Programmer: "I thought it was intuitive when I designed it. Apparently no one else did, so I changed it." See, THAT'S how developement works. Not "Well, the players don't know how to play the game."
@@GeneticResearch Star Citizen is different, this game is 1.6 gigs, easy to update and change, star citizen is over 60, lots of moving parts and code that needs to be rewritten to be compatible with other things.
@@Jarandjar there is no excuses my dude, star citizen devs just don't care and they are blinded by their "vision" and spending money that is not theirs so they don't give a fuck. just like politians do
@@v44n7 Bro every dollar is reinvested back into it lmfao. They spend $70m+ a year when they make $100m+ a year, so I don't see how they're wasting money when it's clearly being used to develop the game.
@@Jarandjar money spent =/= good output of content, timed content and everything. Again I go back to my analogy, they work exactly like politians. They don't put themself deadlines, they don't have a clear objective for the game. They don't receive well critiques and just like politians, they have a huge fan base that will defend them at all cost. Doesnt matter if the money is spent or not, how is spent and if is effienctly is what matters. They clearly don't now anything about that. But because they are spending other people money they don't care, just like politians.
Oh. Wow. The repurposed cargo ships are so cool. I really hope the random modular nature makes it into the final game. Playing with such a fleet would have so much personality and I would get hopelessly attatched.
@@VTX00128 That's an idea. Reminds me of Q-ships used to protect merchant convoys. A loose cargo container falls off the deck and it turns out there was a massive missile pod underneath! What could be even more interesting is a missile bus or something that's been converted from a cargo container. Throw it off the side of the ship, use tiny thrusters to get it to standoff range, and then fire missiles off of it! That could be the OSP's unique mechanic for using missiles.
they could work kind of like mines, sit there until having their radars activated and launching on a nearby target, with their own slots for decoy, jamming, and survivability that some of the more expensive modules have. Maybe just act as a radar drone even, unable to defend itself, making them vulnerable to cheap anti-radiation missiles.
@@colonelclank2422 that's an interesting idea just popped up electronic warfare topic one cargo container make enemy sensors see it as another ship to draw it in a trap and the other pods are armed with ship killer torpedoes/missiles oh the possibilities are endless.
Hey! This game is my new addiction, getting an update this soon after joining is like double Christmas. Keep up the great work! This is the spaceship strategy game I've always craved. Thank you!
Definitely looking forward to the missile update, and love the in depth look at the OSP. I can definitely see some fun challenges with them where you roll a fleet and have to stick to it while your opponent does the same, with both sides trying to anticipate what the other builds.
A way to prevent ship scumming is to have the ship sections randomized in a per fleet basis, so that you only have a set number of sections, that you can mix and match between the ships of that fleet. It gives you the feel of "yeah that's what we have, make the best out of it" and still gives you the freedom to make that one ship you really want, but at the cost of maybe making the rest of your fleet worse... Come to think of it that sounds like great stuff for a campaign.
Really liking your devlogs - reminds me of the Dwarf Fortress ones if you've ever come across them, full of content and detail but also active engagement with the player base. Congrats on the game as well it's a blast and can't wait for the updates (and eventual campaign) to make it even more so.
Really looking forward to the missile update, and the OSP I think will be my go-to faction when they are implemented. Unconventional/Paramilitary in ship designs, weapons (I presume), and tactics will be very interesting.
Mazer I love how when you were describing the missile update you sounded fatigued, but when going into OSP I could verbally hear a tone shift of excitement.
I really like the "brick" tender, i look at it and i think of that cgi video showing off autonomous weapons packages, and i can picture the arms grabbing a container, lining it up, and then either a large cannon shot like a karl gustav or a pack of missiles being launched and the arm dropping the box afterword. giving it impressive one shot firepower at the exchange of fragility.
That's possess an old navel doctrine of Q-Ships cargo ships being a defensive tool against pirates raids on military, supply lines and sometimes they're used for surprise attacks. I recommend some reading material of David Weber's Honor Harrington series.
@@evil713 I'm more to sneaky than to run out to the open kind of went the first one book. fearless was in the war games or when she was escaping the peeps from hell and none was the wiser of maneuver she was pulling out all the bag of tricks. Add this update for the missile/torpedoes with a few tweaks we have our own Apollo system they'll never know what hit him. And that not including pod types. 🤓 In the immortal words of Shannon Foraker oops!
Thought on the randomized hulls, since it will be concevable to roll the modular ships over and over again until you get the one you want, maybe instead it could be that they all have the same internals, but each time you take the fleet into the game it gets randomized, since that way the player couldn't just: A. alter the fleet file to suit their wants. B. reroll the ships until they get the ship look/size they want.
