Author Topic: space combat sim games or lack therof  (Read 4289 times)

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Offline karajorma

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Re: space combat sim games or lack therof
I'm an Amiga man personally. I know they do exist though.
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Re: space combat sim games or lack therof
I found one called Steem that seems to work well enough.  So far, Warhead is... infuriating.  I should probably try to find a manual somewhere.  ;)

 

Offline karajorma

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Re: space combat sim games or lack therof
It takes some getting used to. But once you start getting the good weapons it gets much better :)
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Offline ZmaN

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Re: space combat sim games or lack therof
Why does everyone hate freelancer!?!?!?!  I've played that game and it really is fun.  Its actually one of the closest games to freespace in the genre....

I really wish that people would learn how to end a series....

I'd love a freespace 3...  I would definitly buy a freelancer 2 (actually, If I remember correctly, theres a fan made extension for freelancer called Freelancer: The Next Generation)...

However, I would REALLY love to see a sequel to Tribes: Vengeance.... (and Far Cry for that matter)  Those are the two games I enjoy most and to see sequels would be a wonderful thing...

I actually read that theres supposed to be a sequel to FEAR, but idk too much about that one....
Well what do I do now?  Well Jack, you seem to have an act for blowing things up....

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Offline Flipside

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Re: space combat sim games or lack therof
Someone posted a demo video of the new FarCry engine actually, it looked pretty stunning....

 

Offline ZmaN

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Re: space combat sim games or lack therof
Someone posted a demo video of the new FarCry engine actually, it looked pretty stunning....

uhhh, that was me!!!!
Well what do I do now?  Well Jack, you seem to have an act for blowing things up....

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My Rig:
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Matthew 1:1-2  In the beginning was the Word, and the Word was with God, and the Word was God.  He was with God in the beginning.

 

Offline Flipside

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Re: space combat sim games or lack therof
:lol:

Forget I said it then ;)

 

Offline karajorma

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Re: space combat sim games or lack therof
Why does everyone hate freelancer!?!?!?!  I've played that game and it really is fun. 

I don't hate it. It's just nowhere near as good as FS1 let alone FS2.
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Offline Flipside

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Re: space combat sim games or lack therof
I liked the atmosphere, but it couldn't really decide whether it was a Space Combat game or a Space Trading game, and it sort of wobbles between the two. It was very well executed in a lot of ways, it felt like an RPG because of levelling up and mouse control, but didn't have enough variation or depth to hold that side together.

It's a pity really, it had a hell of a lot of potential and looked gorgeous, particuarly in Asteroid fields etc, but just didn't have a long term factor for me.

 

Offline Nuke

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Re: space combat sim games or lack therof
my point isnt that freelancer is bad, freelancer looks (as far as environment, those ships are butt ugly) really good. its just that it failed in alot of areas too. unlike with freespace where everything was pretty much perfect in all aspects. i also do not consider it a true space sim because of the controls and the flatness of the gameplay. freelancer does score brownie points for originality though as there were alot of unique features. its a matter of relativity really. relative to other games, it kicks ass. relative to freespace, its just another space game.
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Offline Ace

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Re: space combat sim games or lack therof
However, I would REALLY love to see a sequel to Tribes: Vengeance....

http://www.starsiege2845.com/

What the Tribes/Earthsiege/Starsiege series is *supposed* to be :p
Ace
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Offline TrashMan

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Re: space combat sim games or lack therof
Flatness in Freelancer never bothered me..partially becosue in RL, planets usually are approximately on a plane.

the nebučlas and particle culds were excelletn adn the universe was so full and ALIVE. Things were constantly going on.
Patrols came by and scanned you, pirates attacked freighters and police came to help...ships had tons of meaningfull chatter with other ships and stations (they told you where they were from and where they were going or other similar stuff)

There are mods out there that truly make it shine..like new, balanced ships with fixed gunz, a new storyline.. and it really is excellent then..
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Offline ZmaN

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Re: space combat sim games or lack therof
my point isnt that freelancer is bad, freelancer looks (as far as environment, those ships are butt ugly) really good. its just that it failed in alot of areas too. unlike with freespace where everything was pretty much perfect in all aspects. i also do not consider it a true space sim because of the controls and the flatness of the gameplay. freelancer does score brownie points for originality though as there were alot of unique features. its a matter of relativity really. relative to other games, it kicks ass. relative to freespace, its just another space game.

Oh no crap its not as good as freespace.....

