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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 25f507253bbd7e4⋯.jpg (195.49 KB, 1300x731, 1300:731, LoGH-Imperial Cruiser.jpg)

File: 7300d2034b0b13d⋯.mp4 (8.07 MB, 1156x890, 578:445, Gondola between worlds.mp4)

e1500a No.13561890

Welcome to another Space Thread Captains,Admirals and Emperors. So gather around and share your stories,exploits,challanges and goals

>What are you playin

>What are you Listening

>What are you invading

So please come in and share in this great space thread. Also a question for the thread, If you could visit any planet from any media what would it be?

e1500a No.13561900

File: 14b4d0576a1bfc9⋯.webm (7.59 MB, 480x360, 4:3, LoGH-Op2.webm)


f58c32 No.13561934

Does anybody know if I can play Oolite with a Xinput controller?

http://www.oolite.org/


d981d0 No.13561991

File: bf90ab7b074ef4e⋯.png (794.64 KB, 846x797, 846:797, Swolecardio.png)

Any games that let you roid rage hard as a swole as fuck character?


68c916 No.13562002

>>13561890

>captains, admirals and emperors

and citizens? :^)


56a3ab No.13562011

>>13561991

Crysis, maybe. You can punch norks to the moon, and kill people by throwing frogs at them.


d981d0 No.13562013

File: b5e818cbabd23c1⋯.png (887.34 KB, 864x631, 864:631, ShekelRoberts.png)

>>13562002

Oy vey!


1cb30c No.13562172

File: f834769b5304c18⋯.jpg (32.1 KB, 483x341, 483:341, CjELWpv.jpg)

>>13561991

What about bearmode?


bf4fb5 No.13562229

YouTube embed. Click thumbnail to play.

I wish I could get comfy in space

To have locomotion in any angle with no restrictions

I want the void to engulf me as I witness events of a magnitude that my feeble mind cannot even begin to comprehend.


74d4c4 No.13562248

Is Stellaris a meme or is it worth playing?

How does it compare to say Star Ruler?


bf4fb5 No.13562260

>>13562248

>Is X a meme

You need to stop posting


74d4c4 No.13562273

>>13562260

Make me

To be honest I haven't been active since 2015-ish

I'm outdated


e1500a No.13562290

>>13562248

>Is Stellaris a meme or is it worth playing?

Bear in mind I have never played it but from what I've seen from lets plays and such you could get a game or 2 if you get all of the DLC i.e pirate it and mod it. But it's still not a complete game because of sweedes


1e8778 No.13562300

gonna get back into elite dangerous now that the ayy shit is finally happening. what's the current broken feature people are exploiting to make money?


56a3ab No.13562311

>>13562300

I think they've killed more or less everything profitable.


bf4fb5 No.13562324

YouTube embed. Click thumbnail to play.

>what's the current broken feature people are exploiting to make money?

Ur mum lol


261dbc No.13563468

File: 7a5c24382e42f16⋯.png (261.76 KB, 620x620, 1:1, 7a5c24382e42f16384bf794ea4….png)

>>13562248

Its shit - Skyrim of 4X Space games/ Even with mods you cant repair core game and terrible AI.


264f0a No.13564504

File: 19da0c8add19d79⋯.webm (2.34 MB, 1920x1080, 16:9, Chieftain360.webm)

File: a81e034fe14be02⋯.webm (1.98 MB, 1920x1080, 16:9, Krait360.webm)

File: 06ccc9e42e89b41⋯.jpg (2.14 MB, 7680x4320, 16:9, INRA Base.jpg)

File: 5264308950aca35⋯.webm (1.18 MB, 2560x1080, 64:27, Lewd Vulture.webm)

>>13562311

The background sim is so large Fdev will never be able to fix and plug every loophole and glitch in the matrix it creates on it's own. Especially since they're spending most of their time on other shit.

>There will always be a loot cave


4c3e0b No.13565082

Allegiance.

Those crazy dudes put it on steam for free.


9bf027 No.13565679

Waiting for Thrawn's Revenge 2.2 to be released.


681e2c No.13565746

>>13562248

I have every single Stellaris DLC and it still sucks royally compared to Sword of the Stars. The presentation you can get at beginning of the game is good because you can add any species you want with mods, but everything after that is lackluster and clusterfuckery of the highest swedish order.

tl:dr stellaris is a total cuckfuck.


8cd1b6 No.13565822

>>13565746

SotS is a weird gem. The game is one of the best examples of low skill floor, and a high skill ceiling because the base 4x gameplay is very simple, but the military side of things has all sorts of cool shit going on, and most broken things have some kind of counter, soft or hard. I wouldn't even consider Stellaris in the same ballpark as SotS.


5b9d16 No.13565865

>>13561991

Chronicles of Riddick obviously. And thanks to cunt that recommended House of the Dying Sun, it was fun.


dea449 No.13565965

YouTube embed. Click thumbnail to play.

Discuss.


b20052 No.13566273

File: 778f92b26789c23⋯.jpg (58.19 KB, 500x322, 250:161, embrace pain.jpg)

>>13565965

>I have a crippling weakness for autistic building games

>I have a crippling weakness for autistic building games that are in space

>Every single one I've played is either 1) bugged as shit 2) utterly barren online or 3) in >>>early access

>mfw it's taking ages to get a spaceship building game that's consistent and not patched up or looks like shit when the demand for such a thing should blow up immediately

>tfw I'll probably get this anyway because I want this shit so badly

I hate that I'm cursed to so desperately want something that's mired under so much cancer and autism, but I just want to build cool working shit consistently with friends who enjoy this stuff except those friends don't exist

>mfw I missed the 8ch expedition into Starmade where they made a dickass nazi moon fortress that got blown to shit by butthurt spacefaggots

i hurt


dea449 No.13566307

File: 136e43ca02269ac⋯.gif (124.15 KB, 640x480, 4:3, prev26.gif)

>>13566273

This one looks pretty nice, though. Check the development videos.

Will the frogs save bydiagaems? They already gave us this gem once.


dea449 No.13566308

File: 136e43ca02269ac⋯.gif (124.15 KB, 640x480, 4:3, prev26.gif)

>>13566273

This one looks pretty nice, though. Check the development videos.

Will the frogs save bydiagaems? They already gave us this gem once.


34112a No.13566328

>>13562300

So far the ayyliums are a hit and miss, the CG's about them are arguably garbage and I think fdev is focused more on patching the latest money printing machines than making normal stuff interesting or rewarding.


cd1130 No.13566391

>>13565965

This looks more than a little bullshotty. If someone finally manages to make a space engineering game which isn't overly dependent on either algorithmically statted boxel function block farms (like Starmade) or boxel hulls with static noncustomizable objects for systems, weapons & turrets (just about everything else) I'll be rather pleased, but I'm not holding my breath, even if I'll take a look at some of the other content.


b3229a No.13566413

>>13566273

>mfw I missed the 8ch expedition into Starmade where they made a dickass nazi moon fortress that got blown to shit by butthurt spacefaggots

Didn't we make another one?

Then steal someones borg cube?

Then started building two mega-ships and put fuck-off maga-cannons and turrets on our base.

And then suddenly everyone dissapeared.

I is sad.


aa8f39 No.13566657

>>13565965

>Yet another voxel autism bricks game #34142312


6613fd No.13566814

>>13565965

>more block shit

I had my fill already


bba7d1 No.13566821

yes where do i go for laughs about star shittizen?