Really, it'd be nice all the same if you could still land on the model that appeals to the player the most. Part of the nice part of the fleet designer is building 'your' ships that you can have an attachment to. So yeah, you could keep rerolling till you find an appealing design, but then you stick with that for personal attachment. At the end of the day it would still be an OSP kitbash ship, but now it's 'your' OSP kitbash ship. Long story short, let the player have fun with it. Even if that means they pick the more appealing designs, or go all in on a random kitbash fleet.
@@raigir2144 Yeah, that's completely fair, but if it ends up altering the hitboxes of the ship it might end up a bit shitty... I propose another solution then... You select the sections of the ship yourself, and they have different slots and costs associated with them. Think Eve Online's Tech 3 cruisers.
Thank you for be so considerate of the player, I always get scared of every update hoping that the update isn’t the one where a game dev becomes power hungry and only does it for money. The new missile update is awesome, watching my new custom missiles with decoys escort and protect a heavy hitting torpedo is just awesome to watch.
"Less about how many you can fire in a big stream and more about the capabilities of your missiles" Except for the fact that when I spammed a bunch of missiles maxed with costly equipment (15 points per missile and you shoot 40+) I was unable to land a single hit on a group of AI ships, let alone even remotely get close.. Whereas when I spammed nearly the cheapest ones, several of them made it through and landed hits.. even if 99% of them missed or were destroyed. (2 points per missile and you shoot 200 missiles) (Keep in mind you aren't using just 1 missile launcher!) And what I learned is that spiral is almost completely negated to High Explosive Flak shells because of the AOE. And when I tested the Mk29 PTD's "Stonewall", it turns out the only thing you need is 2 of them to hold off all 200 spam missiles as well! Meaning that missiles are arguably the most ineffective thing I have ever seen cost-benefit wise. Unless you're fighting an idiot or a ship that is already crippled beyond repair.. The missiles shouldn't actually go through..
I just started playing and I have to say... This is way better than runnin 8 eve accounts... This game has so much potential, glad I am along for the ride!
I love playing this game and am very excited for this update. Any way you could add more space wreckage from broken/disabled ships? it would be neat to see a dead ship break up into little bits and use those bits as cover or PD.
Could you release the background cinematic for the main menu? That is a work of art. I've watched it about 5 times now. The ost is perfect! 10/10 Menu screen. Up there with Generals and Space Marine.
"...Obviously Razzle Camo because its just cool..." Honestly now I want an OSP voice line to include a "Lets give them the ol' Razzle Dazzle." when you order a missile volley.
Seems like an amazing update incoming ! Can't wait to test it. Just, for the OSP, I think you are making the same mistake as with the missiles. It's not: the player could "ship scum", but: they will "ship scum". So I don't think it's the good way to implement the "randomness" of the OSP. If the idea is to make all ships different, maybe choosing the different parts could be possible for the player, but each time he use the same parts on different ships, there is a point cost (just like with the old VLS system). It could even be extended to the weapons or systems to push the players to have ships very different from each other. Like that players would be pushed to have vastly different looking ships, and still be able to optimize as they want. Anyway, it's just an idea.
It seems to be a good idea for the campaign mode but not so much for competitive multiplayer pvp. Maybe let us cobble ship parts together since it is modular anyway, and yeah, the compound cost could be used on this if you are using the same part over, and over again.
Nice to see a developer who actually cares about their work. PS. I hate missiles. I don't use them and hate the stream that gets sent to me. This update is terrifying. Also.. I'm not saying get rid of them.. I'm just saying it's not for me. :)
Hi devs I just wanna let you know I’m a new player and this was the main reason I bought this game because of the higher levels of customisation and cool factor!
I’m a little eager for the OSP forces because I tend to role play as a pirate. Got the flag and everything! So having maybe 1-2 military ships and a bunch of refitted civilian liners defiantly fits.
Been watching this development with great interest. Is there a way to have a super heavy spinal weapon on a battleship? I've seen a lot of destroyers with heavy beam spinals. A logical evolution that is able to burn through smaller ships extremely fast would be cool.
I have a story I am writing called the Epsilon Arm Conflict and the Epsilon Arm Alliance have converted 48 massive bulk freighters and turned them into pocket battleships. They look like the IDF Frigates from EV Nova. Some of your ships reminds me of the ships from the Earth Federation from the Mobile Suit Gundam series; Salamis and Magellan class ships. Norsehound is a great artist over on DA who does some great ship art; just an FYI.
I'm honestly shocked how drastic the other ships are looking. 1 fear I had was that they'd look the same or be the same kind of hard points where they were only there to look different. not play different. but Christ, this look like the full deal. I'm excited. The line ships remind me a lot of DropFleet Commander and how they allow you to model the ships your own way. Dropfeelt being a tabletop game Please tell me we'll see a full fledged campaign with ways to learn the lore.
I do like the way you are going with the game, the spam of missiles is definitely something that can be annoying and just not as fun or cool gameplay. I really like the idea behind the missile update, it makes missiles and PD extremely tactical in their use rather than just spamming a ton of the same thing in hope for the best effect.
