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Nebulous: Fleet Command

Glory to Ukraine
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Nov 22, 2020
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2,662
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Played some more MP matches, the MP community is fairly strong (a pleasant surprise given how niche this game is) and it isnt difficult to get 4vs4 matches. The two factions (a regular navy and ragtag frontier dudes who use modified civilian ships) that are in the game right now are pretty distinct and play differently, but are also balanced pretty well, both are viable.

The learning curve is indeed p. steep, and gitting gud is properly rewarding (plus you can design your own ships and even missiles). I am fairly confident about the basics already, though as a noob I still tend to hang back and snipe/launch missiles/do EW stuff while the rest of the teams flies around lol.

Certainly looking forward to some SP content, as so far there are only basic and advanced tutorials outside of the MP skirmishes.
 
Glory to Ukraine
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Just a heads up - there is the first SP campaign for Nebulous, albeit an unofficial one. You can find it in Steam workshop for the game.


https://steamcommunity.com/sharedfiles/filedetails/?id=3129262667

There are four missions for the OSP (the rag tag rebel faction) that show the start of the conflict that the game deals with. I am playing through it and it is fairly good, especially since its fan content. There are briefings and dialogues during the missions, missions are also fairly difficult and so far I haven’t encountered any bugs.

The official campaign is planned, but wont come out anytime soon.
 
Glory to Ukraine
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Nov 22, 2020
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Yo, what up nigguhz. Since I have been playing this a lot lately and I like playing missile ships, lets take a look on how the missile warfare in the game works.

If you played for example Cold Waters, you get the basic idea - the cruise missiles can have their flight path plotted to the point when they activate their homing sensors (of course there are also direct fired missiles for use at short ranges), though this being a 3D space game, the things are obviously more complex.

Here is the map view (similar to the one from Homeworld), where you will be spending most of your time:
1708257866853.jpeg


Here you can see how plotting the cruise missile strike works:


Plotting the shot.jpg


The red cone shows the area covered by the missile sensors once they activate. You can design your of missiles and in fact designing your own stuff is a huge part of the game. Missiles have tons of subsystems including the homing sensors (there are like ten types in total, ranging from active and semiactive radars to wake homming and optical guidance - all of them have various countermeassures that ships can use against them), configurable engines (you have to balance maneauverability, speed and range), as well as their own countermeasures/penetration aids and such. Both factions have their own approach, with the ANS (regular navy) having access to multistage missiles while the OSPN (rebels) can use improvised containers missiles which can have wide variety of uses.

It tends to be p. hard to break through the point defence of larger formations, so you have to pick your targerts carefully, you are usually better of trying to pick off isolated ships (though if you happen to play against noobs with poorly desingned ships, things get easier). The key is to use mixed salvos - I like to use for example one pure penetration aid missile (with directional radar jammer and tons of decoys) followed by a mix of active radar and home-on-jam missiles.

When you plot a successful strike, you are rewarded with cool show like this...

Salvo of containers about to nuke an enemy scout.
Strike.jpg



Another enemy scout having a bad time with my containers - in this case I ploted a speculative strike at one of the objectives (C in this case). Since I managed to hit the the capping scout the enemy team failed to cap the point and had to redeploy more ships to try to secure it. This is a very rewarding if risky tactic for MP.
missile ambush.jpg


Here you can see the nemy crew evacuating the knocked out scout in life pods - this will be important in the campaigns where you will have named officers and crews gaining XP.

1708258908566.jpeg




And here we have an enemy missile/EW cruiser getting fucked up hard by the well plotted top-down missile strike. Notice the red tracers - those are the last shells fired by the point defence guns. The yellow lines are the streaks left behind the rockets on the way in. In this case I used rocket containers - those carry large number of submunitions that get released close to the target, very usefull if you need to overwelm a powerfull point defence network.

Cruiser Hit.jpg


The game is still in primarly MP phase now, the devs promise to release an update which will introduce careers and strike craft at some point, which will be a very interesting addition - I will see if I switch from the missile ships to careers once they come out.

Sometimes some really ridiculous stuff can happen in the MP matches - recently I was chilling with my missile ship behind and asteroid, sending containers left and right, suddenly a dude from other team tried to rush my possiton with a battleship (the most powerful ANS ship class in the game) followed by a point defenes frigate. In panic I launched a huge salvo at the approaching ships, which was mostly ineffective, however I scored a lucky crit on the frigate, which detonated its reactor. Reactor explosions are the most lethal thing in the game, they kill the sensors in the vicinity for a while and do massive damage. Since the battleship was in close formation with the frigate and was caught up in the explosion, which knocked it out as well. The dude ragequite the match and I spent rest of the match trolling the other team in the chat, since I was out of missiles at that point. Good times.