11a39b No.13566833

>>13566821

>>>/bane/

For crashes with no survivors.


bba7d1 No.13566856

File: 5b3e79c987b1f1f⋯.jpg (58.1 KB, 640x640, 1:1, 1401733427891.jpg)

>>13566833

>25 pages worth of baneposting with last thread being made 1.5 years ago


434c74 No.13566858

>>13566821

You missed the last cult gathering sadly. It was pretty fun seeing Roberts sweat like a pig as their highly scripted vertical slice kept crashing and the physics kept bugging out and killing people.


bba7d1 No.13566868

>>13566858

Oh no I saw it, I just thought that these threads would get made more often or like have their own board where more regular updates are on. I just get the info on the cult from here because I don't know where to look for pathetic stories of these cult members.


bd0e6a No.13566891

>>13566821

Try the Star Citizen forums.


333932 No.13568386

ED multiplayer is trash and will continue to be trash until they stop using genuine P2P. Most "P2P" games actually aren't - one random player is secretly designated the host and their instance of the game arbitrates the session.

In a true P2P game like ED and most RTS, every player runs their own instance of the game with zero arbitration and just exchanges "suggestions" to the other players. Which is why ED multiplayer works so poorly. It has an always-online DRM system, and that acts as a limited arbitrator for multiplayer, but nowhere near enough for a stable, secure multiplayer. Hence you had people outright using Cheat Engine successfully online. ED's structure leads to glitchy not-really-synchronized shit that only works half the time if you're lucky.

The reason RTS games get away with P2P is because they are deterministic and lockstep - there is no randomization, and all clients must wait for each other to continue playing. This is why lag in RTS games manifests as freezing rather than rubberbanding, and it's why Sync Errors happen. This works well enough because they aren't immersive action games and is necessary because it drastically reduces their bandwidth. They are the only genre where P2P works.

ED should move away from it asap.


b20052 No.13569458

>>13566307

>>13566308

yeah, it does. I'll most probably get it, hopefully we could get a torrent up and have 8/v/ play.

bully for doublepost

>>13566413

I actually remember this. they nudged some tryhard fag's huge ship out of a safezone using smaller ships so they could break into it, and turn it into a MAGA. I'm now even sadder


d981d0 No.13572144

Treasure Planet game when?


4298bf No.13572297

YouTube embed. Click thumbnail to play.

>>13572144

There's Battle At Procyon

Its set some time after the movie, when Jim has joined the Royal Navy, and has nothing to do with the story of the movie, it only borrows a few characters from it.

The game is about a war with a group of furries as Jim gets his first command, and is essentially a naval combat simulator set in that universe. Only restriction is that the ships are stuck moving in 2d.

If you know the original SotS, you will recognise the combat system since its the same people who made both.


89de9e No.13572313

>>13572297

That actually looks fun


38573e No.13572353

File: a4e1f82fcac31fb⋯.webm (1.16 MB, 640x400, 8:5, wszechswiat.webm)

Are there any comfy space exploration games post 2005?

You know

Just ship, space maybe crew, quality ambient and tons of shit to do.

Also pls gib more comfy space gondolas


de3c2c No.13572360

File: 483031c79766f25⋯.webm (6.84 MB, 480x360, 4:3, Carmen Miranda's Ghost 02….webm)

>play Rebel Galaxy

>comes with a custom music option

>load up this entire album

>flying around space shooting pirates while listening to country rock and space folk music


de3c2c No.13572373

File: 23b4fc6aa73842a⋯.webm (5.26 MB, 480x360, 4:3, Carmen Miranda's Ghost 12….webm)


de3c2c No.13572384

File: 89f08ac35f973d1⋯.mp4 (13.36 MB, 1280x720, 16:9, 6. Blues Saraceno - 7th Bo….mp4)


56a3ab No.13572390

>>13572360

>got rebel Galaxy with origin access

>still haven't installed it because it feels weird being unable to to up and down in a space game


de3c2c No.13572428

File: a82d1df1a528552⋯.mp4 (11.97 MB, 1280x720, 16:9, 4. Blues Saraceno - Killin….mp4)

>>13572390

It's not so bad if you don't think of it as a dogfighting in space and instead think of it as sea ships in space.


cd1130 No.13572431

>>13572390

Don't think of it as a traditional space combat game, think of it as age of sail frontier buccaneering, with broadside ships of the line, or maybe pre-dreadnought era naval dickswinging in the second world, that just so happens to take place in space. It's an enjoyable experience, if not an incredibly deep one due to being a two-man garage studio project under constraints time constraints from throwing together everything with sweat, grit and chewing gum. And a kinect for motion capture, I guess.


fe707b No.13575379

>>13572313

The gameplay is a bit iffy though.

In order to shoot your ships weapons you gotta point and click at enemy ship, each time separately for each salvo.

Oh and it won't bother telling you when your guns have reloaded, so it turns into a match of you clicking at enemy ship frantically over and over again till it is dead.

Or you could try boarding, but first you sohuld try and blow up enemy ships sails which are one of the things you can target with your guns.


4298bf No.13575747

>>13575379

Not quite.

You have the sidebar that shows you your ships weapons. It also shows you which guns are reloaded or reloading.

The reason you have to click enemy ships to fire a shot is because of the targeting system. The shot will be aimed at the pixel you clicked, which is how you target specific parts of your target, like rudders, sails, engines or gun decks, all of which have different effects on the target if destroyed. Sails are the most obvious, due to the big drop in speed and because they are very vulnerable, but shooting out the rudder of a man'o'war and leaving it unable to turn is also a good way to force it out of a fight and taking out the decks with the most firepower is a good way to leave an enemy helpless.

There's a ton of little things like that you can do once you get a bit of practice in.

As an alternative, you have a button next to the formations buttons, that fires all your guns at any targets they can find on their own, if you don't want to make useful decisions about where to fire.


eb0dd0 No.13575750

>>13572360

>comes with a custom music option

i should have played the game in the pc…

>>13572390

>origin

i would understand steam, but that shit is the devil, anon.

Also give the game a try, its fun


a41442 No.13575800

WHEN'S OUTER WILDS


eb0dd0 No.13575820

>>13572428

>>13572384

do you have the OST mega link?


57dc05 No.13575862

How's Rogue System yet?


cd1130 No.13576061

>>13566413

>>13569458

I was there for round 2 and part of round 3, though not for round 1; 1 & 3 took place on the same server while 2 was on a different one in the interim. As I recall, it was a rough start of us getting more or less immediately given the whack-a-mole treatment by a tryhard slav autist with a suprecapital, jumping us and making a nuisance of himself because it's hard not to notice a faction of tens of people showing up out of nowhere. I don't know how far we progressed before everyone said fuck that noise and moved to a new server, which is when I joined in.

At that point, we once again set out into the absolute boonies to establish ourselves, with some logic block autists- bless their hearts- building an absolutely gigantic cubic mega-factory, which was to serve as the heart of an interim station while we figured out what we wanted as a home base. Said interim station expanded out into a bunch of flat catwalk drydocks and a mega-turret; ugly but functional. Initially, the administrators were very happy to have a sudden massive influx of people (I think we had 50 members, of which at least 40 were active and 20 religiously contributing in some way, either ferrying new people to our home in goofy shuttles, getting resources or engaging in a megaproject with said resources) and were gregarious suck-ups. Then, as the sheer enormity of our plans dawned on them- our nominal Great Leader, whoever that was, inquired about whether it'd be okay to make a Death Star in two docked halves around a space station and was immediately told 'fuck no!'- and their noses wrinkled at such antics as planet cracking at all hours of the afternoon to night by myself & others, the lamentation of a lost swastika ship (this was my bad, I was testing it as a potential power layout while I was feeling out how to work with the power cube system and it glitched out, flying into the void, and I naively didn't think they'd be flagrantly spying on our faction chat when I wept over it; I did somehow find it in the void later, though) and the more or less single-handed overloading of their potato server.