Is there a general statement anywhere by the developers as to how they intend to handle/simulate heat ? I'm assuming from what I've seen so far that Thermodynamics / Heat issues have been ignored completely . I'm assuming the simulation currently as it stands is not ever going to add in any more realism AKA Children of a Dead Earth style orbital mechanics and realistic heat /thermodynamics modelling . I'm loving the Damage control and ship interface UI which are actually pretty awesome - but it seems like this is just Submarines in Space ?
@@13deadghosts I'm pretty sure the description of one of the class 2 missile chassis is a Brigador reference. Brigador is a great game by the way, it's cheap on Steam. It lets you stomp around cities in a custom battlemech/ tank/ hover car and blow stuff up.
it sound a lot of fun just hearing the new faction, and i have some ("bad") suggestions that may or may not fit in the concept, but i though i would share it anywa ( sorry for the mountain of text and lack of gramar), first being some weapons: plasma accelerators, a close to mid-range weapon, the projectile would have the characteristics of a fluid that will solidifie along the trajectory, the distance/temperature will influenciate what damage it will do, aply debuffs, cut sections depending on the angle, damege modules permanetly,start fires, overall wreking havoc on the ship, as molten metal hit you at mach 4, customizing the projectile initial shape, a single big rod with precision and damage density, or a lot of smaler ones that disperse over an area as directional PD's, the tipe of metal that is fired could change to , like thungsten and coper, the first one causing more damage, since it have a higher density, less range result of a high melting point incresing damege fall off and less speed , which translate in a lower acuracy , copper on the other hand is a more "long range aproach", more velocity based on it's lower density and less damege fall off, result of a lower melting point, being capable of keeping it's plasma form for longer ranges . For close to mid-range, conventional fixed heavy cannons, that fire one stage (for close- range) or two stage (mid-range) shrapnel sabot's like those flite control buck shot, HESH (high explosive squash head) rounds and simple high explosive rounds. Missiles or fighter's for the heavy freigthers, since a transport ship need alot of internal space , which could be converted to a air-craft carrier or several VLS's. Converted mining ships, using it's mining probes for repairing other ships or just straping bombs and a simple targeting sistem, esencialy making them torpedos, slow moving guided projectiles, that pack a serious punch. Civilian linners, taking the role of logistical suport and scouting, since they lack the capability of carring major weapons other than point defenses,focusing in eletronic warfare and target locking in special, it can be divided in two types radar and optical, optical being high increase in precision, for both direct and indirect weapons for allied vessels , whith infrared lasers but expose them, as they need a direct line of sight, locking on one at a time, going further as making a whole new type of laser guided missels, that can't miss or be dealt with passive counter measures, chaf sistems and eletronic warfare, maybe a more generalized one, a big sensor aray, that boost PD'S capability to Identify decoys, improved locking speed and providing a more precise tragectory for point defenses, esencialy making a no missile zone, and better sensors, but a high value target, and especial easy to take down with a few direct shots, since it have a squishy hull. All in all, civilian ships modified to fill certain roles in combat, since a proper navy isn't available, a realy fun concept to think about it, looking forward to the launch, and the new faction
I cannot wait for the OSP ships, will actually make my fleet tag make sense. They look like they will have good juju, maybe even a little blessing from Ludd.
I would think adding turrets would be easier than changing a ships superstructure. How many Toyota Hilux trucks have AA guns mounted in the bed? I imagine OSP ships could look like the Reavers from Firefly.
Hey love I have an idea for you missile pods a one shot or pre-progamed/remote firing control swarm of preloaded missiles/torpedoes that was towed in at game start. This allows some mobility and long strategic thinking of the battlefield. And these torpedoes are big and heavy so they're not ship launched types so depending on the loadout of PEN-AIDS C-ECM and fight time staging say initial launch in general area and coming in ballistic close in before final stage Target acquisition.
I think from a new player's perspective you should dump the hold alt to add a missile or control alts to add a salvo how about if you select missile and you're getting ready to set a course or select a Target while it's in that mode you can just scroll wheel up for more missiles or scroll wheel down for less and click to confirm
I want to play this game so bad but It seems like a serious skill ceiling that I don't have time to sink my teeth into. But man, this is gonna be a good game.
i love the missiles style it is today september 3, this is why i bought the game and i am loving it, this is realism, i don´t want the bullshit second world war with spaceships with cannons(otherwise i would be playing world of ships) . i believe the weapons from PD defense should do damage on ships too and i like the rail gun idea, but they are too weak, is ridiculous.
the problem was taht in before the patch railgun destroy most game, one player just waitet outside of the range covering as many vic points they can and outrange all the player. also ther sad in a post on discord that if PD would make dmg the server would die becurse they are to many of tham. The discord has a great Q and A stuff about it.
