I liked the big capital ship black flag but in space style combat in the first one, I'm a bit disappointed that Outlaw looks to only be more small-scale fighter stuff instead but I'll probably still pick it up eventually.
I hear what Austin Walker is saying about Rebel Galaxy but as someone who has never played Freespace or anything like it I bet that shit will blow my mind
Broke as fuck in the style of the times. Gratitude is all that can return on your generosity.
By default not really, you can autopilot a lot of the sections where you’d be flying through open space to a destination, docking is automated and I don’t think there’s a way to turn that off. There are two playstyles that make it a bit harder, “sim” turns off flight assist but keeps aim assist, “Old school” disables both. And both those disable third person view.
I can’t speak to either of those because I’m playing on normal with a Xbox controller.
Unrelated to your question but I just found out if you have a tractor beam you can suck up the pirates floating in space after you blow up their ship and turn them into a station to cash.
By default not really, you can autopilot a lot of the sections where you’d be flying through open space to a destination, docking is automated and I don’t think there’s a way to turn that off. There are two playstyles that make it a bit harder, “sim” turns off flight assist but keeps aim assist, “Old school” disables both. And both those disable third person view.
I can’t speak to either of those because I’m playing on normal with a Xbox controller.
Unrelated to your question but I just found out if you have a tractor beam you can suck up the pirates floating in space after you blow up their ship and turn them into a station to cash.
Is there an option to liberate space slaves? I always waffled on whether i should pick them up because on the one hand contraband, on the other I feel bad just leaving that container out there.
0
BroloBroseidonLord of the BroceanRegistered Userregular
By default not really, you can autopilot a lot of the sections where you’d be flying through open space to a destination, docking is automated and I don’t think there’s a way to turn that off. There are two playstyles that make it a bit harder, “sim” turns off flight assist but keeps aim assist, “Old school” disables both. And both those disable third person view.
I can’t speak to either of those because I’m playing on normal with a Xbox controller.
Unrelated to your question but I just found out if you have a tractor beam you can suck up the pirates floating in space after you blow up their ship and turn them into a station to cash.
Is there an option to liberate space slaves? I always waffled on whether i should pick them up because on the one hand contraband, on the other I feel bad just leaving that container out there.
Liberate? Haven’t seen that yet. These people I suck up to send to jail I can apparently enslave instead, that’s like close to what you wanted right?
Wow, the offer of getting my ship 3D printed and mailed to me is pretty damn cool. I wonder if they do it in whatever custom colors I choose.
0
darunia106J-bob in gamesDeath MountainRegistered Userregular
Q: This looks like it has aim and flight assists. Is this game for babies?
A: Yes this game is for babies (i.e. us), but also we have pro modes for not-babies.
I appreciate baby-made games.
+9
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
I just picked it up and i'm about to start streaming it, going in basically blind. Link in my sig if anyone wants to see the disaster happen in real time!
Dipped my toe into Griftlands. Got one day into a run and died. It was slightly demoralizing, but I learned a lot about the mechanics and started to get a feel for builds/synergies.
My second run, I made it all the way through the present story content.
The two systems ("battle" and "negotiation") feed into one another in really, really interesting ways. There's the obvious, mechanical way - choosing how to approach a quest based on what they're strong in and which meter of yours is higher. But there's this other way that they interact, where your performance/decisions in one system and impact the other.
Like, okay. Say you wanna rattle a person who wants to fight you. You "negotiate" to intimidate them. If you succeed, they'll be at a disadvantage in the "battle" because you got in their head.
Then say you win that battle. When you get them on the ropes, they try to surrender. You can let them live, and they'll appreciate that. Be your buddy, maybe reward you. Or you can execute them.
In an early battle in my second run, I executed a motherfucker. He was an asshole. And that gave me a card. A negotiation card. I was building a reputation for violence, for following through on threats. It made me more effective at hostile, threatening negotiations. So guess who started getting a lot more aggressive in their problem-solving?