And then, if I'm not mistaken, autislav returned, because apparently he was a notorious shithead and cross-server dongmeister instead of a monoserver dongmeister and was of a mind to pursue us, but regardless another supercapital appeared on our doorstep to whack us in our formative stage, because reasons. The server crashed midway through the basically pointless engagement, since our home station was invincible with almost every ship docked and our superturret kept popping out of its gimbal (which I ungracefully shouted about, I still don't understand what glitched out) after which some people that were buzzing over his bridge as he single-mindedly shelled the station (maybe hoping to get player kills for a very slight nudge towards home station vulnerability) got stranded outside their ships. A couple had the idea to bump his ship with some little tug-tier ships so he couldn't immediately jump back in the core block and nuke us if he happened to not get as fucked over as some of us did, at which point we were admonished while the admins teleported autislav back into his ship while we had to eat shit and slowly jetpack back.


cd1130 No.13576065

>>13576061

The whole time autislav is talking mad shit, cursing like a sailor and linguistically wiggering it up with his favorite interspersings of 'lol' and 'bitches' while we argue with the staff over the favoritism, at which point they start admonishing us for cursing in their 'E for everyone server, there are children here :^)' with an insufferably smug self-awareness of what they were engaging in with this farce. Some of us, including myself, continue to specifically curse them out and demand they act as their position demands in equal enforcement of the supposed rules- out of spite far more than any faith that they'd be anything other than dumb cunts- and then get dunked out of the server with kicks & bans. Afterwards, we leave the server, which falls into shambles from the amount of strain & damage we'd done to the servers and which this event had presumably done to the people that could tolerate twilight hour lag but not fagmins, and suddenly they no longer had a playerbase.

Round 3, much the same starting out, except we'd returned to the first server which was quite receptive to the large increase in playerbase and had been looking for an excuse to remove autislav for a long time now, which they did. There are some large-scale construction operations of a home station in the middle of nowhere as was our habit, some grand theft auto, I made a ship and then couldn't get in as the blueprint corrupted & the game crashed for some unidentifiable reason that killed my desire to start over constructing it, and bickerings with a different tryhard faction of unfun shitters bent on autismblocks PvP. Then somebody logged into one of the admin accounts after testing it out of curiosity and finding they had NOT registered their name as exclusively theirs and had no password for the server specific name login either and all hell broke loose as the anon responsible spawned two Space Battleship Yamatos and went on a rampage, registered the admins' name, and then left with the damage done.

tl;dr we attempted to engage in minor mischief and autistic construction projects but were forced to deal with far worse brands of autists & fagmins who wanted to wag their dicks and eliminate competition that was at such a scale it would eventually make them irrelevant, and in the process destroyed two entire servers that may never have recovered in the aftermath. I know the last time I checked one of them, guilty server number 2 no longer existed. I just wanted to make kitschy Iron Sky space nazi ships, but instead all that happened.


ce4c41 No.13576183

>>13576061

>super turret poping out of its gimbal

Fuck I remember that shit

>ITS FLYING AWAAYYY

>GOOO GEET ITTTT

You forgot the part where they figured out where we were from.

The newest foray went pretty well from what I remember. Anons got shit form putting a massive swastika on the station, but thats not surprising. Some fag came because he wanted to test out his ship. He got a face full of the main gun and fucked right off.

Starmades alright I guess, I hate how its all based on the amount of blocks you can shove inside a ship.


cd1130 No.13576279

>>13576183

If it was just the number of blocks, it'd actually be more tolerable, since you could plop whatever wherever. The problem is that they half-assed having a component design system by making everything about groups of the standard 1meter-by-1meter block keyed to different functions, designed such that power systems have particular demands (namely, every block must increase the cubic volume of its group of blocks or else it is essentially wasted from a standpoint of efficiency, making for various funky skeletal shapes that demand ship shape be designed around them) and weapons demand to be placed & grouped together in particular fashions as disproportionately huge conglomerations of primary, secondary and maybe tertiary blocks to get something actually effective. At the same time, some block placements simply don't matter at all, like thrusters; perhaps as a result of this, the simplistic trade-off tuning system of acceleration and maneuverability on different axises combined with turning radius getting not insubstantially and arbitrarily worse as dimensions increase means that your ship will either maneuver like a brick or take a year to get up to speed, which due to the engine being unoptimized dreck was something like early WW2 monoplane speed, hardcapped. If you're being optimal about it, some kind of featureless deathcube is probably the best thing you could ever construct. Unless your design is supercap scale, there's neither reason to have more than the barest and solely player access-centric interior, nor can you afford to incorporate one anyways, so everything is just a solid mass of intermingled stuff with a corridor along each axis (at most) to four access hatches leading to the ship core.

That Skywanderers thing I was skeptical about earlier in the thread seems like it might address some of these grievances amongst others, either presently or theoretically but I don't have another big text block in me right this second to shill it.


ce4c41 No.13576349

File: 836f641daf1ce5e⋯.jpg (28.32 KB, 414x407, 414:407, jnjsbxi.JPG)

>>13576279

>That Skywanderers thing I was skeptical about earlier in the thread seems like it might address some of these grievances amongst others, either presently or theoretically but I don't have another big text block in me right this second to shill it.

pleeeease will you anon? I was thinking about dismissing it but what do you think it will do better?


89de9e No.13577619

>>13572353

This is the kind of genre I like but I never see done well.


89de9e No.13580056

File: 2ca3edf8ac4504f⋯.webm (1.96 MB, 640x360, 16:9, Warning- Capital-class si….webm)


14562c No.13580435

File: 90793cbf75fa0bf⋯.png (1.65 MB, 1920x1080, 16:9, schlomo teladistein.png)

have you ever been so much of a kike you were salvaging ships by the dosen right from under capital ship fire?


f9f936 No.13580537

File: d948d71a1d38dcc⋯.webm (7.63 MB, 748x414, 374:207, comfyclipper.webm)

>>13572353

Elite Dangerous and Space Engine

Although neither has crews and one barely has spaceships.


f9f936 No.13580544

File: 165210d5c164c29⋯.webm (6.47 MB, 1088x614, 544:307, more lava geysers.webm)

File: 8adc27ae50c6a22⋯.webm (4.06 MB, 1088x614, 544:307, travelling under the gala….webm)


6b04f0 No.13580614

>>13580435

what game


c42a79 No.13580662

File: 5b46ee2356f0be2⋯.png (204.02 KB, 500x313, 500:313, f712d1d0b49b75aaeebc840db8….png)

>>13568386

It's too late for them to move away from it. The only way for them would be to make a single-player spin-off of ED, which I hope they do. Their retarded implementation of MP hamstrung the game so much it wasn't worth it.


f9f936 No.13580759

File: 89797eab6f14580⋯.webm (2.99 MB, 1920x1080, 16:9, ~107ships.webm)

File: 50151c51d420770⋯.webm (7.63 MB, 700x400, 7:4, some people have no manne….webm)

>>13580662

It's funny you say that cause the only reason Fdev can still milk the game is cause of the multiplayer. Half of the content in the game (arguably more) is generated by the playerbase and they are the only reason players come back between updates.