I love the ending fact that he says “ yes conceivably you could ship scum and keep adding the hill until you get a layout that you like “ I love it 😅 I’m going to be honest that is what I was thinking about doing 😂😂😂😂😂😂😂😂 marks me out 😂😂😂 I love it I got called out and I haven’t even done it yet hahahahahahahahahahahaha
So MMM (Macross Missile Massacre) has been nerfed due to a myriad of reasons. Fair enough. I would love to see, if this is not implemented (I have a Mac and just heard of this game today but seen a good number of videos) a short range rocket pack where they can fire a large spread and the rockets can coast for X km before detonating unguided.
Hello.. don't know how else to get in touch with y'all. Game not properly loading. Message as follows: Failed to decompress data for the AssetBundle 'stock'. An error occurred loading the stock assets. System NullReferenceException: Object reference not set to an instance of an object Bundles. ProcessAssetBundle (UnityEngine.AssetBundle bundle, Modding.ModInfo from Mod). It's keeps going.. I can text the whole message if needed. Maybe it will be fixed before you guys get back to me.. if not.. that's the infor I have for now.
I know that campaign is not your priority right now, but how many updates would you like to ship before you even consider adding a campaign to the game? I think the multiplayer aspect is good, but it really is not new player friendly, with new guys having to learn everything that the veterans already mastered+no skill based matchmaking will scare away many people. A campaign if the style of battlefleet gothic armada would be great.
truthfully, I can't help but feel that not letting players choose their ship parts in the ship editor is only going to create frustration. Making the hull arrangements random sounds like a really neat campaign mechanic, but when it comes to the fleet editor for multiplayer matches, that's only going to cause players to do a lot of rerolling their ship layouts. When you yourself admit in the video that it's likely that some players are going to resort to that, you need to stop and remember that *all* players are going to feel that same pull. Any player who is thinking about maximizing their fleet's potential will be tempted to engage in that (distinctly frustrating and unfun) behavior. Remember, players aren't thinking about what would be the most fun way to play the game, but rather about what is the most efficient way to *win* the game. And when it comes to multiplayer, that will mean rerolling ships over and over again to get the one they want - even if the functional differences between the hulls is miniscule. Again - this is a super cool concept for campaign, and I *really* want to play with this in that context - so please continue to develop this further. But keep the multiplayer experience in consideration as you do.
I always find it deeply bizarre the way people look for the Most Efficient way to win rather than the Most Fun way to win. Not saying it doesn't happen just that it's an alien way of thinking to me.
Please reconsider having OSP ship internals be randomized. Players will "ship scum" for better gameplay effects, and may even be able to edit game files to get exactly what they want. Players that do what you want will be punished gameplay wise. Having randomized externals that are purely cosmetic is better, though letting players have the choice to choose ship skins would be best. Maybe you could allow the player to manually choose a set number of cosmetic modules across all ships for a fleet based on fleet size, but the rest must be randomized.
Programmer: "I thought it was intuitive when I designed it. Apparently no one else did, so I changed it."
See, THAT'S how developement works. Not "Well, the players don't know how to play the game."
Like the Star Citizen developers and their broken comunity. 1200$ wasted.
@@GeneticResearch Star Citizen is different, this game is 1.6 gigs, easy to update and change, star citizen is over 60, lots of moving parts and code that needs to be rewritten to be compatible with other things.
@@Jarandjar there is no excuses my dude, star citizen devs just don't care and they are blinded by their "vision" and spending money that is not theirs so they don't give a fuck. just like politians do
@@v44n7 Bro every dollar is reinvested back into it lmfao. They spend $70m+ a year when they make $100m+ a year, so I don't see how they're wasting money when it's clearly being used to develop the game.
@@Jarandjar money spent =/= good output of content, timed content and everything. Again I go back to my analogy, they work exactly like politians. They don't put themself deadlines, they don't have a clear objective for the game. They don't receive well critiques and just like politians, they have a huge fan base that will defend them at all cost.
Doesnt matter if the money is spent or not, how is spent and if is effienctly is what matters. They clearly don't now anything about that. But because they are spending other people money they don't care, just like politians.
Oh. Wow. The repurposed cargo ships are so cool. I really hope the random modular nature makes it into the final game. Playing with such a fleet would have so much personality and I would get hopelessly attatched.
Cargo containers turned into remote missile pods. Surprise!
@@VTX00128 That's an idea. Reminds me of Q-ships used to protect merchant convoys. A loose cargo container falls off the deck and it turns out there was a massive missile pod underneath!
What could be even more interesting is a missile bus or something that's been converted from a cargo container. Throw it off the side of the ship, use tiny thrusters to get it to standoff range, and then fire missiles off of it! That could be the OSP's unique mechanic for using missiles.
they could work kind of like mines, sit there until having their radars activated and launching on a nearby target, with their own slots for decoy, jamming, and survivability that some of the more expensive modules have. Maybe just act as a radar drone even, unable to defend itself, making them vulnerable to cheap anti-radiation missiles.