As for looks, it looks almost as good as X3 on 1280x960 resolution...  Also, it doesnt need a powerful video card...  I do like how it is executed..  Always something happening...  So many ships, and the ship models actually look good IMO...  I dont really see anything bad about it....  I love it!!!!

Also, it has VERY good voice acting, unlike X3...  On par with freespace as a matter of fact...   And the story line goes very well, you can also choose to ignore it and continue trading if you wish...

Flatness in Freelancer never bothered me..partially becosue in RL, planets usually are approximately on a plane.

the nebučlas and particle culds were excelletn adn the universe was so full and ALIVE. Things were constantly going on.
Patrols came by and scanned you, pirates attacked freighters and police came to help...ships had tons of meaningfull chatter with other ships and stations (they told you where they were from and where they were going or other similar stuff)

There are mods out there that truly make it shine..like new, balanced ships with fixed gunz, a new storyline.. and it really is excellent then..

Exactly my point...  I havnt tried the mods and stuff, but I will once i finish the game...
Well what do I do now?  Well Jack, you seem to have an act for blowing things up....

www.underoath777.com  <---  The BEST BAND EVER!

My Rig:
NZXT Apollo Case, with the insides painted black, and refinished side panels
Cooler Master Real Power Pro 750 watt PSU
Intel Xeon E3110 (e8400) OC'd to 3.6ghz
Xigmatek S1283 HDT Cooler
Biostar TPower I45 Motherboard
2 x 2GB's Crucial Ballistx DDR2-800 RAM
XFX Geforce 8800GTX GPU
Onboard sound
3 x 36GB Raptors in RAID 0
1 x Western Digital 640GB stand-alone

Matthew 1:1-2  In the beginning was the Word, and the Word was with God, and the Word was God.  He was with God in the beginning.

 

Offline Nuke

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Re: space combat sim games or lack therof
flat solarsystems tend to be fairly empty bacause the system has evolved to the point where there is very little dibrits, and everything spins around the sun in the same direction. so a flat plannar system is a mature system and wouldnt have as much as far as nebulas and astroid fields go. in this example id consider it a realistic expression of a solar system. a system full of nebulas and stuff would be a newer immature solar system with partially formed planets spinning it totally chaotic orbits, heavy concentrations of gas and space dibrits everywhere.  in other words it would be a mess. now there were plenty of messy systems too, but they were still fairly flat. space is a 3d medium and gameplay should express that. this is one of the reasons i dont consider it a true space sim. still i played and enjoyed the game and in all liklyhood, id play it again.
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Offline Mongoose

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Re: space combat sim games or lack therof
What I want is a space sim without all of that trading and upgrading crap.  Maybe I'm just looking at the wrong games, but from what I've seen, most of the recent space games have had that as a large focus.  Then you have something like Eve, which in my opinion would be absolutely awesome if it wasn't a point-and-click RPG; the entire concept just sounds extremely boring.  I don't give a damn about galactic economies, trade routes, evil corporations, or pirate factions.  All I want is an engrossing, amazing, and linear storyline (I shouldn't have to play a game twenty times to see everything :p), awe-inspiring capital ships, non-stop action, and a general feeling of the immensity of the space environment.  And no Newtonian physics, for the love of God.  I once played a demo of a Russian space sim whose name I can't recall, and every mission played out like the "jousting" that Cyker described.  The entire space sim genre is full of scientific impossibilities; Newtonian physics just seems like a poor attempt to inject "realism" while taking the fun out of gameplay.

In short, I want what I can never have: FS3 ;)

 

Offline Turnsky

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Re: space combat sim games or lack therof
What I want is a space sim without all of that trading and upgrading crap.  Maybe I'm just looking at the wrong games, but from what I've seen, most of the recent space games have had that as a large focus.  Then you have something like Eve, which in my opinion would be absolutely awesome if it wasn't a point-and-click RPG; the entire concept just sounds extremely boring.  I don't give a damn about galactic economies, trade routes, evil corporations, or pirate factions.  All I want is an engrossing, amazing, and linear storyline (I shouldn't have to play a game twenty times to see everything :p), awe-inspiring capital ships, non-stop action, and a general feeling of the immensity of the space environment.  And no Newtonian physics, for the love of God.  I once played a demo of a Russian space sim whose name I can't recall, and every mission played out like the "jousting" that Cyker described.  The entire space sim genre is full of scientific impossibilities; Newtonian physics just seems like a poor attempt to inject "realism" while taking the fun out of gameplay.

