Fuck this shit, the scale is all wrong.
Inb4 scale mods.
Fuck this shit, the scale is all wrong.
Fuck this shit, the scale is all wrong.
Cruiser counter is a circle of 3cm diameter. 1 pixel represents the ship, and the whole counter represents 3000 km diameter of its neighbourhood.I don't think it would be possible to make it in a more correct scale (you mean the distance between ships, I guess). The game would be a pixel in one side of your screen, and a few other at the other end.
I hope all chaos gods get equal amount of content in the game, unlike every other WH40k game where most of the chaos content is Khorne related.
The main problem most developers have is that a proper Slaanesh faction would land then firmly in 18+ rating
RTS! Tower Defence! Lane Strategy! They don't even bother to represent something a bit similar to the real thing like in Space Hulk series. Fucking gimmick game after gimmick game. I'm fucking sick of it all.About this one, Awor can be a sperg, but from the videos the ranges seems to be quite short. If they were going for a HW style thing that could be nice, or maybe it's simply a trailer thing, but all I can see are ships trading shots from meters apart. With spamming special abilities on the top.
Battlefleet Gothic: Armada - Waaagh! The Orks invade their way in new screenshots
Battlefleet Gothic: Armada, the RTS videogame adaptation by Tindalos Interactive of Games Workshop’s classic tabletop game, today reveals the Ork fleet for the first time! First hinted at in the Gameplay Trailer last month, in a post-credits sequence, the Ork ships are presented today in all their badass glory in new screenshots.
Orks are not your typical space-faring species. Their ships are usually built from scrap, hulks of other ships, and in some rare cases even from asteroids. But what their ships lack in reliability is made up for with sheer firepower and particularly strong prow armor. "More Dakka" would be their motto, and charging forward, all cannons blazing and ramming the enemy ships is a totally valid "tactic" in the mind of any Ork captain.
Developed on Unreal Engine 4, Battlefleet Gothic: Armada is an RTS in which the player takes command of one of these battlefleets composed of the most powerful spaceships from the Imperial, Chaos, Eldar and Ork forces, in a no-quarter given struggle for the control of the Gothic sector of space. Players will be at the center of every fight, commanding fleets of gigantic ships as the Chaos unleash a sequential chain of surprise attacks on Imperium naval bases – the start of 20 years of warring in the sector.
Battlefleet Gothic: Armada offers deep management of every ship composing the player’s fleet, both during and between battles. From the fastest frigates to the gigantic, miles-long battleships, the player will customize all aspects of his ships: weaponry, defense and support sub-systems, etc… each customization affecting the very performances of the ship and the special abilities available during battle. From battle to battle, the admirals and crew of surviving ships will gain experience and promotions, improving the battle-readiness of the ships for future, bigger and more dangerous battles.
Battlefleet Gothic: Armada will release on PC in 2016
I currently command a ship that can travel back in time.Micro warpjumps, what bullshit.
Micro warpjumps, what bullshit.
If you are going on a killing spree you should go get the MOBA developers instead. Dont you fucking dare touch Westwood guys.Klingon shit. RTS games are cancer of "strategy gaming". This video literally makes me wish I could go back in time and slaughter developers of Dune II.
Micro warpjumps, what bullshit.
we can still assume that the ships are magnified on the display or whatever. My main problem is rather with the lack of z axis. I know it was already the case in the miniature game, but then, what is the point of fighting in space?Cruiser counter is a circle of 3cm diameter. 1 pixel represents the ship, and the whole counter represents 3000 km diameter of its neighbourhood.I don't think it would be possible to make it in a more correct scale (you mean the distance between ships, I guess). The game would be a pixel in one side of your screen, and a few other at the other end.
Also, the problem of representing of huge scale warfare isn't exactly something that wasn't solved in wargames like Harpoon or Command.
Pre-dreadnought battleships. Also, lack of Z axis in BFG was because it would be a problem to represent it on a flat table. It would be different with a 3D computer game.People expected there to be a z axis in this?
Did you not notice how all the ships are basically space galleons?
I doubt they are into such subtleties.we can still assume that the ships are magnified on the display or whateverCruiser counter is a circle of 3cm diameter. 1 pixel represents the ship, and the whole counter represents 3000 km diameter of its neighbourhood.I don't think it would be possible to make it in a more correct scale (you mean the distance between ships, I guess). The game would be a pixel in one side of your screen, and a few other at the other end.
Also, the problem of representing of huge scale warfare isn't exactly something that wasn't solved in wargames like Harpoon or Command.