@@colonelclank2422 that's an interesting idea just popped up electronic warfare topic one cargo container make enemy sensors see it as another ship to draw it in a trap and the other pods are armed with ship killer torpedoes/missiles oh the possibilities are endless.
Very excited for those OSP ships. Thank you for sharing!
i like the way you guys do devlogs, the intros go a long way
It was amazing to help with testing this update! Looking forward to what’s to come!
It was fun throwing with you
not only am I happy about missile spam leaving, the new faction looks amazing
Hey! This game is my new addiction, getting an update this soon after joining is like double Christmas. Keep up the great work! This is the spaceship strategy game I've always craved. Thank you!
I have always wanted a space game like this. I love that he made it and he is an amazing developer
The OSP concepts look amazing!
You have made a very pretty game! Excited to try my hand at making Finity's End once I get access to all those nice looking freighters
Definitely looking forward to the missile update, and love the in depth look at the OSP. I can definitely see some fun challenges with them where you roll a fleet and have to stick to it while your opponent does the same, with both sides trying to anticipate what the other builds.
A way to prevent ship scumming is to have the ship sections randomized in a per fleet basis, so that you only have a set number of sections, that you can mix and match between the ships of that fleet.
It gives you the feel of "yeah that's what we have, make the best out of it" and still gives you the freedom to make that one ship you really want, but at the cost of maybe making the rest of your fleet worse...
Come to think of it that sounds like great stuff for a campaign.
Really liking your devlogs - reminds me of the Dwarf Fortress ones if you've ever come across them, full of content and detail but also active engagement with the player base. Congrats on the game as well it's a blast and can't wait for the updates (and eventual campaign) to make it even more so.
Really looking forward to the missile update, and the OSP I think will be my go-to faction when they are implemented. Unconventional/Paramilitary in ship designs, weapons (I presume), and tactics will be very interesting.
Amazing work as always. It was my pleasure to help test this update!
You guys have a great and wholistic view to balancing your game, refreshing to watch!
I haven't even played the game, yet this is my favourite devblog from any source
Always good to hear your thoughts
Dude. What you guys are doing is incredible.
Mazer I love how when you were describing the missile update you sounded fatigued, but when going into OSP I could verbally hear a tone shift of excitement.
I really like the "brick" tender, i look at it and i think of that cgi video showing off autonomous weapons packages, and i can picture the arms grabbing a container, lining it up, and then either a large cannon shot like a karl gustav or a pack of missiles being launched and the arm dropping the box afterword. giving it impressive one shot firepower at the exchange of fragility.
That's possess an old navel doctrine of Q-Ships cargo ships being a defensive tool against pirates raids on military, supply lines and sometimes they're used for surprise attacks. I recommend some reading material of David Weber's Honor Harrington series.
great bloody books, I'm all Lady Harrington and No Quarter when i arm ships.
@@evil713 I'm more to sneaky than to run out to the open kind of went the first one book. fearless was in the war games or when she was escaping the peeps from hell and none was the wiser of maneuver she was pulling out all the bag of tricks.
Add this update for the missile/torpedoes with a few tweaks we have our own Apollo system they'll never know what hit him. And that not including pod types. 🤓 In the immortal words of Shannon Foraker oops!
Not gonna lie - the Protectorate’s acronym kept throwing me when you were using it because I’m a big fan of Overly Sarcastic Productions. :D
THE HYPE IS REAL
Thought on the randomized hulls, since it will be concevable to roll the modular ships over and over again until you get the one you want, maybe instead it could be that they all have the same internals, but each time you take the fleet into the game it gets randomized, since that way the player couldn't just:
A. alter the fleet file to suit their wants.
B. reroll the ships until they get the ship look/size they want.
Really, it'd be nice all the same if you could still land on the model that appeals to the player the most. Part of the nice part of the fleet designer is building 'your' ships that you can have an attachment to. So yeah, you could keep rerolling till you find an appealing design, but then you stick with that for personal attachment. At the end of the day it would still be an OSP kitbash ship, but now it's 'your' OSP kitbash ship.
Long story short, let the player have fun with it. Even if that means they pick the more appealing designs, or go all in on a random kitbash fleet.
@@raigir2144 Yeah, that's completely fair, but if it ends up altering the hitboxes of the ship it might end up a bit shitty...
I propose another solution then... You select the sections of the ship yourself, and they have different slots and costs associated with them. Think Eve Online's Tech 3 cruisers.
I don't understand what's wrong with players having the look they want...
@@EchoThreeOne It is a repeated theme that giving players what they want is not always actually the best option.
Thank you for be so considerate of the player, I always get scared of every update hoping that the update isn’t the one where a game dev becomes power hungry and only does it for money. The new missile update is awesome, watching my new custom missiles with decoys escort and protect a heavy hitting torpedo is just awesome to watch.
This game and this channel really deserves many more followers. Amazing to get this kind of development info and looking forward to trying it out.
