ColCol
Arcane
- Joined
- Jul 12, 2012
- Messages
- 1,731
Man, look at the users long gone.......
Well, on topic. This game is getting a sequel.
http://www.steammarines2.com/
From Some Devlog:
Well, on topic. This game is getting a sequel.
http://www.steammarines2.com/
From Some Devlog:
"Marines. MARINES."
Steam Marines 2 is going into alpha release within the next few months!
The game currently features:
- Permadeath - take care of your marines or die trying.
- Turn-based combat - master movement and fire tactics.
- Procedural generation - ship interiors and planetside levels.
- Factions - human, alien, and robot units with their own gear and tactics.
- Customization - marines with names, portraits, and gear.
What's New For Returning Players?
Some comments for players of Steam Marines 1 who may be interested in differences between the two games:
- Marine squad size has been increased. Still try not to reach zero marines.
- You control your spaceship instead of just fighting inside of it. There is a bare bones ship combat system in place (that is not turn-based) that I intend on expanding. Essentially your marines are aboard the I.S.S. Delhi and you can land on planets, moons, et cetera to insert your marines into combat.
- Marine firing is no longer restricted to cardinal directions. Movement is still based on a square tile grid.
- Steam Marines 2 separates out Action Points and Attack Points. Whereas in the first game all attacks/abilities used some set amount of Action, the sequel allows more granularity in what each marine can do per turn by separation of resources.
- Marines now reveal fog of war in a 360 degree sphere instead of just a cone in the direction they face.
- Tactical combat is a lot less about lining up marines and Guarding and a lot more about line of sight positioning and choosing shots; Marines can now aim for the head or center of mass which affects damage and accuracy bonuses/penalties.
- Proximity to targets affects accuracy.
- Marines are now differentiated not only by class/weapons/armor but by personality traits. Traits have chances to trigger per marine per turn that can boost Action, experience gain for the turn, and other effects.