Because I did a brutal thing, I mechanically became more brutal. My decision impacted the way I played, which impacted my decisions, which fed back into how I play. Role-playing games don't usually have this level of narrative/gameplay cohesion. I am DEEPLY impressed.
The story content is currently limited in scope (I saw a lot of repeated stuff just between my first and second runs), so there's still a lot to come. But holy crow am I impressed.
+17
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I'm waiting to dip my toes into Griftlands because I've already got Nowhere Prophet and will probably be picking up Dicey Dungeons soon
But ugh it sounds so good
+2
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
I dunno about the sequel, but the first Rebel Galaxy is essentially "Assassin's Creed Black Flag naval combat but spaceships and slide guitars"
ehhh it wasn't quite as good as black flag, later builds were real broken, both for and against you. Goddamn was that sound track amazing though. I'm really excited to download the new one tonight though.
Also I would love to get a stand alone black flag style game, give me a bigger map (maybe 50% bigger with things spaced more apart?) and lots of ships.
I dunno about the sequel, but the first Rebel Galaxy is essentially "Assassin's Creed Black Flag naval combat but spaceships and slide guitars"
ehhh it wasn't quite as good as black flag, later builds were real broken, both for and against you. Goddamn was that sound track amazing though. I'm really excited to download the new one tonight though.
Also I would love to get a stand alone black flag style game, give me a bigger map (maybe 50% bigger with things spaced more apart?) and lots of ships.
yeah, it was mechanically very similar, but none of it felt as good. Like, getting into combat was a drag most of the time, since it just pulled you out of hyperspace and then hurt your ship without giving you anything. And firing the broadsides on your ship just didn't feel good, and most resulted in stuff bouncing off your enemies' shields.
It actually inspired me to pick up black flag again, and it's hilarious how much seeing a ship in the distance feels good and mischievous and such a fun opportunity. Any time a ran into a ship in rebel galaxy and it pulled me out of hyperspace and made me fight, I was mostly just wanting them to fuck off and not bother me.
Dipped my toe into Griftlands. Got one day into a run and died. It was slightly demoralizing, but I learned a lot about the mechanics and started to get a feel for builds/synergies.
My second run, I made it all the way through the present story content.
The two systems ("battle" and "negotiation") feed into one another in really, really interesting ways. There's the obvious, mechanical way - choosing how to approach a quest based on what they're strong in and which meter of yours is higher. But there's this other way that they interact, where your performance/decisions in one system and impact the other.
Like, okay. Say you wanna rattle a person who wants to fight you. You "negotiate" to intimidate them. If you succeed, they'll be at a disadvantage in the "battle" because you got in their head.
Then say you win that battle. When you get them on the ropes, they try to surrender. You can let them live, and they'll appreciate that. Be your buddy, maybe reward you. Or you can execute them.
In an early battle in my second run, I executed a motherfucker. He was an asshole. And that gave me a card. A negotiation card. I was building a reputation for violence, for following through on threats. It made me more effective at hostile, threatening negotiations. So guess who started getting a lot more aggressive in their problem-solving?
Because I did a brutal thing, I mechanically became more brutal. My decision impacted the way I played, which impacted my decisions, which fed back into how I play. Role-playing games don't usually have this level of narrative/gameplay cohesion. I am DEEPLY impressed.
The story content is currently limited in scope (I saw a lot of repeated stuff just between my first and second runs), so there's still a lot to come. But holy crow am I impressed.
This is exactly the sort of thing I hoped to hear after I saw this game's trailer
Dipped my toe into Griftlands. Got one day into a run and died. It was slightly demoralizing, but I learned a lot about the mechanics and started to get a feel for builds/synergies.
My second run, I made it all the way through the present story content.
The two systems ("battle" and "negotiation") feed into one another in really, really interesting ways. There's the obvious, mechanical way - choosing how to approach a quest based on what they're strong in and which meter of yours is higher. But there's this other way that they interact, where your performance/decisions in one system and impact the other.
Like, okay. Say you wanna rattle a person who wants to fight you. You "negotiate" to intimidate them. If you succeed, they'll be at a disadvantage in the "battle" because you got in their head.