"Less about how many you can fire in a big stream and more about the capabilities of your missiles"
Except for the fact that when I spammed a bunch of missiles maxed with costly equipment (15 points per missile and you shoot 40+) I was unable to land a single hit on a group of AI ships, let alone even remotely get close.. Whereas when I spammed nearly the cheapest ones, several of them made it through and landed hits.. even if 99% of them missed or were destroyed. (2 points per missile and you shoot 200 missiles)
(Keep in mind you aren't using just 1 missile launcher!)
And what I learned is that spiral is almost completely negated to High Explosive Flak shells because of the AOE.
And when I tested the Mk29 PTD's "Stonewall", it turns out the only thing you need is 2 of them to hold off all 200 spam missiles as well! Meaning that missiles are arguably the most ineffective thing I have ever seen cost-benefit wise. Unless you're fighting an idiot or a ship that is already crippled beyond repair.. The missiles shouldn't actually go through..
This is looking amazing! Please bring this to the Mac.
Great Work Mazer and Team. Another awesome devlog.
I just started playing and I have to say... This is way better than runnin 8 eve accounts... This game has so much potential, glad I am along for the ride!
I love playing this game and am very excited for this update. Any way you could add more space wreckage from broken/disabled ships? it would be neat to see a dead ship break up into little bits and use those bits as cover or PD.
Could you release the background cinematic for the main menu? That is a work of art. I've watched it about 5 times now. The ost is perfect! 10/10 Menu screen. Up there with Generals and Space Marine.
o ready to hop back in with the new update!!
Amazing, I cant wait to play! This is my favorite RTS to ever be made, it hits everything I've wanted!
Nice a devlog
"...Obviously Razzle Camo because its just cool..."
Honestly now I want an OSP voice line to include a "Lets give them the ol' Razzle Dazzle." when you order a missile volley.
Your game is totally unique! Thank you for all your work!
Nice song. Always a joy.
this game looks really interesting gonna have to check it out
Glad I found out about this game and the new faction ooooh yea! OSP! OSP!
Seems like an amazing update incoming ! Can't wait to test it.
Just, for the OSP, I think you are making the same mistake as with the missiles. It's not: the player could "ship scum", but: they will "ship scum". So I don't think it's the good way to implement the "randomness" of the OSP. If the idea is to make all ships different, maybe choosing the different parts could be possible for the player, but each time he use the same parts on different ships, there is a point cost (just like with the old VLS system). It could even be extended to the weapons or systems to push the players to have ships very different from each other. Like that players would be pushed to have vastly different looking ships, and still be able to optimize as they want.
Anyway, it's just an idea.
It seems to be a good idea for the campaign mode but not so much for competitive multiplayer pvp. Maybe let us cobble ship parts together since it is modular anyway, and yeah, the compound cost could be used on this if you are using the same part over, and over again.
Nice to see a developer who actually cares about their work.
PS. I hate missiles. I don't use them and hate the stream that gets sent to me. This update is terrifying. Also.. I'm not saying get rid of them.. I'm just saying it's not for me. :)
love the new osp ships great job and keep your work on! i hope this game get attention it deserves
bro thanks so much. dis video is tiless 3 years ltr n still great
DAMN THE NAVY lol Nice vid old chaps.
Just now the balance with missiles feels good. I am in building in trying. And the game is great in that
I am eager to try out the new missiles and very interested in the conquest part of the game.
Great devlog -- as usual!
Awesome ! Can’t wait for the next update
Hell yeah, got love that Dazzle!
You say OSP, I say Beltalowda, me baratna!
FOR BELTALOWDA!
Yeah , the repurposing civilian ships to be warships are legit a belter move
Hi devs I just wanna let you know I’m a new player and this was the main reason I bought this game because of the higher levels of customisation and cool factor!
So this is like the Honorverse when the RMN went, "wait, what if we just built really big missiles so we could give them all the range."
As a tester, fun times were had! Thanks to Mazer and his dev team for allowing our bandwagon of wacky players to test it!😀
I’m a little eager for the OSP forces because I tend to role play as a pirate. Got the flag and everything! So having maybe 1-2 military ships and a bunch of refitted civilian liners defiantly fits.
Been watching this development with great interest. Is there a way to have a super heavy spinal weapon on a battleship? I've seen a lot of destroyers with heavy beam spinals. A logical evolution that is able to burn through smaller ships extremely fast would be cool.
With the OSP ships, maybe have some broadside weapons that rotate very little, but allow you to fit more into the same space
The OSP line ships remind me of the original Sith Empire ships which I always loved the design of!
Abyss is so much more of a level playing field now.
I have a story I am writing called the Epsilon Arm Conflict and the Epsilon Arm Alliance have converted 48 massive bulk freighters and turned them into pocket battleships. They look like the IDF Frigates from EV Nova. Some of your ships reminds me of the ships from the Earth Federation from the Mobile Suit Gundam series; Salamis and Magellan class ships.
