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Nebulous: Fleet Command

Glory to Ukraine
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Nov 22, 2020
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2,707
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Daaaaaamn, great to see the strike craft coming along nicely!
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,048
Nice. How long has this been in the EA? Hopefully when they decide to finally slap 1.0 on it, it will still have a decent playerbase to enjoy the mp.
 
Glory to Ukraine
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Nov 22, 2020
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Its been nearly 3 years at this point. The development got a bit delayed when the dev decided to work on SP and then simply axed it at one point. The strike craft update will be first major content update in ages (well, since the OSPN faction came out).

MP community remains fairly active (for this type of a niche game) and I sure hope it will hold on.
 
Glory to Ukraine
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Something will probably come out at some point on the SP front, however it will be completely different from the 4X stuff that the dev worked on for like a year before deciding it sux and abandoning it. Also I would not expect it anytime soon (as in a year at least).
 

Removal

Scholar
Joined
Jun 23, 2017
Messages
220
Something will probably come out at some point on the SP front, however it will be completely different from the 4X stuff that the dev worked on for like a year before deciding it sux and abandoning it. Also I would not expect it anytime soon (as in a year at least).
basically no free play campaign, definitely a set of single player missions are in the pipeline
 
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As a Moorline player, I await the arrival of the carriers with some trepidation, on the other hand apparently Moorlines can be carriers too... might be worth investing into at least one launch bay for fighters now, I assume that people will try to hunt the container ships (as well as railgun snipers) like crazy with the bombers. The cluster munition containers look cool and might end up being great for anti-strike craft defence. The active decoys being changed to size 2 missiles is gonna be pretty huge I guess.

Ah well, gonna have to spend a lot of time in the ship editor when this update drops. Not sure how I feel about the AI for MP matches, ppl will probably start making PvE lobbies, which I find kinda meh, but w/e. I sure hope people will not just start adding bots to every match now, instead of waiting for lobbies to fill up - we will see I guess.

The part about SP sounded p. well tbh fam, hope it turns out well eventually
 
Glory to Ukraine
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Nov 22, 2020
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Carriers are out!

1736529294343.png


So to begin with I straped a small hangar on my normal Moorline to have at least one interceptor carrying missiles to have at least some basic defense against enemy bombers - gonna get some games in to see how it works.

1736529482876.png
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Right, so indeed the introduction of carriers brought about a significant change, though carriers merge quite nicely with the existing builds and tactics (other than the pure container ships, which dont seem to be viable now), so they augment stuff rather than completely change the way the game is played.

Anyway, as it is now, you usually see 3-4 carriers per team both in 4vs4 and 5vs5 (both light/escort carriers and fleet carriers are viable). THe way it works is following:

- craft are divided into recon, fighter and bomber cathergories, as with anything else in the game you can design your own variants (in terms of components, but especially loadouts)
- weapons carried by craft have to be carried on the carrier itself, so in terms of components, carriers have very little outside of hangars and huge magazines
- launch times for craft can be p. long (3-5 minutes if you want to launch a larger package, can be mitigated by ship components), craft have limited fuel, so longer launch times mean that a lot can be wasted while you are gathering the strike package and has to be taken into account
- to launch craft you select the ones you want to send and their loadout (you prepare loadouts in the editor, you have only limited amount of individual loadouts depending on how much ammo you have on the carrier), craft get armed and launched
- once lauched the craft behave as any other unit, once they get on bingo fuel, the return to the carrier (ie they wont be lost due to running out of fuel, however if you lose their carrier they cant refuel elsewhere and are soft killed once their fuel runs out)
- larger groups of craft with anti ship weapons are extremely dangerous and will fuck up even heavier ships if they are not protected, which makes dedicated point defence ships more viable

As an example of things you can do - in the last game I played as OSPN I sent two of my clippers (basically missile/gun boats) to sneak along the highest end of the map towards the enemy spawn. A guy on my team playing a light carrier fleet sent a flight of like 10 bombers to join them. We noticed that an enemy carrier with some escorts was camping on an objective near enemy spawn, so we went there, I used the radar jammer on one of my clippers to mask both my ships and the bomber flight which stuck close. We managed to dive on the carrier, which happened to be escorted by two point defence destroyers (which had no anti ship weapons) - my clippers fucked them up and capped the objective while the bombers killed the enemy carrier. Shit was p. cash tbh fam.

Great update. Also it looks kino as fuck.

ANS fighter.jpg





AWACS.jpg




Dogfight 2.jpg


Fighters 2.jpg


Fighter strike.jpg



Landing at CV.jpg
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,905
Location
Lower Wolffuckery
Right, so indeed the introduction of carriers brought about a significant change, though carriers merge quite nicely with the existing builds and tactics (other than the pure container ships, which dont seem to be viable now), so they augment stuff rather than completely change the way the game is played.

Anyway, as it is now, you usually see 3-4 carriers per team both in 4vs4 and 5vs5 (both light/escort carriers and fleet carriers are viable). THe way it works is following:

- craft are divided into recon, fighter and bomber cathergories, as with anything else in the game you can design your own variants (in terms of components, but especially loadouts)
- weapons carried by craft have to be carried on the carrier itself, so in terms of components, carriers have very little outside of hangars and huge magazines
- launch times for craft can be p. long (3-5 minutes if you want to launch a larger package, can be mitigated by ship components), craft have limited fuel, so longer launch times mean that a lot can be wasted while you are gathering the strike package and has to be taken into account
- to launch craft you select the ones you want to send and their loadout (you prepare loadouts in the editor, you have only limited amount of individual loadouts depending on how much ammo you have on the carrier), craft get armed and launched
- once lauched the craft behave as any other unit, once they get on bingo fuel, the return to the carrier (ie they wont be lost due to running out of fuel, however if you lose their carrier they cant refuel elsewhere and are soft killed once their fuel runs out)
- larger groups of craft with anti ship weapons are extremely dangerous and will fuck up even heavier ships if they are not protected, which makes dedicated point defence ships more viable

As an example of things you can do - in the last game I played as OSPN I sent two of my clippers (basically missile/gun boats) to sneak along the highest end of the map towards the enemy spawn. A guy on my team playing a light carrier fleet sent a flight of like 10 bombers to join them. We noticed that an enemy carrier with some escorts was camping on an objective near enemy spawn, so we went there, I used the radar jammer on one of my clippers to mask both my ships and the bomber flight which stuck close. We managed to dive on the carrier, which happened to be escorted by two point defence destroyers (which had no anti ship weapons) - my clippers fucked them up and capped the objective while the bombers killed the enemy carrier. Shit was p. cash tbh fam.

Great update. Also it looks kino as fuck.

View attachment 60042




View attachment 60043



View attachment 60044

View attachment 60045

View attachment 60046


View attachment 60047
Unfortunately, after this update it stopped working on my Linux system, it never finishes initial loading.
Will have to wait until they fix it to try carriers, but it looks like it will be delight.
 

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