Regarding fleet max size, I think Starsector's Combat Readiness really is a good way to soft cap how many ships you want to deploy. Ships deployed in that are selected by the player, and since any deployed ship has its combat readiness decrease at the end of battle at the very least, deploying any ship has a cost. This incentives the player to only deploy what's needed. In the case of different taskforces here, if engaging a task-force required all ships in it to go to general quarters, then it means that if you have one doomstack megafleet, the enemy can just harass you into bankruptcy because he entire TF has combat ready over and over.
Yes it's weird how no sim games do this other than Starsector, which is fairly streamlined as far as sim games go, since we all know that deploying any complex machine in war doesn't just leave them "ready for battle" even if they took no damage. They need fuel, ammo, supplies, etc.
This devlog does so much for me, as former infantry with intel analyst training... Also hell yeah Hooded Horse devs helping each other out! For the number of transport ships, though, I think having them convoy would be a reasonable solution. Groups of 5-10 freighters moving together for collective defence to make the shipping insurance providers happy sounds reasonable, and cuts down on map clutter at the same time. At the start, they might just fly in groups of 2-3, so that if any ship has an emergency they can at least rescue the crew or provide technical assistance, but after the war kicks off the groups get larger, and maybe ships start seeing decoy launchers, basic PD systems, and light armaments in the range of 100-120mm guns to fend off commerce raiding parties (probably with some kind of faction upgrades involved in those processes). Convoying the transports would *also* make it a lot easier to assign ships to escort duty along supply routes if you're in contested space. Sending one Raines a day with each single transport is terrible, but if you're launching 10-12 transports at once you can stick a Vauxhall, a Keystone, and two Raines in there as a good investment and ward off small groups of shuttles, or at least know you can give a larger enemy group a black eye and spoil their victory, if another task force can't respond in time. ...I also cannot wait to see the rivalry between Naval and Marine aviators launching from the carrier and assault landing ships; That'll be priceless, and I hope there's a little dialogue easter egg somewhere about it XD
If we can launch decoys, we should be able to string a network of radar/lidar probes that may give away our own position, but still relay vital information to us
Watching missile hits is a big part of my Neb enjoyment, so I will be sad to see it go. Would be nice to maybe keep the cam but just show a placeholder hull (like a grey box) instead. Will we still get missile success/fail notifications in top left I wonder?
@@psaldorn69 Tester here, Mazer hasn't said anything about the notifications at the top left so I'm pretty sure they're staying. You will also still be able to see missile hits if you're close enough for a visual so there's that at least.
An INFOSEC system would be incredible. Imagine if you had a small wolf pack of stealth destroyers preying on shipping lanes. You wouldn't want a random order to reveal everything about said wolf pack, so you would change their comms discipline so that they send SITREPs less often or not at all. Restricting communications could have the downside of causing you not to know the situation of your own TF, delaying intelligence gathered by the TF, or delaying the execution of orders. You would also set communications to and from the TF to be highly encrypted, further delaying the receipt of orders and intelligence as you have to decrypt the info. The level of encryption could be variable, with higher encryption causing more delay. The enemy might still be able to detect the emissions of a communication, allowing them to get a track on the source of it, but they would also have to spend time decrypting the message, leading to the intel possibly being obsolete. You could even add an "encryption computer" part on a ship to encrypt/decrypt more quickly or have encryption/decryption speed scale with intelligence effort. Finally, you could set the classification of information related to certain TFs to be very high so that should the enemy intercept and decrypt a message, it would omit things like fleet disposition, fuel and ammo stocks, ETA, destination, position, etc. However, the commander will also be missing this info, causing them to have imperfect information. There could also be a command ability penalty or an order delay penalty related to a lack of information. It may be a tricky balancing act, but it would be rewarding to have small and slow-to-respond TFs that are nearly invisible, contrasted by large and agile battlegroups that practically broadcast their intel to everyone.
I mostly agree, BUT decrypting information with a known key does not take time irl and I believe it would negatively impact the game. If the other drawbacks you mentioned aren't enough to balance spamming high encryption level then the percentage of forces using high encryption could reduce overall encryption quality
@@therandomguy4988 encryption will always be maxed out except for certain scenarios with extremely limited hardware. Severely damaged comms maybe so only simple singals are possible. Or a destroyed computer will only allow the ship to use simpler encryption. Anything els would be ridicolously unrealistic
I think this is the only game out there that lets a player be a staff officer and gives them the tools to do it. Hopefully the multiplayer campaigns will allow for players to, if they want, be dedicated ship drivers or staff wonks.