And it has gotten better, wings lets you create instances with up to about 100 if you really try, but at that point you're making the amazon servers scream mercy and everyone ingame will notice delays. I'm hoping with squadrons the guild carrier ships will be an instance anchor point for anyone in the guild or perhaps a way for someone with great internet to mark themselves as a host and more traffic be loaded onto them when necessary. It's a shit way to do multiplayer but there are ways they can improve it drastically if they spent the time.

although if they'll spend any time besides minor improvements to it is the question, fuck multicrew needs work


6867f7 No.13580809

File: 8b26a7a3bff3053⋯.jpg (90.64 KB, 600x496, 75:62, 152945257_dR4rZ_1464698058.jpg)

Is Endless Space 2 functional yet, or should I wait for the first expansion?


cd1130 No.13580854

>>13576349

Apologies for not getting to you earlier anon, 8chan died and by the time it came back I had other priorities of things to jump back to & forgot to check back here entirely. To keep myself from having to either plumb back through a fair few videos or else reference things you might not be able to readily find, as well as emphasizing the sheer progress made in even the earliest steps by the lone frog, I'll mostly use the very first four numbered gameplay videos at the bottom of the official channel as references through summary, which you can check over in the relevant videos (very simply titled Gameplay #01-04, a format that is then abandoned for devlogs accompanied by ship reviews and a couple 'Skywanderers Presents' for major feature framework additions in the form of ringworlds, tank control battletech mechs+oversized player control style gundams, and hovercraft) if it please you. Apologies in advance for the volume, I'll let the subject rest with just the one textwall in two or so posts.

First, from video 1: construction at first appears to be nothing special as he demonstrates the placement of standard 1x1m blocks of different shapes. This swiftly changes as he moves to an interior door, which is demonstrated as completely player constructed; it consists of a rail on which the door moves, the thin door itself, and slightly less thin wall blocks that the door noclips into by design. The door itself is operated by a button, the two of which are visually linked with a simple click-and-drag function rather than the traditional cumbersome logic menu. Presumably, said logic menu will also make an appearance for when it is more useful than the spartan setup, but this is a nice change. More complex logic is physically existent in the form of circuit panels using the stud system- basically a lego block surface that can be applied to blocks, which can then play host to certain function panels or small greebley detail blocks- and is demonstrated with an automatically linked exterior hatch & delayed elevator. This uses the same click-and-drag system to link & define functions, and is neither as troubling to the uninitiated as a naked logic menu or god forbid gigantic computer circuit redstone, nor is it as invisible as the former or as hugely physically cumbersome as the latter. Shows off the stars, extolls them all as 'real' which won't seem too convincing just yet, then demonstrates a larger cargo door and then a holomap. Said map shows what appears to be a 1:1 scale galaxy, eventually zooming into a more reasonable galactic cluster. Shows off some bland interiors of the freighter test ship, then starts moving towards his target, coming up to 3 kilometers per second before video end.

In short, a very quick look at the spartanly simple but still reasonably versatile logic functions, a very long sought after granular construction aspect for detailing and the ability for segregation of what should be smaller & larger pieces, the ability for a fair degree of block overlap to create some interesting shapes, and a hint of the sheer optimized scale. When others in the genre have biplane to monoplane tier KPH counts for space ships and jet fighters, having a kilometer per second scale of speed is very encouraging.

Video 2, dubbed Exploration: frog begins rapidly traveling towards a space station, at 40,000 kilometers out. Converting to hyperdrive mode, the ship rapidly begins to accelerate from tens of kilometers per second to hundreds until capping out at one megameter per second. The relative speed of approach to the ring of the gas giant the station is hidden in- a planetary ring which is very much to scale as the approach demonstrates, with the only possible gripe being a transitional pop-in of the ring's asteroids, excusable for a pre-pre-alpha at the presumable beginning of publicized development one year ago- and then docks, a process which is neither the overly easy Starmade style tractor snap-on nor an unautomated simulative system that demands perfect alignment, but instead an autoaligning system that demands reasonable initial accuracy, but then will very slowly maneuver itself into place. He then demonstrates the artificial gravity system, with a sliding switch console dictating how high or low it is.

In short; things are apparently very big and very optimized. You can normally have one or the other in boxel games, but it appears to presently have both.


cd1130 No.13580872

YouTube embed. Click thumbnail to play.

>>13580854

The first of the videos and the channel, apologies, ought to have linked the first one in the first post.

Video 3, he shows off the stud system and the smaller bricks, as well as what can be placed with this system. The display is mostly just some modular seating, verging on decorative stuff, but it gets a better showing in the next video as to how important it is for creating control panels, and in later construction videos as to how sheerly robust it is for detailing. After that, he goes on to showcase an early version of turret construction, which is painlessly simple and involves merely the configuration of two rotator blocks & their connecting parts, a gun, a camera block, and a logic panel & console with the correct links to control it from the camera's perspective, although you can also manually control the turret with or without a camera simply by operating the rotators/turret body. The following weapon demonstration is mostly meaningless, as there is no developed system at this point- later videos will show multiple gun barrels on top of each other if I recall, but blessedly in the lack of a developed weapon system there's neither an Empyrion style static weapon collection or a finnicky Starmade algorithmic block group system, and seemingly no priority for there to be one before more important underlying hard engine work is done- but his chunky turret designs are kind of neat to look at, Ig guess.

In short: itty bitty blocks a fraction of the 1x1 standard go on lego studs. They're neat. Turrets aren't a pain in the ass to contrive on the mechanical or logic level. That's also neat.

Video 4, the stud system gets a far more useful showing off through the construction of a holomap operation console. The robustness of the basic display consoles in giving whatever relevant information there is for whatever function block they're linked to is very evident. Three readout screens are shown, one analog and two holoscreens, showing some nice redundancy in visual & functional blocks. Afterwards, he constructs another new panel in the cargo bay, and shows off different command & switch types, sliding one of the bay doors by percents at a time. Then, constructs a traditional open/close switch with one input button & two output buttons, showing off that the doors are properly independent functions as they open & close out of sync til her resyncs them. He briefly shows off a rotating embarkment ramp, which moves only so far to a restricted stopping point, then shows off some very basic slide switch use on a rotating brick & slider. Not to do anything useful, just to show off how it can be used. And then a laser sensor that activates when a player directly interferes with it, which he uses to spin a chair.

In short; stud system proves to not just be a meme function for detail blocks but is useful for making very dense function block & logic groups, said function blocks seem to be focused on meshing with as many other things as possible in simplistic enough fashions that it's trivial to retrofit, and in spite of the seeming simplicity the function blocks are still quite customizable and easily so.

Those first four very early dev videos are what made me click more around the channel, though I skipped past some of the very feature specific devlogs at the time for the slightly flashier stuff like the TIE Fighter construction video which showcases the excellent constructional functionality from start to finish, particularly the fact that there is no 1x1m construction grid- granular/stud blocks are built & fitted directly on top of other granular blocks unlike Starmade and others, thin walls don't magically take up phantom space like a full block which in spite of how simple it sounds is a huge advance to shaping, especially when combined with the allowance for block overlap under various circumstances- as those first four were already quite encouraging in showing the developers' rather clear ethic of getting the foundations laid before moving on further. There's absolutely nothing resembling a game yet, and while it might sound paradoxical, this is actually exactly what I want to see; everything is hardline engine expansion work, with zero consideration for the survival gameplay (which would be increasingly agonizing to fit new things into or around) until such time as it is feature foundation complete. My strongest grievance with this genre is in the constant appearance of half-designed systems and stymied development followed by a drip feed of unrevolutionary extra things in survival mode, not meaningful ones, just new grindgates, half-finished biomes, or a handful of new items that supplant the previous ones or languish uselessly. It looks like the frog is handily sidestepping all of these, for now at least.


e1500a No.13580900

>>13580809

I haven't played it yet but I think you should wait anon


c42a79 No.13580949

File: 020059d2e38ccc2⋯.jpg (22.03 KB, 640x480, 4:3, Bentusi.jpg)

>>13580759

Frontier has no idea what to do with ED, they are simply going on with the wave. Multicrew shows how much they aren't able to break out of the corner they have coded themselves in. It is a textbook example of wasted potential, instead of sticking to what they knew to do best, they fell for the multiplayer meme and we are now stuck with nothing more than randomly generated boxes in space. You can see the seams of the game everywhere.

