Showing posts with label Energy. Show all posts
Showing posts with label Energy. Show all posts

Thursday, 3 May 2012

Starfarer: 0.52a


Finally, the game has music now! I know its technically realistic for the deep dark void of space to be silent as the grave, but it was getting dull just gliding around without any sound. The one track in the game so far, composed by Stian Stark, really nails the feel of the game's post- civil collapse setting. Hopefully, there's more to come.

There's a plethora of balance changes, tweaks and bug fixes that just came in.

(They can be seen here http://fractalsoftworks.com/forum/index.php?topic=1869.0)

To test out every feature of the new build, I deleted all of my saves and started afresh. Early on, I got an heavy burst laser (or HBL), and the new 'charges' system was interesting. The HBL has 3 shots which can be fired off in quick succession, and they recharge at a slow rate. After the three charges have been used, continuing to fire will only allow you to fire it at the same rate that it regenerates. It adds a cool 'hit and run' mechanic and makes it a much better point-defence weapon, without being too imbalanced.

One of the more interesting changes is the implementation of 'accidents' as a means to limit inventory. In most games that have an item storage of any description, an arbitrary weight or space limit has been tacked on the end; as if that final crate was the straw that broke the camel's back. In Starfarer, we're now given an alternative, one that makes you think. Once you go over a certain limit, instead of your loot hands being tied, you increase your accident risk. This means that each day that passes, there's a chance that one of your excess weapon containers might disconnect and collide with your crew's living quarters. Ouch. There are other examples than this one, of course. It's refreshing to be given an alternative that adds an extra gambling factor. This could make for some great gameplay on the freight side of things. Do you leave that extra crate of weapon components to make the trade safer, or do you gamble your stock in the hope to make a huge profit?

Anyway, to avoid getting punished for being over the limit, I got my hands on an Atlas-Class Super Freighter. It's slower than a crippled sloth dragging itself through a tar pit, but my cargo worries are over now. It also has a flight deck, so it's not entirely useless in the field.


My Flagship (Left) and my Transit Van (Right).
There's still that annoying problem where the lesser enemy groups just run from you, of course. However, Alpha is Alpha, and it's only fair to look at this game for what it is rather than what it isn't (yet).


I'm looking forward to playing through this, and to getting my hands on the next patch.

Monday, 12 March 2012

Starfarer (Fractal Softworks)



It starts with a mad rush for the capture points. I opt to storm the sensor array, deep inside the nebula. The enemy goes for the navigation buoy, granting them extra speed. An isolated fighter wing is caught out and swatted by my meaty assault chain-guns and point defence lasers. Soon, my secondary cruiser comes under fire from bombers, fighters and two frigates. It begins.

I charge, full speed ahead, and score three successful hits with missiles on their frigates unshielded hull, followed up by a burst from a graviton beam to seal the deal. However, in my excitement I allowed my ship’s system to overload, (n00b mistake, gtfo!) which strips me of my shields and weaponry for a short time. A reaper-class torpedo comes hurtling into my fizzling hull, but I manage to escape the second, with a smug expression still adorning my face.

This is the game I'd dreamt of as a kid. This is Starfarer.



It’s only in Alpha at the moment (version 0.51a), but the idea is to create a free-roaming sandbox game similar to ‘Mount & Blade’, but with a motherload of more interesting mechanics, factions and a name more original than ‘Ship & Laser’. Modders are already at work creating their own vessels and arsenals of imbalanced weaponry, and the developers are giving them all the tools to do it. It’s a fantastic opportunity, as the number of ship and weapon sprites are potentially endless. The isometric view reminds me of the days I spent playing ‘Master of Orion II’, and gleefully watching my ships taking turns at bombarding each other with brightly coloured energy weapons. To have it all happen in real-time, is a dream come true.



The present business model is the Minecraft approach (and I don’t mean that it has a lazy graphics system claiming to be retro). You get the game 50 % cheaper in Alpha and, of course, you get access to all of the preview builds, which include an entertaining bunch of challenging set-missions and a campaign mode so far.

envy. You know it hurts.
In its present state, the campaign is very bare-bones, but there are a number upcoming features such as planet-side bases that you can establish, a fleshed out trading system, inter-stellar travel, a mission system based around the factions in the game, and a character progression system, naming but a few. Alas, all a player can expect when they start the game is an individual frigate, cowering in the shadow of the incredibly powerful Hegemony System Defense Fleet.

Fleet envy. You know it hurts.
It’s quite amazing how many customisation options are available for one small frigate. The missiles, energy and ballistic weapons can all be changed, a list of 21 hull upgrades can be chosen, flux capacitors and vents can be installed to allow you a more sustainable craft. Getting that perfect balance between all the different factors is an addictive process.


I've poured hours upon hours into this game so far. Its quite possibly some of the most fun I've had since Freelancer, So I'll be writing about each update a day or so after they're released.