All of this really gives off a real "the Expanse" vibe, when in the serie the ships only being able to see the flares from the deceleration burns of incoming vessels, or the LIDAR images of varying quality. I'm so excited about it. I wonder if their will be an option to order a fleet to "go dark", limiting their use of main engine when in transit, to minimize the risk of ennemy sensors picking them and painting them with their radar. (I'm dreaming...)
You actually can limit amount of engine thrust time that your fleet would be using in transit. It would make you wait for couple of months for their arrival, but they would be very stealthy.
Two of my favourite developers working together on an incredible game, awesome! this and Falling Frontier are both my most anticipated games. I can't wait to play both finished versions.
It is rare to have a strategy game that has intelligence more complicated that "You have line of sight or you don't". That intelligence screen adds a ton of immersion; though it could get really repetitive investigating each contact one by one. Not clear if the intelligence officers do that for you or not.
To do drive identification i'd definitely have a look at the submarine game cold waters. There you have to identify enemy ships by the sound signature og the engines. So you compare the sound spectrum to a bunch of categorized spectrums
For the ground combat part I am thinking about the tabletop game "Dropfleet Commander" where victory points come from ground control. Certain ships can equip specialized orbital bombardment turrets to turn dug-ins into molten slags.
8:32 YESSS finally a game features IR imagery analysis, and you're going so in depth on it too... Honestly I didn't expect this from Nebulous, given the soft SF concessions, but I am so happy you're doing this, not least of which because I think it will inspire future games to have something similar.
You mentioned that missile cams are gone in skirmish, would that apply to all missiles? I feel like leaving it just as a function of say Electro Optical missiles makes sense, and allows for a method of intelligence gathering
I think it'd be better as a support module to slot into missiles, so you can make designated scouting missiles that use their seeker to ID and comm. with friendly ships.
I have no idea what this game is or why TH-cam recommended the video, but this game looks cool and your vision for it sounds amazing. I definitely need to try this game next paycheck, I’m honestly hyped for this conquest mode and I haven’t even gotten this game.
@@Notevenreal1 what? Controls are amazing, and I'm saying that from a position of having played the original HW1 back in the day and every version in between. Hell: you can even use the old control schemes, if you're so inclined. Story is pretty subjective, I guess - I enjoyed it a lot!
@@Notevenreal1 For the controls, you can switch it back to the classic homeworld style or there is a custom mode where you can mix the two and keep what you like from either version. As for the story I cant speak for that, only played the demo a little bit but that seemed allright thats why I was asking.
@@Piergeiron The controls are not amazing. The controls are passable for a *21 year old game.* Even at the time of HW2's release there were games with far better UX/UI than Homeworld 2. The fact that HW3 has controls that are not any better, and are arguably worse is insane. Blackbird should be ashamed of themselves.
Cheers Mazer, keep it up buddy. I can guarantee you that once people see those marines in game they will be screaming for live boarding but i totally understand why you've had to cut it (for now). Like the rest of the braying masses i can't wait to see how carriers will be brought to bear here. Especially with your real life logistics experience I'm sure that they are a whole entire floating (orbiting?) cities worth of complexity unto themselves.
With the ability to mark a battleship as a frigate and your teammates not knowing anything is up until the 3 beams light up, I'd say that era is just beginning 🤣
Really like intelligence images! Although I am a bit worried that in the end it will be like “go through all pictures, set hulls with one glance, close the window”
Maybe if they add some mechanic so they're a bit more distorted or something it'd be nice, but yeah, pretty much the metagaming they're aiming for so I guess it's fine. I also love the way they look as well
The ANS boxy troopboy looks great but now I'm wondering what the OSP equivalent(s) might be. Bulk freighter with a dozen berthing? Cruise ship converted to troop transport? The possibilities...
I desire convoy/commerce raiding, convoy tactics, etc. You don’t need to increase cargo ship capacity if you just have multiple go out at once together in a convoy.
Now I guess it doesn't matter much since this part of the game is scrapped. However, making less units overall is the way to go... Even current IRL navy's are not that big, like 20ish cruisers, 30 destroyers, 10 carriers, few frigates and then patrol boats etc. Those are small numbers.