>>13580614

Looks like X.


a6a9cc No.13580983

>>13561991

Duke Nukem 3D, you can even use steroids.


ce4c41 No.13581042

>picked up sword of the stars for three dollerydoos

I managed to figure out how to colonize planet, but not build it up. I like what I've played so far.


f9f936 No.13581453

File: 5c4abf29d437697⋯.webm (11.58 MB, 800x450, 16:9, Story of the Lycaon.webm)

>>13580949

They know exactly what they're doing with E:D. Update the game with a minimal team ever so slowly and use the funds made to continue to fund the rest of Frontier's projects. On multicrew they haven't written themselves into a corner at all it completely comes down to how much time they're willing to spend to fix their shit and combine systems instead of layering them on top.

Fuck the amount of coding autism that has gone into their galaxy generation engine and other certain parts of the game demonstrate they are capable, they just have a habit of splitting their ~100 team up and having half of them work on something super intensive like the character creator or previously their airless planet tech and then leaving the rest of the team to provide content in the meantime.

Multicrew was shit because Sandro demanded they implement a half assed implementation of the feature which was promised a year before because he has a hard on for keeping said promises no matter how crap the implementation, this is why they've dropped working on new shit to fix "core features" over the next year.


374915 No.13581487

>>13580759

>mark themselves as a host

ED multiplayer doesn't work that way. There isn't a host. It's true P2P. Everyone runs their own game and does their own arbitration and just exchanges reports to the other clients on actions taken, damage claimed, that sort of thing, which they accept or reject.


c42a79 No.13581585

File: bc63c5cd89e6549⋯.png (167.02 KB, 500x350, 10:7, lawlchess.png w=500&h=350.png)

>>13581453

Yeah well, I'll believe they can fix the game when I see it. For now, I don't see how they can really do it without rewriting the whole game, everything is too broken. As of now, if someone came up to me and told me the BGS was in fact an intern messing with an excel sheet each night I would believe him. I'm one of the suckers with a LEP so I can wait and see, but I have 0% hope in FD, as of now they have acted like headless chickens with Elite.


c42a79 No.13581610

>>13581453

By the way, if the webm is yours, can you post the color scheme?


f9f936 No.13581850

File: 3828c4c1d9d833c⋯.webm (10.87 MB, 1920x1080, 16:9, Soundgarden-Black Hole Su….webm)

>>13581487

actually you're wrong it is a mix of everything. Players from the UK/Europe when they are the ones to start an instance will generally mean better performance in that instance. As well frontier's (amazons) servers actually process and check a whole bunch of shit including system information, active missions, unknown signal sources, npcs in your instance and other stuff. It's why when you get people making 100 player instances the entire playerbase notices a slowdown as the 100 player instance is pumping a huge amount of data through Fdev's servers.

Actually I think almost all p2p data between players is routed through Fdev's servers for checks and stuff before hitting the destination player.

>>13581610

<MatrixRed> 1, 0.64, 0.46 </MatrixRed>

<MatrixGreen> 0.21, 0.79, 0.41 </MatrixGreen>

<MatrixBlue> -0.22, -0.1, 0.34 </MatrixBlue>

pulled from here

https://forums.frontier.co.uk/showthread.php/259311-NO2O!-The-Definitive-List-of-1-7-2-2-Compatible-HUD-Colour-Color-Configs-(please-add-yours!)


c42a79 No.13581882

>>13581850

Thanks bruh, may your Engineers roll be good.


b761ef No.13583550

Wish there was a space game that focused on space combat in first person more akin to Submarine warfare sort of like how Star Trek originally was.


a2adc5 No.13583574

>>13583550

Pulsar?


b3229a No.13583765

>>13576183

>>13576279

God, I miss messing around with you fags.

And everyone stop coming AFTER I was well into my mega-ship.

EVERY TIEM


89de9e No.13583780

>>13583765

>Didn't even play the game

>Was still involved with you fags giving instruction

That was fun.


b3229a No.13583820

>>13580872

This one might actually be nice. I just hope the weapons scale with size.

there's nothing I hate more than a game where I can have my big, powerful, armored battelship tripple turrets.


2aa8f9 No.13584036

>>13583550

There was some old scifi pulp story I read a while ago where starship captains would use stop watches and count flashes on a super-magnified screen to register torpedo hits because of all the jamming and radio interference in space.

I can't remember the name but it gave me a boner.


89de9e No.13585138

>>13584036

That might funny enough be Star Trek. Especially Earth-Romulan war stories.


ce4c41 No.13588121

Been playing sword of the stars for a bit, any tips for ship building? Load outs and shit? how many I should keep in my fleet?


4298bf No.13588324

>>13588121

Experiment with ship setups and pay close attention to what the enemy brings.

Most of the weapons have different strengths and weaknesses that make them ideal for dealing with specific kinds of enemies.

Missiles and kiting early on, but they end up next to useless once the enemy has PD.

Another advantage missiles have in the early game is that you don't need to upgrade your ships every time you get a better version of them. Missile Warhead and engine upgrades are applied to all ships with missile launchers.

Missiles make for terrible weapons for brawling or dealing with a ton of DD's, since they fire slowly and tend to massively overkill one target while leaving the rest unscathed.

Energy cannons (plasma/fusion/AM) are good against larger targets since they aren't too accurate and their projectiles aren't the fastest in the world, but they do good damage. Try to find the sweetspot, range wise, since they do most damage around the middle of their range, with short and long range reducing their damage.

Heavyy versions fire the same shots as the regular types, but in 3 shot salvo's and with much more range. Heavy AM is one of the best weapons in the game due to range and firepower if you can field enough of them.

Lasers are good for anti destroyer work, being accurate and their projectiles being fast, they can even hit incoming missiles or drones, but their damage is kinda lowish, so they take long to chew through cruisers or bigger targets. Once the enemy fields mostly cruisers or bigger, drop them for PD instead.

Massdrivers are shit. They hit hard but easily deflect harmlessly and have terrible accuracy. Use alternatives if possible.

One thing massdrivers can do however, especially the big ones, is push the enemy. Hits from the big ones will regullarly send enemy cruisers spinning out of control and pushing away even dreadnaughts.

AP drivers are good medium to long range weapons, suffer little from deflection and are accurate. They don't hit too hard without neutronium alloys, but they make for decent basis weapons against all sizes of targets, though lategame they will be outclassed by energy weapons.

Beams are good heavy hitters, especially antiproton and messon, ignore the graviton and tractor unless you want to use their gimmick. Beams are aimed with perfect accuracy and are hitscan, so they can pick off the hardest to hit targets with ease, but their range is generally limited and only go in the large turret slots that you may not get many off. Some race, humans and Morrigi mostly, get cruisers that can field a ton of them, and a cruiser with 5 messon beams can kill practically anything.

Emitters are lightning guns. They jump from target to target, within their range, good for hitting groups of missiles or desteroyers, but their rate of fire and damage is badly lacking. Medium and heavy versions are godlike destroyer killers, especially against groups of enemies, the weapon also fires like a beam, so perfect accuracy and hitscan.

Minor caveat, the arcing form target to target never takes it beyond its max range from the ship, so against missiles it tends to only hit the first missile in a salvo, so don't expect them to outpreform PD against missiles.

Heavy Beams are for anti dreadnaught work mostly. Some ship designs can make them effective against cruisers, but their usefullness requires micromanagement and falls of dramatically once you are at brawling range.

Some races, Liir and Morrigi, can fit an insane number of these guns on a single cruiser, using lancer or better beams, such ships can kill cruisers advancing on them before the enemy can return fire. Very effective, but requires careful use of formation and micromanagement of target assignment to be useful.

