transits in order to throw the enemy out of wack and gain position, stopping supply lines and starving enemy positions of resources they need to build good ships, sacrificing vessels with hundreds of crew as diversions with lasting consequences, bombarding asteroids with missiles and committing war crimes in order to win victory, having to make ship designs not just cheap but easy to manufacture, ships surrendering.

The RP kind of stuff you're talking about Falling frontiers looks like it's doing somewhat, but it's an RTS that doesn't try to approach space realistically at all.


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