I love the degree of realism for the conquest mode but I'm a bit worried about it as well. In real life, it takes a lot of people to handle different tasks and make decisions. I like that the player has control over everything but at the same time, I hope it also have some automation or recommendations or advice because otherwise I may get overwhelmed.
Looking forward to the new mode. The question I have is concerning landing forces. Is there any considerations for planetary landings to carry out raids and other smaller engagements that could be carried out by SOTF organizations? Basically adding an additional way of using landing forces other than planetary invasions.
I wonder if itll be possible for fleets to serve as fire support for invasions, maybe damaging the station or planet in exchange for softening the bad guys up? I suppose that only railguns could actually fire through atmosphere, maybe a special module for s3 missiles to make them effective at atmospheric strikes?
I am really looking forward to giving each group of marines and fleets very unique names and back stories. and oh man Commanding Officers... this is gonna be fun
I'm very curious to know how high of a priority forwards compatibility and moddability are for the Conquest gamemode. I know that further factions and ship hulls are a likelihood. I am sure you intend to support this new content in Conquest, but I would like to know how difficult or easy it will be for modders to create custom fleet & equipment palettes and run modded conquest games.
One of the hardest parts of UI design is making something large (= easy on the eyes) while still maintaining a density of information. I'm sure you can think of plenty of applications that fail to do this (i.e. "let's just make the text bigger", but this is not a real solution). Not so here - that conquest UI looks great.
Not sure if this is already the case but it would be cool if the flare image only shows if the fleet adjusts its speed/course since they shouldnt need to use their main engines in transit so you could build a low signature fleet and yet it into an enemy facility without getting spotted
Would be interesting if after a station is captured there is some disarray/delay before it's fully operational (maybe depending on the numbers of armies eg how heavy/easy the fight was). Maybe even reducing the defensive capabilities so that if there is a defending fleet incoming right now after the takeover it can reclaim the station faster (if the skirmish is successful and it has landing ships), tickles my "realistic" feeling. Edit: actually, you probably have to replenish the troops on the station somehow (dunno if this was covered somewhere) so that aspect is already counted in I guess (remaining troops form the defense, if it's a pyrrhic victory you are not defending the station anytime soon). Also also, enemy fleets present in the station system (without defenders) causing slow, over-time reduction in defender numbers, simulating the psychic effect of occupation/siege/starving-out - also traitors and stuff. Kinda like stellaris orbital bombardment but less direct and less destructive. Huge stuff! can't wait to try it out
What kind of force multipliers are available for Ground combat besides "throw more bodies into the grinder"? Tech advantages, firesupport, Heavy assets for planets? drones? Damaging the station for an easier battle? also, new here so: what if you designed a missile with a camera and data Uplink to fire at enemies? basically a missile shaped scout drone.
for the jittery symbols, I believe everyone would be fine, if you merge multiple symbols into 1, at a predetermined zoom distance, and just apply something similar to bold for a thicker symbol/icon, which one can see that this is a "bigger" force/group. just my 2c
Falling Frontier + Nebulous devs being pals warms cold dead heart
All we need is children of a dead earth for the perfect trio
@@extraordinarytv5451 God, I wish that game had reached its full potential
@@22Kalliopa it got canceled?? NOOO
@@extraordinarytv5451 it got released in 2016
@@extraordinarytv5451 Yeah, development stopped years ago :(
Wow that track analysis feature with the grainy radar imaging is absolutely brilliant
Definite submarine radar signature matching vibes
I love the hard sci-fi vibe of nebulous, and using actual naval doctrine makes it feel so real.
Man when you pulled up that grainy image of the enemy force, I _creamed my pants._ This is a master class in UI, brilliant work!
dispatching damage control
good thing it's in your pants and not the photo!
Regarding fleet max size, I think Starsector's Combat Readiness really is a good way to soft cap how many ships you want to deploy. Ships deployed in that are selected by the player, and since any deployed ship has its combat readiness decrease at the end of battle at the very least, deploying any ship has a cost. This incentives the player to only deploy what's needed. In the case of different taskforces here, if engaging a task-force required all ships in it to go to general quarters, then it means that if you have one doomstack megafleet, the enemy can just harass you into bankruptcy because he entire TF has combat ready over and over.