In any case, shit is p. cash tbh fam. Cant recommend this enough.
 

std::namespace

Guest
my gut is telling me that this is never gonna be fun:
its a slow rock/paper/sci rts where you fight the 3d ui with your apm

...the core gameplay makes me think of world of tanks... :
you move around invis, looking for position and then fight
except here you cannot disengage
so once fighting starts, the r/p/s just wins...
too much rng, no player skill, except predicting/guessing position
 

ropetight

Savant
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Dec 9, 2018
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Nebulous gets better and deeper, and every part is throughly planned.
Revamped UI will make game look better and easier to play.
Rest of changes in pipeline (intelligence ops, marines and ground battles on strategic layer) also look interesting.
Dev mentioned carriers are planned, that got me hyped through the roof!
 
Glory to Ukraine
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Nov 22, 2020
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Here is the official roadmap: https://trello.com/b/ZNxJIGSQ/nebulous-public-roadmap

The SP campaign is the Bethel Rebellion thingy listed in the "Future Major Updates," though I havent seen anything new ragarding when it is coming.

The Solar System Conquest mode will also have an SP option (this is the stuff that the last video relates to with UI and intel stuff), I guess this will be coming in the forseeable future, since the updates keep coming fairly often.
 

Removal

Scholar
Joined
Jun 23, 2017
Messages
220
Single player just got put on "indefinite pause"
per the dev, combination of spaghetti code, bugs, and the metafags in the discord complained that they couldn't make their meta fleets
 

ropetight

Savant
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Dec 9, 2018
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Lower Wolffuckery
Single player just got put on "indefinite pause"
per the dev, combination of spaghetti code, bugs, and the metafags in the discord complained that they couldn't make their meta fleets
This makes this game skirmish/multiplayer only affair, like Sins of Solar Empire.
This is unfortunate, and removes my main point of interest in the game... "indefinitely".
I hope they will resume work on campaign later.
 
Last edited:

Beastro

Arcane
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May 11, 2015
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where east is west
This looks like Children of a Dead Earth with a +1 to technological level.


So basically this game seems like (admittedly in-depth) simulation of sea battles, except in space and with aesthetics somewhere between bastardized Homeworld and Nexus.

I don't exactly see that in that the distances get rather insanely close in the OP's video which would only happen in a night fight.

Then there's the usual tropes around speed with battleships being slow and smaller vessels being fast. The naval reality of that is more nuanced and has some exceptions (larger warships handling bad weather and heavy seas better making them actually faster in such circumstances) while the differences aren't as big as game's shallowly tend to paint them.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/887570/view/4201376568920416876
Conquest: The Unfinished Build – Now Available
Hello Spacers,

It’s become very clear over the last few days that many of you feel hurt by the announcement on Monday concerning our updated development plans. These plans have not changed: we will still be moving on to our Carriers update and then returning to an overarching multi-skirmish game mode. Singleplayer content has not been cut, as some have claimed, only delayed. This is our first missed development target ever.

However, because so many of you were so invested in Conquest as it was originally conceived, after consulting with our publisher and some other individuals we trust, we have decided to release the current unfinished build of Conquest as-is on a special beta branch. This build is still very incomplete and unstable, but if you wish to play it you will now be able to.

To be clear about our intentions for this build:
• This build is released as-is, and represents an incomplete product.
• We will NOT be releasing further updates or bugfixes on this beta branch.
• Regardless of positive public reaction, work on this branch will NOT resume.
• Modders are free to do as they wish, but please mark workshop items appropriately.

The unfinished Conquest build can be accessed via Steam’s betas feature, just as you would access the public testing branch, under “conquest-unfinished-build”.

This is an 80% solution of Conquest (and as many know, the last 20% takes 80% of the time). If you are looking for a balanced and challenging war simulation, you won’t find it in this build. It even still has the bandaid of selecting random skirmish maps to fight on so it’s not 24/7 Abyssal. But if you just want to manage your own custom space navy and mash spaceships together, this might be enjoyable enough.

To reiterate:
singleplayer content has not been canceled
. We are still hard at work on a redesign for our overarching game mode which will provide context to individual skirmish battles. We will not be releasing information on the design until we have done actual prototypes and we are more confident it will actually be fun. The goal of the new design will be to mesh much more gracefully with Nebulous' core gameplay alongside the return of many of the most interesting mechanics from Conquest mode's original design including officer veterancy and intelligence, a persistent fleet with logistical concerns, and an actual narrative thread and objectives. Once the design is more solidified and we're confident in its bones, we'll discuss the plans in-depth in a future devlog.

See you in the battlespace,
- The NEBULOUS Team
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,558
Location
Itaca
I don't think it's hideous, just very simplistic on purpose and trying to look "realistic" according to expectations set up by hard sci-fii movies and TV series.

In reality nobody knows how space combat would look like, you have these guys who think missiles and fighters are going to be king and then you have Terra Invicta which takes the oposite view. Either way both games are interesting and provide that hard scify vibe. Because hard sci-fi isn't about being right about the future, just about taking a serious approach to the setting premisses and making it look realistic and above all coherent within itself.

In the ned for me, as long as graphics are neat and interface is functional I am happy. I value coherence the most.
 

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