That should cover the basic weapons, there's also lot of gimmick weapons like the chakra things that scale their damage with armor, effectively removing the bonus of armoring ships, shield breaker cannons that do exactly what the name implies, even gravitic shields and deflectors that normally cannot be turned off, thumper rounds that fuck with enemy movement and so on.


4298bf No.13588479

>>13588324 continued

Defences come in 3 types, EW, the subtle kind, armor the less subtle kind and shields, the obvious kind.

Shields have a set amount of HP, depending on the type, when broken they remain down for an amount of time, depending on the quality of the shield, before being restored at full hp.

They are a great way to make your ships tougher against stray fire, but won't cut it if the enemy is focusing on your ships with real firepower.

They also tend to take damage a lot faster than the ship itself, since they are bigger than the ship and won't deflect anything.

Some shields, deflectors, disruptors and graviton, can't be broken no matter how much fire they take, but these types block only some certain types of attacks, depending on the shield. The most important is the deflector, which is immune to kinetic and missile damage, but has no effect on any kind of energy weapons.

Against all kinds of shields, prioritize hitting the targets bridge section, since the shield disappears when the section making it breaks.

Shields also require a section of your ship be dedicated to making the shield, so they will cut into the amount of firepower your ships have, and dreadnaughts are too big to be shielded, they can use deflectors though, and dreadnaughts cannot loose individual sections, so you can't just break the shield by shooting out its section.

Armor is your most important defence. It gives you a flat HP bonus to the section its on based on the armors quality, up to doubling the HP with adamantium.

Armor also improves the chance of incomming kinetic projectiles deflecting harmlessly, this scales up with quality and even low quality armor make massdrivers nearly unable to hurt you. The regular kind anyway, AP will also deflect, but not anywhere near as often.

Mirrored armor doesn't improve the sections HP, but gives a chance for lasers to deflect.

The last type of defence is EW. Jammers, wild weasels and the EW dreadnaught section.

Jammers make a sensor shadow around the ship, similar to big asteroids, stopping enemies from seeing what is under it on the tactical map, Its main function is to prevent missiles from homing in on any ship under the shadow.

Wild Weasels try to redirect enemy missiles that come nearby to themselves. If covered in PD they can protect an entire formation of ships from missiles and torpedoes. They also fill the tactical map around them with ghost targets, but this only works on players, not AIs. Both prevent the enemy from seing the number of ships in your fleets on the strategic map, making for easy decoys.

DN EW sections combine Jammers and Wild Weasels with another ability, they will redirect some of the missiles that target them back at the enemy. Not often, but it does happen.

Cloaking sections can also be used as a defence, but only the improved cloaking ones, as regular cloaking sections drop cloak when they fire, making your ship vulnerable.

Keep in mind that the AI with try to blindfire at the last place it has seen shots from your ships coming from, so keep your ships moving.

Stealth armor makes your ship invisible beyond visual range, so only to the tactical map, and does nothing once the enemy has a ship close enough to spot you visually. It doesn't give any deflection chance or HP either. Its only real use is strategically, as it lowers the range enemies can spot the fleet on, on the strategic map.

Advanced Sensors can spot cloaked ships, but not stealth armored ships nor beat jammers or wild weasels. DN EW sections also include Advance Sensors.

Personally I prefer to always have at least one ship in every fleet with advanced sensors, but the section is fragile and nearly unarmed, so don't put it on the frontline fighters.

PS

One last thing I forgot was Torpedo weapons. They come in 2 types, nonhoming, which work like a cannon with really long range, usually doing only very little damage, and the homing kind, which does increasing damage the longer it has travelled and do limited splash damage. AM torpedoes can hit insanely hard, allowing a ship with enough of them, to kill enemy cruisers, if they don't have too much armor, with one salvo. Liirian Assault/Barrage cruisers are very good for this kind of tactics, but it requires a lot of micromanagement of your targets or they will overkill the first thing they see and be left unable to shoot anything else for the next 30 seconds, just like missiles.

The homing torpedoes can be shot down, like missiles, but they are a lot tougher and thus harder for enemy PD to take down. Not sure if wild weasels can redirect them either.

The gimmick variant of the homing torpedoes does its damage over a fairly large area, but this is rarely enough to splash over multiple cruisers.

EMP torpedoes shut down enemy ships, the bigger the target the shorter the time, and come in guided and unguided variants.


4298bf No.13588575

>>13588479 continued

There's more gimmicks of different types, like snot missiles DF racks and the crazy OP Absorber sections and so on, so these posts are by no means everything you need to know.

The wiki has all the hard stats on ship sections and weapons. Keep in mind that the raw data doesn't show how well different weapons work or how good turret cover for different sections is. Only experience can teach you this, hence the importance of experimenting.

http://wiki.swordofthestars.com/sots1/Main_Page

As far as design advice, there's no hard rules. Many of the weapons are useful against only certain types of enemies and some defences can render certain weapons all but completely useless, so you always want to consider what the enemy is bringing when you design your ships.

As for fleet composition, this depends on what the enemy brings, again, but there are some guidelines here. CNC ships are a must in any fleet you want to have anywhere near a fight. CNC not only determines how many ships you can field, but also what order they arrive on the battlefield in. You can change the order in the middle of a battle if you want to, but only if you have a CNC on the battlefield. If you don't the ships in your fleet will arrive in a completely random order.

Consider keeping a space CNC ship in fleets, just in case the one on the field gets shot.

Repair and tankers/refinery ships are a must in any fleet that isn't sitting on one of your own planets, since it will otherwise be unable to repair or refuel. I prefer to keep more than one repair ships in any fleet if possible, how many depends on how tough my fleets frontline ships are and what race I'm playing, since some races get more repair points than others from their repair ships.

Refineries are better than tankers, since they can eat planet resources to produce fuel in neutral systems, giving your fleets FAR more range.

DN support sections do the job of both repair and refinery ships, but cost far more than needed for the role. They are useful for hiver players though, as a single DN only costs twice the gate allowance of a cruiser,

The frontline of a fleet depends entirely on what I expect them to fight, but I always put a few more ships into a fleet than it can field, in case of ships being destroyed in battle.

Lastly, keep your races style in mind. Human ships tend to be allrounder, but are slow and a bit fragile if unarmored, liir ships have insane manuverbility but barely any weapons bigger than the smallest turrets and next to no HP, but they get really good specialists, like their barrage/blazer ships which carry more torpedoes and heavy beams than nearly anyone else, zuul ships are fast but fragile and tend to have a ton of guns, tarka are speedy, have tough and heavily armed bridge sections, but vulnerable and squishy engines and aren't too great at getting tech, hiver ships are flying bricks covered in guns. They accelerate slowly, have a decent top speed, more guns than nearly anyone and very tough ships, but they have some of the worst odds for getting tech, and morrigi ships are OP as fuck, but really pricey.


a11941 No.13589726

How do you create a Mighty Spank Force in space who's mission is to seek out new loli's and spank them like they have never been spanked before?


c73d0b No.13590916

I now have a dreadnought is sword of the stars, and the railgun mission section. Tine to shoot shit to death. Also ehat the fuxk is up with these swarmer assholes? They are everywhere.


d6c65e No.13590961

File: 24ca6a7e639609c⋯.png (637.94 KB, 1600x900, 16:9, even a taco can do it.png)

>>13589726

>How do you create


4298bf No.13590983

>>13590916

They multiply if you leave them alone.

Swarmers are pretty easy to deal with if you have enough PD. Alternatetly, lasers and small emitters will also make short work of them.

Railguns are easier to aim from cruiser sections, but a DN works fine, especially for bombarding enemy DN's. Don't be afraid to leave the DN behind while other frontline ships advance on the enemy, those guns have a crazy huge range so it can still bombard enemy ships without being close enough for the enemy to shoot at it.