More likes for this man pls, also your explanation reminds me of the start of the TV show Battlestar galactica
Yes it's weird how no sim games do this other than Starsector, which is fairly streamlined as far as sim games go, since we all know that deploying any complex machine in war doesn't just leave them "ready for battle" even if they took no damage. They need fuel, ammo, supplies, etc.
This devlog does so much for me, as former infantry with intel analyst training... Also hell yeah Hooded Horse devs helping each other out!
For the number of transport ships, though, I think having them convoy would be a reasonable solution. Groups of 5-10 freighters moving together for collective defence to make the shipping insurance providers happy sounds reasonable, and cuts down on map clutter at the same time.
At the start, they might just fly in groups of 2-3, so that if any ship has an emergency they can at least rescue the crew or provide technical assistance, but after the war kicks off the groups get larger, and maybe ships start seeing decoy launchers, basic PD systems, and light armaments in the range of 100-120mm guns to fend off commerce raiding parties (probably with some kind of faction upgrades involved in those processes).
Convoying the transports would *also* make it a lot easier to assign ships to escort duty along supply routes if you're in contested space. Sending one Raines a day with each single transport is terrible, but if you're launching 10-12 transports at once you can stick a Vauxhall, a Keystone, and two Raines in there as a good investment and ward off small groups of shuttles, or at least know you can give a larger enemy group a black eye and spoil their victory, if another task force can't respond in time.
...I also cannot wait to see the rivalry between Naval and Marine aviators launching from the carrier and assault landing ships; That'll be priceless, and I hope there's a little dialogue easter egg somewhere about it XD
Yeah declutter via Naval Control of Shipping!
Casually dropping "No missile cam in conquest" mid video. Love that change.
If we can launch decoys, we should be able to string a network of radar/lidar probes that may give away our own position, but still relay vital information to us
Watching missile hits is a big part of my Neb enjoyment, so I will be sad to see it go. Would be nice to maybe keep the cam but just show a placeholder hull (like a grey box) instead.
Will we still get missile success/fail notifications in top left I wonder?
@@psaldorn69 Tester here, Mazer hasn't said anything about the notifications at the top left so I'm pretty sure they're staying. You will also still be able to see missile hits if you're close enough for a visual so there's that at least.
Meh, removes droning, not great since part of warfare is deploying drones to find your target in a timely and inexpensive manner.
@@PSC4.1 but those are missiles, not drones. Missiles don't scout targets
The intro music makes me happy.
It goes so hard but I do wish the devlog montages will return eventually.
The music in this game absolutely slaps. The composer did such a good job.
5:55 six hybrids, right into a rock. Classic
What a labor of love. Excellent UI work without losing the esthetic. A masterpiece of dreamt gameplay brought to life.
An INFOSEC system would be incredible. Imagine if you had a small wolf pack of stealth destroyers preying on shipping lanes. You wouldn't want a random order to reveal everything about said wolf pack, so you would change their comms discipline so that they send SITREPs less often or not at all. Restricting communications could have the downside of causing you not to know the situation of your own TF, delaying intelligence gathered by the TF, or delaying the execution of orders. You would also set communications to and from the TF to be highly encrypted, further delaying the receipt of orders and intelligence as you have to decrypt the info. The level of encryption could be variable, with higher encryption causing more delay. The enemy might still be able to detect the emissions of a communication, allowing them to get a track on the source of it, but they would also have to spend time decrypting the message, leading to the intel possibly being obsolete. You could even add an "encryption computer" part on a ship to encrypt/decrypt more quickly or have encryption/decryption speed scale with intelligence effort. Finally, you could set the classification of information related to certain TFs to be very high so that should the enemy intercept and decrypt a message, it would omit things like fleet disposition, fuel and ammo stocks, ETA, destination, position, etc. However, the commander will also be missing this info, causing them to have imperfect information. There could also be a command ability penalty or an order delay penalty related to a lack of information. It may be a tricky balancing act, but it would be rewarding to have small and slow-to-respond TFs that are nearly invisible, contrasted by large and agile battlegroups that practically broadcast their intel to everyone.
