DefJam101
Arcane
I'll check this one out first thing tomorrow.
... either paid or steam it transformed into apple store, which is not far from the true...
Yeah, it's probably better to take what one RPGCodex poster says at face value.I knew it. As soon as this Curator, follow, Twitter bullshit started, It was the end of trusting Steam recommendations.... either paid or steam it transformed into apple store, which is not far from the true...
Darth RoxorDraQ
So I've played the game for thirty minutes or so and it seems... solid, actually. Controls well, runs well and looks nice. Color me surprised.
Interface and pacing-wise the game feels highly reminiscent of Space Rangers, as does the basic gameplay of fly around, shoot stuff, buy/sell modules, trade goods, upgrade little space ship. The game's combat mechanics are simple yet effective, I'd say. You can change your ship's power distribution between weapons/shields/engines on the fly, weapons have limited transverse arcs, shields are directional, so you can maneuver your ship to present your strongest facing to the enemy, etc. Nothing amazing or terribly innovative, but definitely functional.
I am concerned that NPC ship engines seem to lack the same warp speed (for lack of a better term) ability as the player's, which might trivialize the entire game unless later enemies develop some way to disable it. Also, I jumped straight into freelance mode so it's entirely possible the campaign is godawful. Given the scope of the game — there's literally something like 30 NPC factions listed on the in-game reputation panel — I'll need to play more to determine whether that content is actually any good. I won't have time to play more until later tonight, though.
For anyone struggling with the controls: try playing in 'turret view' instead of the default view. Steer the ship with the WASDQE keys and aim with your mouse, switching between combat / non-combat mode with the space bar. I think the game controls quite well like this.
Yeah, it's probably better to take what one RPGCodex poster says at face value.I knew it. As soon as this Curator, follow, Twitter bullshit started, It was the end of trusting Steam recommendations.... either paid or steam it transformed into apple store, which is not far from the true...
I was attempting to answer the unspoken question of "Is it shovelware?" which is pretty pertinent considering Starpoint Gemini 1 was military surplus potatoland trash.You sound so impressed.... "Nothing amazing or terribly innovative, but definitely functional." Wow, i wish i had such low standards too.
Starpoint Gemini 2 is supported by the Ministry of entrepreneurship and crafts of the Republic of Croatia.
I was attempting to answer the unspoken question of "Is it shovelware?" which is pretty pertinent considering Starpoint Gemini 1 was military surplus potatoland trash.You sound so impressed.... "Nothing amazing or terribly innovative, but definitely functional." Wow, i wish i had such low standards too.
edit:
http://www.inter-corona.com/
Starpoint Gemini 2 is supported by the Ministry of entrepreneurship and crafts of the Republic of Croatia.
Darth RoxorDraQ
So I've played the game for thirty minutes or so and it seems... solid, actually. Controls well, runs well and looks nice. Color me surprised.
Interface and pacing-wise the game feels highly reminiscent of Space Rangers, as does the basic gameplay of fly around, shoot stuff, buy/sell modules, trade goods, upgrade little space ship. The game's combat mechanics are simple yet effective, I'd say. You can change your ship's power distribution between weapons/shields/engines on the fly, weapons have limited transverse arcs, shields are directional, so you can maneuver your ship to present your strongest facing to the enemy, etc. Nothing amazing or terribly innovative, but definitely functional.
I am concerned that NPC ship engines seem to lack the same warp speed (for lack of a better term) ability as the player's, which might trivialize the entire game unless later enemies develop some way to disable it. Also, I jumped straight into freelance mode so it's entirely possible the campaign is godawful. Given the scope of the game — there's literally something like 30 NPC factions listed on the in-game reputation panel — I'll need to play more to determine whether that content is actually any good. I won't have time to play more until later tonight, though.
For anyone struggling with the controls: try playing in 'turret view' instead of the default view. Steer the ship with the WASDQE keys and aim with your mouse, switching between combat / non-combat mode with the space bar. I think the game controls quite well like this.
Yeah, it's probably better to take what one RPGCodex poster says at face value.I knew it. As soon as this Curator, follow, Twitter bullshit started, It was the end of trusting Steam recommendations.... either paid or steam it transformed into apple store, which is not far from the true...
You sound so impressed.... "Nothing amazing or terribly innovative, but definitely functional." Wow, i wish i had such low standards too.
the first one was, this one isn't.Was this that space game that seemed to have been set on a 2d plane?
i've been playing the beta, and personally i'd say it's more of a mix between the extremely derpy darkstar one and freelancer with added fleet mechanics, without getting the exploration of freelancer right. it has some cool features, like boarding, but most of it just looks cool at first glance and once you spend some time with it, you realize that it's all superficial without much substance. like the rep system, which sounds amazing at first, but then you see that it's just one friggin karma/alignment value and nothing more.This game is apparently really good for a space-sim. Sort of a mix between Eve Online and Freelancer. Let's get KKK (Kodex Kool Koncensus) on this before I
my $40
Actually, getting XP is a bad thing, given the way level scales (you get paltry benefits from leveling : one improvement to an active skill, and one passive perk every five levels). What counts is your bank account, so in order to max it without getting too much XP, the best is to hijack other ships (board).This game has some shit tier level scaling. I'm level 16 and it's getting to the point where I need to run away from most encounters. I've upgraded all my ship parts, but it's not enough. I haven't enough cash to upgrade into a better ship either. It's really bad that each level you get brings you only a teeny tiny marginal upgrade into one of your skills, but the enemies get bigger ships and with badder guns and shit. Starting to lose interest in the game because of this.
i've been playing the beta, and personally i'd say it's more of a mix between the extremely derpy darkstar one and freelancer with added fleet mechanics, without getting the exploration of freelancer right. it has some cool features, like boarding, but most of it just looks cool at first glance and once you spend some time with it, you realize that it's all superficial without much substance. like the rep system, which sounds amazing at first, but then you see that it's just one friggin karma/alignment value and nothing more.
it's the same with ship systems. everything but weapons is actually part of the ship and only changeable in minor ways. you can't save your hard earned money for a better drive or that cloak gen, at most you can drive someplace that sells a shiptype that comes with a cloak, buy that, and then slap a mod on it that makes you a tiny bit harder to detect or the component a bit more resistant. it's really sad, because with only some marginal additional effort (making reps unique, making systems their own things independent of the fucking ship) this could have been really great.
the only good thing in the game is the fact that it's very modable, so you can just make almost any starship you want to.