9789e3 No.13593044

>>13564504

Chieftain looks an awful lot like the raza.

I want it.


ce4c41 No.13594293

>Playing sword of the stars

>Peacekeeper inforcer shows up

>Lamo who cares, I can colonize and build up wartime funding

>monkeys attack glorious human colonies

<peace keeper enforcer shows up

<oh my fuck

<OH MY FUCK

What do I even do with this thing?


8cd1b6 No.13594996

>>13590983

I remember playing one game where I pumped the systems and resources up to the max and ended up spending a good one hundred turns fighting those fuckers. Once I ended up fighting a real enemy it didn't turn out so well because I didn't have the fleet ready to fight anything of any real substance. Turns out africanized bees are a bit less threatening than actual starships.

>>13594293

Grand menaces are something else. I think the peacekeeper will fuck off after a bit, unlike some of the others, but it has a truly ridiculous weapon set up.


b3229a No.13595480

>>13588121

Don't underestimate a good photon torpedo spam. They have good range and RoF. Fire Control section is a good combo, since accuracy is vital.

Also, do note that various lasers and beamers are not always just direct upgrades. Some have quirks.

IIRC, X-rays lasers have far lower reflection rates.

Beamers are great for anti-fiter, since they are hitscan. They have shit for range, so good for brawling.


a2adc5 No.13595528

File: 0f243ddc7cdbb8f⋯.webm (2.22 MB, 1280x720, 16:9, federation pilots.webm)

>>13593044

Get hyped cause it's the first of several alliance ships that will probably use that aesthetic, maybe even a new capital ship.


3d2127 No.13595877

>>13565965

I'm willing to put money on all of that being prerendered to look like gameplay.


3d2127 No.13595912

>>13580614

X3 Terran Conflict with mods as far as I can tell.


5140c0 No.13595994

reunion, terran conflict, or albion prelude


478b39 No.13596023


a2adc5 No.13596040

>>13595877

I mean if you look at the rest of the videos on the channel.

it's clearly not.


b3229a No.13596167

>>13588121

Protip against hivers:

When they charge your planet, target their engines. Hivers de-acceleration is utter shit, if you take out the engines, they will crash into your planet, blowing up instantly.

You will loose some civilian population, but you'll gain resources :)


478b39 No.13596170

>>13596023

I actually didn't mean to have that flag on.


14562c No.13596905

File: 3cd06fa24cd78be⋯.png (2.01 MB, 1920x1080, 16:9, holy shit nigger.png)

>mfw checking systems for bailed ships


2d77ec No.13597431

File: 15cd838db10c228⋯.png (1.54 MB, 1920x1080, 16:9, poor little xenon guy.png)

I gotta say upgrading straight from m6 to m1 in terms of firepower feels gud


299cef No.13602893

File: cb0e2cbdbd7253b⋯.jpg (131 KB, 1077x808, 1077:808, Starmade.jpg)

File: 55303260c5dd9d8⋯.jpg (457.96 KB, 1920x1080, 16:9, Factory to craft everythin….jpg)

do you 'member me?


433891 No.13602913

File: 9cdf4f875963a2b⋯.jpg (80.11 KB, 1030x579, 1030:579, EVERSPACE-v07-Screenshot-0….jpg)

Anyone played Everspace?


2d77ec No.13604145

File: 71d9a061c0e3b2b⋯.png (243.42 KB, 531x361, 531:361, dis nigga serious.PNG)

>flawlessly execute a gorilla raid on an a Phanon station

>about to jump away with a sliver of shields as the station makes plop

>rammed in the ass by a neutral m2 jumping in through the gate


282715 No.13604153

>>13604145

Did you get his insurance number anon?


f88479 No.13604171

>>13602913

Yeah, I had some fun with it, but I think it could have done without the clone stuff or I guess you could call it story. I know the anon who I first saw talking about it was saying he found it too easy, but since I am shit at it, its a decent challenge for me.


2d77ec No.13604178

File: db39223786fd27f⋯.jpg (66.71 KB, 501x585, 167:195, happy teladi.jpg)

>>13604153

Ofcourssss


2c862e No.13604942

File: f465bb89a7493a4⋯.webm (12.36 MB, 640x360, 16:9, star control.webm)

File: 18cae8df5a62867⋯.png (21.88 KB, 212x90, 106:45, Screenshot from 2017-10-19….png)

File: 973aa148ab660b5⋯.png (1.07 MB, 1920x1080, 16:9, Screenshot from 2017-10-19….png)

File: 468c7ffbbb2ca58⋯.png (1.58 MB, 1920x1080, 16:9, Screenshot from 2017-10-19….png)

Ready for your next GOTY, anons?!


3ce024 No.13605010

File: b7d18b0ceeda7dc⋯.png (97.09 KB, 250x250, 1:1, b7d18b0ceeda7dccb9fa828d89….png)

>>13604942

>placing that much video time on the editors

I have a hard time seeing it becoming more of a fuckup than SC3 was, but damn it if they're going to rely on player made content it might.

>mfw toys for bob will never get their IP back


11f0a8 No.13605047

>>13604942

i got a Wildstar flashback for a moment


e45d51 No.13605108

>>13604942

I went from excited to dejected in exactly one webm.

>>13605010

you're wrong, they are literally making a SC2 sequel right now https://dogarandkazon.squarespace.com/


3ce024 No.13605127

File: 622ece713a5ddad⋯.jpg (74.04 KB, 515x557, 515:557, 1382227980156.jpg)

>>13605108

Wait what? Holy fuck.


936ef1 No.13608469

>>13604942

>That slug creature

Anyone getting the overpowering urge to Remove Slug?


3e1a33 No.13608538

>>13602893

DO NOT REMIND ME AN0N.

I'm tempted to jump back in, but I know I will find the server gone or empty.

You took that screenshot before we stole the Borg Cube - the giant turret on top the base is still incomplete, and we got it after that. I think.


b728bc No.13608542

>>13608538

Before we left the serb, I'm pretty sure we took everything apart so the shitters couldn't make any use of the stuff.


299cef No.13609473

File: baf30d26c9af889⋯.png (3.7 MB, 1920x1080, 16:9, StarPepe.png)

>>13608538

I don't even remember what server that was on and I don't think that server is even alive anymore anyway

been "playing" it in singleplayer for a little bit, as in wrestling my barebones skeletal mining ship out of a planet core and getting tired of it

still want to build a nice looking station with a shipyard, a factory and a shop


562dcc No.13612521

>>13602913

it was fun but not very deep. don't play on hard, it's not actually harder just grindier


2c862e No.13612542

File: 024b9824238da8b⋯.png (118.62 KB, 1047x525, 349:175, Screenshot from 2017-10-19….png)

>>13604942

>>13605108

>they are literally making a SC2 sequel right now


ab8235 No.13613775

>>13612521

>Harder is just grindier

I hate that when games do that. Almost as bad as when devs make Hard mode tedious and annoying rather than difficult i.e. remove all valid tactics bar a few cheese meta tactics that you must repeat constantly or lose. I want to be challenged not annoyed.