I would LOVE that, I love this kind of infosec stuff and you would have to fight me to get me off that role lol
I mostly agree, BUT decrypting information with a known key does not take time irl and I believe it would negatively impact the game. If the other drawbacks you mentioned aren't enough to balance spamming high encryption level then the percentage of forces using high encryption could reduce overall encryption quality
@@therandomguy4988 you're right, maybe the risk of the private keys being leaked goes up the more they are used.
@@therandomguy4988 encryption will always be maxed out except for certain scenarios with extremely limited hardware. Severely damaged comms maybe so only simple singals are possible. Or a destroyed computer will only allow the ship to use simpler encryption. Anything els would be ridicolously unrealistic
I think this is the only game out there that lets a player be a staff officer and gives them the tools to do it. Hopefully the multiplayer campaigns will allow for players to, if they want, be dedicated ship drivers or staff wonks.
Always good to see a Devlog drop. I noticed that Nebulous fleet command now has its game cover in the title section of YT videos. Finally!
It makes me so happy to see a dev that cares about and enjoys their work while also not having to rush it because of publishers
All of this really gives off a real "the Expanse" vibe, when in the serie the ships only being able to see the flares from the deceleration burns of incoming vessels, or the LIDAR images of varying quality. I'm so excited about it. I wonder if their will be an option to order a fleet to "go dark", limiting their use of main engine when in transit, to minimize the risk of ennemy sensors picking them and painting them with their radar. (I'm dreaming...)
You actually can limit amount of engine thrust time that your fleet would be using in transit. It would make you wait for couple of months for their arrival, but they would be very stealthy.
@@vitaz145 neat !
5:56 RIP that salvo
god damn that UI is beautiful and feels like NEBULOUS
Two of my favourite developers working together on an incredible game, awesome! this and Falling Frontier are both my most anticipated games. I can't wait to play both finished versions.
It is rare to have a strategy game that has intelligence more complicated that "You have line of sight or you don't". That intelligence screen adds a ton of immersion; though it could get really repetitive investigating each contact one by one. Not clear if the intelligence officers do that for you or not.
he said after action reports will autofill the info you've gathered in the fight
Wake up babe, new devlog just dropped
fleet inteligenceulous
To do drive identification i'd definitely have a look at the submarine game cold waters. There you have to identify enemy ships by the sound signature og the engines. So you compare the sound spectrum to a bunch of categorized spectrums
For the ground combat part I am thinking about the tabletop game "Dropfleet Commander" where victory points come from ground control. Certain ships can equip specialized orbital bombardment turrets to turn dug-ins into molten slags.
8:32 YESSS finally a game features IR imagery analysis, and you're going so in depth on it too... Honestly I didn't expect this from Nebulous, given the soft SF concessions, but I am so happy you're doing this, not least of which because I think it will inspire future games to have something similar.
This is incredibly cool. The final product could be among the best RTSes of all time.
You mentioned that missile cams are gone in skirmish, would that apply to all missiles?
I feel like leaving it just as a function of say Electro Optical missiles makes sense, and allows for a method of intelligence gathering
I think it'd be better as a support module to slot into missiles, so you can make designated scouting missiles that use their seeker to ID and comm. with friendly ships.
I have no idea what this game is or why TH-cam recommended the video, but this game looks cool and your vision for it sounds amazing. I definitely need to try this game next paycheck, I’m honestly hyped for this conquest mode and I haven’t even gotten this game.
With how greatly the Homeworld 3 launch crushed my soul I am glad to see that Nebulous is still doing great! I'm super excited for conquest.
What's up with H3? I've seen some of the reviews they're mostly on the positive side so I'm genuinely curious what you mean.
@@neutchain7838Controls are horrific and the story is aweful
@@Notevenreal1 what? Controls are amazing, and I'm saying that from a position of having played the original HW1 back in the day and every version in between. Hell: you can even use the old control schemes, if you're so inclined.
Story is pretty subjective, I guess - I enjoyed it a lot!
@@Notevenreal1 For the controls, you can switch it back to the classic homeworld style or there is a custom mode where you can mix the two and keep what you like from either version. As for the story I cant speak for that, only played the demo a little bit but that seemed allright thats why I was asking.
@@Piergeiron The controls are not amazing. The controls are passable for a *21 year old game.* Even at the time of HW2's release there were games with far better UX/UI than Homeworld 2. The fact that HW3 has controls that are not any better, and are arguably worse is insane. Blackbird should be ashamed of themselves.
So excited, thank you for keeping us up to date!