In short, I want what I can never have: FS3 ;)

upgrading isn't so bad, particularly if it leans towards the "you maintain your fightercraft" department, i agree trading is as boring as hell, it has its place.
if freespace 3 was made, it should be slightly open-ended in terms of mission area, whilst be linear in structure.  a multi-faceted mission area structure, if you will. where you could be battling in one area, and off into the distance, you can see the flashes of another battle, that you may have the option to jump out of the area, and help if you so wish, without having to worry about having to go through another loading sequence.

Newtonian physics have their place, most combat sims were fly-by-wire, as in, pull the stick back, fighter goes up, etc.
what i'd like to see, is a genuine free-for-all battle in a space sim, something that would make the battle of endor look like a campfire explosion by comparison. more visible craft than visible stars. a target rich enviroment, to quote schlock mercenary. ;)
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Offline Nuke

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Re: space combat sim games or lack therof
i never really liked non-linear gameplay. its something that just doesnt work. it just tends to degrade the plot and confuse things. it really doesnt extend the life of a game, just means it takes longer to finish. look at freespace, id had a linear plot and it refuses to go away. so i think non-linear story lines are a feature game comanies need to get away from.

as far as openness goes, i think its become pretty much standard. games like freelancer have proven that it can be done and it would be an essential feature in a freespace 3 type game. of course in an fs3 type system, you can move between systems via nodes, but id like to be able to make intra system jumps at will, and be able to plot my own course.  scale of a combat area allows for more tactical missions. giving the player multiple means to complete the mission. like where (to continue the fs3 alalogy) to set up an ambush of s shivan convy it from what position a cap ship jumps in to take out another capship (to attack a sathanas from the rear as opposed to from the front).

i still maintain that realistic physics can be implemented in a fun and playable manor. it would just take much though into the player-ship interface. now i wouldnt want fs3 to have it, games should try to keep a certain feel in their sequals but id like to see it in more games. for the flight sim crowd, realistic physics are mandatory, and they still have loads of fun.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Turnsky

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Re: space combat sim games or lack therof
i never really liked non-linear gameplay. its something that just doesnt work. it just tends to degrade the plot and confuse things. it really doesnt extend the life of a game, just means it takes longer to finish. look at freespace, id had a linear plot and it refuses to go away. so i think non-linear story lines are a feature game comanies need to get away from.

as far as openness goes, i think its become pretty much standard. games like freelancer have proven that it can be done and it would be an essential feature in a freespace 3 type game. of course in an fs3 type system, you can move between systems via nodes, but id like to be able to make intra system jumps at will, and be able to plot my own course.  scale of a combat area allows for more tactical missions. giving the player multiple means to complete the mission. like where (to continue the fs3 alalogy) to set up an ambush of s shivan convy it from what position a cap ship jumps in to take out another capship (to attack a sathanas from the rear as opposed to from the front).

i still maintain that realistic physics can be implemented in a fun and playable manor. it would just take much though into the player-ship interface. now i wouldnt want fs3 to have it, games should try to keep a certain feel in their sequals but id like to see it in more games. for the flight sim crowd, realistic physics are mandatory, and they still have loads of fun.

while i agree that non-linearity shouldn't be a key gameplay component, i do believe that a large battlefield would be a cool feature, like, you fight in one area, have to jump out with the rest of the fleet, sit through the fleet in subspace, and see the fleet jump back into normal space all in the one sesson.
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Offline Cabbie

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Re: space combat sim games or lack therof
I also agree that open ended gameplay is great but I'd also settle for simply a really well made linear space combat sim ala Tie Fighter/Freespace.

 

Offline Turnsky

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Re: space combat sim games or lack therof
I also agree that open ended gameplay is great but I'd also settle for simply a really well made linear space combat sim ala Tie Fighter/Freespace.

indeed, but, a trading "backbone"(in concept alone) would be a cool feature for any spiritual sequel to freespace, etc, like, to add some kind of life to the game, like, you're in the military fighters, escorting a cruiser through a civilian area, and seeing the alliance's economy spring to life by way of transports, mercenary fighters, police fighters, civil ships, shuttles, and whatnot, imagine something like new york and vegas all rolled into one, in space. then imagine a full on fighter battle among all that, all the aformentioned noncombatants scattering for cover as you're assisted by the less advanced police and mercs (protecting their charges, of course)
you don't see much of this except in games like the X series, etc. Freelancer came close, but not much.
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