282715 No.13613814

File: 1c2573c794f62c7⋯.png (278.21 KB, 633x480, 211:160, LoGH-Don't give me that ev….png)

>>13613775

I understand exactly what you are saying anon. Nerfing my weapon's damage,lowering my health and Giving the enemy aim bot and 100000hp is not challenging, its annoying. Why don't devs understand this?


c4e690 No.13613956

File: a9e566b3da9231f⋯.webm (7.92 MB, 1280x720, 16:9, please let this be a norm….webm)


355b80 No.13616856

File: 3c523ddae1385cc⋯.webm (6.01 MB, 1280x720, 16:9, Elite Thread.webm)


355b80 No.13616875

File: 579e08b1df36717⋯.webm (13.73 MB, 1280x720, 16:9, EliteThread ext.webm)


3774fe No.13616968

File: f502802d5238bf5⋯.webm (11.78 MB, 900x506, 450:253, 0.14g drifting.webm)


6be297 No.13617553

File: fd46438562f8531⋯.gif (3.57 MB, 369x268, 369:268, efbe81790e1df899a63412588b….gif)


2d77ec No.13632027

File: e9aad864091f2b4⋯.png (3.5 MB, 1920x1080, 16:9, x3screen00110.png)

>the spess thread is as ded as the vastness of space


936ef1 No.13635050

File: 4419cf7f6cc2834⋯.webm (3.78 MB, 640x346, 320:173, Hiigaran Battle.webm)

File: 95b58b1b919b6cb⋯.webm (11.35 MB, 640x346, 320:173, Homeworld Sky Battle.webm)

Thread needs some Homeworld.


395fc5 No.13639650

File: 87ebd5a33b29355⋯.png (1.29 MB, 1920x1200, 8:5, 204880_20171023035506_1.png)

TODAY IS A GOOD DAY TO DIE


02b1c4 No.13639689

So is Elite: Dangerous the best space exploration game? Besides good old Space Engine, of course.


395fc5 No.13639762

File: 698312bf4ecab69⋯.png (1.25 MB, 1920x1200, 8:5, 204880_20171023041734_1.png)

File: 4f622e0d1b26a49⋯.png (1.04 MB, 1920x1200, 8:5, 204880_20171023041829_1.png)

File: b76ed49886845b0⋯.png (1.11 MB, 1920x1200, 8:5, 204880_20171023041854_1.png)


3774fe No.13639891

File: 6bb03a13cdaf99a⋯.jpg (36.08 KB, 1004x742, 502:371, saturnplane_cassini_big.jpg)

File: 46a28d410c68a0d⋯.webm (11.01 MB, 1920x1080, 16:9, Europa's Geysers Day.webm)

>>13639689

Compared to everything else yes?

Is it the best ever? Probably not.

be nice if they could fucking get atmospheric worlds done already

Gas Giants will be cool though when that's done.


a74303 No.13640242

File: a15fba7c2e1bcec⋯.jpeg (593.17 KB, 835x1280, 167:256, image.jpeg)

Guys, I just had a dream I owned a clunky but functional space ship, eventually got a license for it, then took it up into the sky and went to space. After that I explored the great unknown for hours and it felt amazing. What is a game that lets me experience this?

I'd also take a game that allows me to pilot a ship and walk around said ship. Really, I just want to feel like I'm flying a ship in space.


bcf181 No.13640366

>>13640242

Your best bet is probably Elite Dangerous, sadly.

Not many games are like you're describing. Space is pretty neglected.

Which is all part of the Jewish ploy to prevent us from pushing for development of space, which would progress our civilization and help us become a Tier 1 species - which they don't want because we'd have a post scarcity society and at that point money =/= power.

We have the technology to take ET home but we'll never see it, potentially hundreds of years, if not millenia.


60ea6c No.13640460

File: 8e1cf7d2d1b3e6e⋯.jpg (170.79 KB, 1200x675, 16:9, ScreenShot0332.jpg)

>>13640242

well if all you want to do is walk around your space ship while it flies in space there's always Star Citizen. Problem comes when you get board of walking around in your ship and want something to do with it.


433891 No.13640495

>>13640242

I'm keeping an eye on Rodina and it might be what you're looking for, but it's still in early access so I've yet to play it. Updates from devs seem regular, but I fear it might be one of those never evers unfortunately.


1b4531 No.13640629

File: 7f6fd27eb9cce4f⋯.jpg (20.67 KB, 475x556, 475:556, jewpiter.jpg)

>>13639891

>that yid cap


3774fe No.13640675

>>13640629

that's the shadow of the rings anon


ea32aa No.13640957

File: 7beaaedbadea662⋯.webm (10.09 MB, 820x460, 41:23, loghporn.webm)

its a shame we don't have any games where you as a fleet commander on your flagship can watch the battle from your bridge legend of the galactic heroes tier, you would get that spinetingling feeling when you see a battleship to your side explode and its parts hitting your ship or its shields, there was a game called Flagship that came close to this though but was never released/delayed infinity

what other cool things are we lacking in space vidya?


3774fe No.13641142

>>13640957

I'm kinda hoping skywanders makes this a possibility.


ea32aa No.13641242

>>13641142

>skywanders

first time I have heard of this, looks promising, looks like its a better version of starmade with better graphics, and hopefully better gameplay too, even has mecha, time to check out some more gameplay and info


282715 No.13641348

>>13604942

>skywanders

Looks like its time to start the cycle all over again


324f09 No.13641476

>>13580537

ED is max comfy. SE is only comfy on a good mid-level populated serb with some hardcore survival starts. Look for one with 30 to 50 mods max.

Especially with Stargate mod you feel important building gateways everywhere.


549fdf No.13641532

>>13641142

>skywanders

>kickstarter

>dat art

i cant


2cce79 No.13641566

>>13640957

The only game that gets close to it is pulsar, get rock hard sometimes seeing my shots hitting the enemy vessel as I sit in my command chair or when I run up to a window to view it.


ea32aa No.13641753

File: b0842f9af8a76e4⋯.jpg (1.52 MB, 2500x1406, 1250:703, SOTI_EXT_Titans-Lake.jpg)

>>13641566

almost forgot about that game, haven't played it in ages, waiting till a few updates are done,it is definitely cool to see things happen outside the window, especially when you pass large space structures or entities, and ofcourse seeing the combat

>>13641348

neverending


936ef1 No.13642008

YouTube embed. Click thumbnail to play.

>>13640957

You mean like Flagship?


282715 No.13642025

>>13642008

Didn't the Kickstarter for this fail?


936ef1 No.13642040

>>13642025

Yeah but they are still working on it surprisingly. Scaling it back so they aren't biting off more they can chew. It would actually be nice to see them succeed but I wouldn't hold my breath since we all know how indie kekstarter shit goes.


b728bc No.13642166

>>13640957

>loghporn

That looks like shit.


ea32aa No.13643080

File: 5a624809d4eebe9⋯.jpg (63.62 KB, 640x480, 4:3, 1397151838852.jpg.14202091….jpg)

>>13642040

they seem to have only slow progress, with a few updates here and there, imo they are spending too much time making it vr friendly instead of developing the game, especially as vr failed and few people actually have headsets

>>13642166

sound/music and ship designs - both exterior(inb4 cgi) and interior look great, be glad they got production i.g to animate it, characters look terrible though, but lets wait till next year as you might be correct


b728bc No.13643237

>>13643080

>sound/music and ship designs - both exterior(inb4 cgi) and interior look great,

You're full of shit, that is the worst ship designs they could have gone with. I was looking for LoGH not PSO2.

>be glad they got production i.g to animate it

I'd be happier if it was never announced in the first fucking place. Looking at this trailer is like spitting in my face. They ruin the lasers, make ships like PSO2. I fail to see how any of this looks good. Also generic orchestral music.


2d77ec No.13643398

File: 0d2b19374fac37e⋯.png (1.55 MB, 1920x1080, 16:9, screenshot17.png)

A U T I S M

U

T

I

S

M


d35724 No.13643497

File: bf1269917314f55⋯.mp4 (471.76 KB, 960x720, 4:3, くだらん.mp4)

>>13643080

>ship designs

>look great

Oberstein, stop shitposting and get your eyes fixed.


a8f853 No.13645257

>>13640242

>>13640366

>>13640460

>>13640495

The Precursors is the game you want.




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