This is truly a labour of love, everything speaks of the care and attention to detail you are all putting into this mode. I can’t wait to play it.
Cheers Mazer, keep it up buddy.
I can guarantee you that once people see those marines in game they will be screaming for live boarding but i totally understand why you've had to cut it (for now). Like the rest of the braying masses i can't wait to see how carriers will be brought to bear here. Especially with your real life logistics experience I'm sure that they are a whole entire floating (orbiting?) cities worth of complexity unto themselves.
I've been biting my nails since the last log, so happy to finally see another one!
So, the era of fleet unintelligence has finally come to an end?
What does Unintelligence mean here for fleets? 🤷🤷
With the ability to mark a battleship as a frigate and your teammates not knowing anything is up until the 3 beams light up, I'd say that era is just beginning 🤣
After Homeworld 3 dropped. Neb def has a place on my hard drive as my go to place for simulated Space combat. This game is a gem.
The fuzzy picture display is so fucking cool...
New UI *feels* Nebulous. Gorgeous.
I can't wait for the release of this, and carriers
i want to play this mode real bad
This looks absolutely amazing. I can't wait to see that drive plume ID minigame.
This game is one of my favourite RTS games of all time. With this and Manor Lords I'm well served for innovative and exciting RTS games right now.
Love how this game made by 3 indies is absolutely clowning on a bigger budget game made by "industry veterans".
Really like intelligence images! Although I am a bit worried that in the end it will be like “go through all pictures, set hulls with one glance, close the window”
Maybe if they add some mechanic so they're a bit more distorted or something it'd be nice, but yeah, pretty much the metagaming they're aiming for so I guess it's fine.
I also love the way they look as well
So will there be a chance to conduct piracy operations against enemy shipping lanes? Or create Q ships?
The ANS boxy troopboy looks great but now I'm wondering what the OSP equivalent(s) might be. Bulk freighter with a dozen berthing? Cruise ship converted to troop transport? The possibilities...
That cruise ship idea is great
A bunch of shipping containers with a "Handle with Care, Live cargo" label on them.
I desire convoy/commerce raiding, convoy tactics, etc.
You don’t need to increase cargo ship capacity if you just have multiple go out at once together in a convoy.
Aaaah I'm so stoked for this! Loving the whole UI changes!
I can’t wait for conquest mode, thanks for the devlog!
I've been getting itchy for an update. I'm liking the balance changes.
Looking real nice, I really love those drive flare analysis and radar images!
инфракрасные фото в разведке очень круто и гармонично )
This devlog and the ones before it aged like milk
Will it be possible to have a spectator slot for conquest?
I love this
This is awesome
I am in awe
That new UI is really fantastic.
Feels like like the graphics and holograms we see in The Expanse.
New UI looks great. The matching flare minigame reminds me of identifying subs based off radar signature in simulators.
KEEP IT UP THIS LOOKS WONDERFUL
Now I guess it doesn't matter much since this part of the game is scrapped. However, making less units overall is the way to go... Even current IRL navy's are not that big, like 20ish cruisers, 30 destroyers, 10 carriers, few frigates and then patrol boats etc. Those are small numbers.
man I play games to get away from reading INTREPs, and here you go and do this to me?
(heck of a job, it looks amazing)
Intel system is SOOO cool. I love that
Me be getting some Janes 688i H/K vibes with that Intel! Great work!
i love that troop transport ship, dear god
The multifunction side panels in the new UI remind me of the xcellent UI of Homeworld 2, and I applaud.
Incredible work!
8:48 That is soo cool I like the militaristic feal , but i think it would loook bettter in amber color , i mean the menu lines.
So excited for this game-mode!
the troop transport looks cool, the drive flare analysis looks cool, that's nice
dunno if I'll enjoy conquest but I'm glad the update is gettin close.
I love the degree of realism for the conquest mode but I'm a bit worried about it as well. In real life, it takes a lot of people to handle different tasks and make decisions. I like that the player has control over everything but at the same time, I hope it also have some automation or recommendations or advice because otherwise I may get overwhelmed.
In conquest it’s a team based thing from what I know
I bought a steam deck earlier this year so I haven’t been keeping up with the game, but I love these 25 minutes dev logs. ❤
Looking forward to the new mode. The question I have is concerning landing forces. Is there any considerations for planetary landings to carry out raids and other smaller engagements that could be carried out by SOTF organizations? Basically adding an additional way of using landing forces other than planetary invasions.