Norsehound is a great artist over on DA who does some great ship art; just an FYI.
I'm honestly shocked how drastic the other ships are looking. 1 fear I had was that they'd look the same or be the same kind of hard points where they were only there to look different. not play different. but Christ, this look like the full deal. I'm excited. The line ships remind me a lot of DropFleet Commander and how they allow you to model the ships your own way. Dropfeelt being a tabletop game
Please tell me we'll see a full fledged campaign with ways to learn the lore.
Love it!
TH-cam was basically bombarding me with this vid so I guess I should watch it at least once...
The opening is so cooooool
I do like the way you are going with the game, the spam of missiles is definitely something that can be annoying and just not as fun or cool gameplay. I really like the idea behind the missile update, it makes missiles and PD extremely tactical in their use rather than just spamming a ton of the same thing in hope for the best effect.
Is there a general statement anywhere by the developers as to how they intend to handle/simulate heat ? I'm assuming from what I've seen so far that Thermodynamics / Heat issues have been ignored completely . I'm assuming the simulation currently as it stands is not ever going to add in any more realism AKA Children of a Dead Earth style orbital mechanics and realistic heat /thermodynamics modelling . I'm loving the Damage control and ship interface UI which are actually pretty awesome - but it seems like this is just Submarines in Space ?
The missile knows where it is
I really hope this appears as an easter egg somewhere in this update. Maybe in the description of one of the seeker heads :P
@@13deadghosts I'm pretty sure the description of one of the class 2 missile chassis is a Brigador reference. Brigador is a great game by the way, it's cheap on Steam. It lets you stomp around cities in a custom battlemech/ tank/ hover car and blow stuff up.
it sound a lot of fun just hearing the new faction, and i have some ("bad") suggestions that may or may not fit in the concept, but i though i would share it anywa ( sorry for the mountain of text and lack of gramar), first being some weapons: plasma accelerators, a close to mid-range weapon, the projectile would have the characteristics of a fluid that will solidifie along the trajectory, the distance/temperature will influenciate what damage it will do, aply debuffs, cut sections depending on the angle, damege modules permanetly,start fires, overall wreking havoc on the ship, as molten metal hit you at mach 4, customizing the projectile initial shape, a single big rod with precision and damage density, or a lot of smaler ones that disperse over an area as directional PD's, the tipe of metal that is fired could change to , like thungsten and coper, the first one causing more damage, since it have a higher density, less range result of a high melting point incresing damege fall off and less speed , which translate in a lower acuracy , copper on the other hand is a more "long range aproach", more velocity based on it's lower density and less damege fall off, result of a lower melting point, being capable of keeping it's plasma form for longer ranges . For close to mid-range, conventional fixed heavy cannons, that fire one stage (for close- range) or two stage (mid-range) shrapnel sabot's like those flite control buck shot, HESH (high explosive squash head) rounds and simple high explosive rounds. Missiles or fighter's for the heavy freigthers, since a transport ship need alot of internal space , which could be converted to a air-craft carrier or several VLS's. Converted mining ships, using it's mining probes for repairing other ships or just straping bombs and a simple targeting sistem, esencialy making them torpedos, slow moving guided projectiles, that pack a serious punch. Civilian linners, taking the role of logistical suport and scouting, since they lack the capability of carring major weapons other than point defenses,focusing in eletronic warfare and target locking in special, it can be divided in two types radar and optical, optical being high increase in precision, for both direct and indirect weapons for allied vessels , whith infrared lasers but expose them, as they need a direct line of sight, locking on one at a time, going further as making a whole new type of laser guided missels, that can't miss or be dealt with passive counter measures, chaf sistems and eletronic warfare, maybe a more generalized one, a big sensor aray, that boost PD'S capability to Identify decoys, improved locking speed and providing a more precise tragectory for point defenses, esencialy making a no missile zone, and better sensors, but a high value target, and especial easy to take down with a few direct shots, since it have a squishy hull. All in all, civilian ships modified to fill certain roles in combat, since a proper navy isn't available, a realy fun concept to think about it, looking forward to the launch, and the new faction
I cannot wait for the OSP ships, will actually make my fleet tag make sense. They look like they will have good juju, maybe even a little blessing from Ludd.
Mesh tessellation would make those smooth asteroids look a lot better!
I would think adding turrets would be easier than changing a ships superstructure. How many Toyota Hilux trucks have AA guns mounted in the bed? I imagine OSP ships could look like the Reavers from Firefly.
Cannot wait to build my cruise missile fleet
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Hey love I have an idea for you missile pods a one shot or pre-progamed/remote firing control swarm of preloaded missiles/torpedoes that was towed in at game start. This allows some mobility and long strategic thinking of the battlefield. And these torpedoes are big and heavy so they're not ship launched types so depending on the loadout of PEN-AIDS C-ECM and fight time staging say initial launch in general area and coming in ballistic close in before final stage Target acquisition.