Nebulous carrier command one day
This looks so fine!
Very exciting news!
Love the intelligence features. It warms my ex intelligence analyst powerpoint heart
Is there any AI for ships in your fleet? Or do you have to command all ships?
Thousands marines fighting in a space station seems too many. There only is so much room and air. I think ISS and The Expense.
Am in awe of this game!
I wonder if itll be possible for fleets to serve as fire support for invasions, maybe damaging the station or planet in exchange for softening the bad guys up?
I suppose that only railguns could actually fire through atmosphere, maybe a special module for s3 missiles to make them effective at atmospheric strikes?
tanks and aircraft could also be on the landing ships for planets making it feel bigger and more like a battle over a planet
Really cool work!
I am really looking forward to giving each group of marines and fleets very unique names and back stories. and oh man Commanding Officers... this is gonna be fun
I'm very curious to know how high of a priority forwards compatibility and moddability are for the Conquest gamemode. I know that further factions and ship hulls are a likelihood.
I am sure you intend to support this new content in Conquest, but I would like to know how difficult or easy it will be for modders to create custom fleet & equipment palettes and run modded conquest games.
You designed the troop ship in 2008?? How long has this wonderful game been floating around in your head? :)
One of the hardest parts of UI design is making something large (= easy on the eyes) while still maintaining a density of information. I'm sure you can think of plenty of applications that fail to do this (i.e. "let's just make the text bigger", but this is not a real solution). Not so here - that conquest UI looks great.
Neb Neb Neb Neb Neb Neb-u-lous Fleet Command!
BILL BILL BILL BILL BILL NYE THE SCIENCE GUY
@@deathkorpswatchmaster2414 you understood the assignment 😎
Anyone know if there will be co-op against AI for conquest mode? that would be awesome for a small group of friendos
There is confirmed to be AI for single player conquest, so you should be able to do co-op if you fill in just one team.
@@shamasmacshamas7135 I must have missed that confirmation and I agree, I don't see why it wouldn't be possible to do co-op then.
Not sure if this is already the case but it would be cool if the flare image only shows if the fleet adjusts its speed/course since they shouldnt need to use their main engines in transit so you could build a low signature fleet and yet it into an enemy facility without getting spotted
Getting more and more of a Honor Harrington/verse vibe with this.
This game mode looks really interesting!
I cannot wait to play this gamemode!
Would be interesting if after a station is captured there is some disarray/delay before it's fully operational (maybe depending on the numbers of armies eg how heavy/easy the fight was).
Maybe even reducing the defensive capabilities so that if there is a defending fleet incoming right now after the takeover it can reclaim the station faster (if the skirmish is successful and it has landing ships), tickles my "realistic" feeling.
Edit: actually, you probably have to replenish the troops on the station somehow (dunno if this was covered somewhere) so that aspect is already counted in I guess (remaining troops form the defense, if it's a pyrrhic victory you are not defending the station anytime soon).
Also also, enemy fleets present in the station system (without defenders) causing slow, over-time reduction in defender numbers, simulating the psychic effect of occupation/siege/starving-out - also traitors and stuff. Kinda like stellaris orbital bombardment but less direct and less destructive.
Huge stuff! can't wait to try it out
10:20 I assume the feature you're going to talk about next is this "I Win" button, right? 😅
BEEN WAITING FOR THIS
I'm drooling over the milsim aspects possible 🤘
What kind of force multipliers are available for Ground combat besides "throw more bodies into the grinder"? Tech advantages, firesupport, Heavy assets for planets? drones? Damaging the station for an easier battle?
also, new here so: what if you designed a missile with a camera and data Uplink to fire at enemies? basically a missile shaped scout drone.
Our last hope! Please save us
for the jittery symbols, I believe everyone would be fine, if you merge multiple symbols into 1, at a predetermined zoom distance, and just apply something similar to bold for a thicker symbol/icon, which one can see that this is a "bigger" force/group. just my 2c
Lets gooooo. Im so excited.
So the marines disembark directly underneath the drive cones? Their timing better be good.
I'm a simple man I see a new Eridanus Industries video and I hit like.
Umm, I haven’t played nebulous in a while- what is this!? This looks awesome!
Very nice!