Are there/ will there be cluster missiles?
I think from a new player's perspective you should dump the hold alt to add a missile or control alts to add a salvo how about if you select missile and you're getting ready to set a course or select a Target while it's in that mode you can just scroll wheel up for more missiles or scroll wheel down for less and click to confirm
I want to play this game so bad but It seems like a serious skill ceiling that I don't have time to sink my teeth into. But man, this is gonna be a good game.
cant wait for OSP ships... I tend to play more scrappy, this is gonna be fun.
yay beltalowdas
Awww yeaah its kitchensink diplomacy time !!!!
i love the missiles style it is today september 3, this is why i bought the game and i am loving it, this is realism, i don´t want the bullshit second world war with spaceships with cannons(otherwise i would be playing world of ships) . i believe the weapons from PD defense should do damage on ships too and i like the rail gun idea, but they are too weak, is ridiculous.
the problem was taht in before the patch railgun destroy most game, one player just waitet outside of the range covering as many vic points they can and outrange all the player.
also ther sad in a post on discord that if PD would make dmg the server would die becurse they are to many of tham.
The discord has a great Q and A stuff about it.
@@anno-fw7xn and now u can hit 100 shots at a battleship and there is no damage. this happened last game i use it.
nice!
OSP sounds a lot like the design language of Zarek Industry ships from fractured space
I love the ending fact that he says
“ yes conceivably you could ship scum and keep adding the hill until you get a layout that you like “
I love it 😅 I’m going to be honest that is what I was thinking about doing 😂😂😂😂😂😂😂😂 marks me out 😂😂😂 I love it I got called out and I haven’t even done it yet hahahahahahahahahahahaha
will there be a third faction?
I might buy a time machine to play this update earlier...
What if the stonewall made chaff barriers. Just clouds of radar confusion. :D
So MMM (Macross Missile Massacre) has been nerfed due to a myriad of reasons. Fair enough. I would love to see, if this is not implemented (I have a Mac and just heard of this game today but seen a good number of videos) a short range rocket pack where they can fire a large spread and the rockets can coast for X km before detonating unguided.
I for one cant wait for the inevitable pirate/terrorist faction with kamikaze suicide ships lol
Hello.. don't know how else to get in touch with y'all. Game not properly loading. Message as follows:
Failed to decompress data for the AssetBundle 'stock'.
An error occurred loading the stock assets. System NullReferenceException: Object reference not set to an instance of an object Bundles. ProcessAssetBundle (UnityEngine.AssetBundle bundle, Modding.ModInfo from Mod).
It's keeps going.. I can text the whole message if needed. Maybe it will be fixed before you guys get back to me.. if not.. that's the infor I have for now.
*Sad Rail Trombone noises* :)
I know that campaign is not your priority right now, but how many updates would you like to ship before you even consider adding a campaign to the game? I think the multiplayer aspect is good, but it really is not new player friendly, with new guys having to learn everything that the veterans already mastered+no skill based matchmaking will scare away many people. A campaign if the style of battlefleet gothic armada would be great.
Total war map style campaign will be update 3 after the second faction. Story campaign is 'eventually.'
@@Durendal_exe pog
I love you
truthfully, I can't help but feel that not letting players choose their ship parts in the ship editor is only going to create frustration. Making the hull arrangements random sounds like a really neat campaign mechanic, but when it comes to the fleet editor for multiplayer matches, that's only going to cause players to do a lot of rerolling their ship layouts. When you yourself admit in the video that it's likely that some players are going to resort to that, you need to stop and remember that *all* players are going to feel that same pull. Any player who is thinking about maximizing their fleet's potential will be tempted to engage in that (distinctly frustrating and unfun) behavior. Remember, players aren't thinking about what would be the most fun way to play the game, but rather about what is the most efficient way to *win* the game. And when it comes to multiplayer, that will mean rerolling ships over and over again to get the one they want - even if the functional differences between the hulls is miniscule.
Again - this is a super cool concept for campaign, and I *really* want to play with this in that context - so please continue to develop this further. But keep the multiplayer experience in consideration as you do.
I always find it deeply bizarre the way people look for the Most Efficient way to win rather than the Most Fun way to win. Not saying it doesn't happen just that it's an alien way of thinking to me.
This games looks good, but I don't have any more tho, lol
Hiped!
Finally ewar nerf
Please reconsider having OSP ship internals be randomized. Players will "ship scum" for better gameplay effects, and may even be able to edit game files to get exactly what they want. Players that do what you want will be punished gameplay wise. Having randomized externals that are purely cosmetic is better, though letting players have the choice to choose ship skins would be best.
Maybe you could allow the player to manually choose a set number of cosmetic modules across all ships for a fleet based on fleet size, but the rest must be randomized.
:D
The OSP line ships remind me of the original Sith Empire ships which I always loved the design of!