Then say you win that battle. When you get them on the ropes, they try to surrender. You can let them live, and they'll appreciate that. Be your buddy, maybe reward you. Or you can execute them.
In an early battle in my second run, I executed a motherfucker. He was an asshole. And that gave me a card. A negotiation card. I was building a reputation for violence, for following through on threats. It made me more effective at hostile, threatening negotiations. So guess who started getting a lot more aggressive in their problem-solving?
Because I did a brutal thing, I mechanically became more brutal. My decision impacted the way I played, which impacted my decisions, which fed back into how I play. Role-playing games don't usually have this level of narrative/gameplay cohesion. I am DEEPLY impressed.
The story content is currently limited in scope (I saw a lot of repeated stuff just between my first and second runs), so there's still a lot to come. But holy crow am I impressed.
This is exactly the sort of thing I hoped to hear after I saw this game's trailer
I'm very excited to play it at some point
I enjoyed the couple of hours I put into it, but I think I'm gonna treat this like Hades: One run per update. I think it'll be fun to see come together, but I don't wanna get burned out before release.
Posts
It is Privateer plus space cowboy aesthetics.
No, it's a space sim like Elite or Freelancer or Privateer. On the arcadey side of things. Prequel to Rebel Galaxy from a few years ago.
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not very, it's about as arcade-y as wing commander or freespace, not really approaching anything like Elite
It's probs a good game but the limited plane bummed me out and I never got around to it cause I suck
man where is my crimson skies remake
Yeah it is!
Oh shit you play as Juno?
Also maybe I should get around to finishing the first one.
The PC one or the Xbox one?
both
but especially PC
By default not really, you can autopilot a lot of the sections where you’d be flying through open space to a destination, docking is automated and I don’t think there’s a way to turn that off. There are two playstyles that make it a bit harder, “sim” turns off flight assist but keeps aim assist, “Old school” disables both. And both those disable third person view.
I can’t speak to either of those because I’m playing on normal with a Xbox controller.
Unrelated to your question but I just found out if you have a tractor beam you can suck up the pirates floating in space after you blow up their ship and turn them into a station to cash.
Steam
Is there an option to liberate space slaves? I always waffled on whether i should pick them up because on the one hand contraband, on the other I feel bad just leaving that container out there.
there was an xbox-only sequel to crimson skies:
https://www.youtube.com/watch?v=TGGtjEeE3A4
PC:
https://www.youtube.com/watch?v=49laxMeLS2o
Liberate? Haven’t seen that yet. These people I suck up to send to jail I can apparently enslave instead, that’s like close to what you wanted right?
Steam
Wow, the offer of getting my ship 3D printed and mailed to me is pretty damn cool. I wonder if they do it in whatever custom colors I choose.
I appreciate baby-made games.
Star Trek Online does this and I've been incredibly tempted until I see they're like $350 USD for the fully painted ones.
Yeah, it was during that only-recently-ended era where Microsoft put every one of their games on Xbox and gave the PC gaming the finger.
I have several questions
Dicey Dungeons is real good.
Robot is great.
I just picked it up and i'm about to start streaming it, going in basically blind. Link in my sig if anyone wants to see the disaster happen in real time!
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
My second run, I made it all the way through the present story content.
The two systems ("battle" and "negotiation") feed into one another in really, really interesting ways. There's the obvious, mechanical way - choosing how to approach a quest based on what they're strong in and which meter of yours is higher. But there's this other way that they interact, where your performance/decisions in one system and impact the other.
Like, okay. Say you wanna rattle a person who wants to fight you. You "negotiate" to intimidate them. If you succeed, they'll be at a disadvantage in the "battle" because you got in their head.
Then say you win that battle. When you get them on the ropes, they try to surrender. You can let them live, and they'll appreciate that. Be your buddy, maybe reward you. Or you can execute them.
In an early battle in my second run, I executed a motherfucker. He was an asshole. And that gave me a card. A negotiation card. I was building a reputation for violence, for following through on threats. It made me more effective at hostile, threatening negotiations. So guess who started getting a lot more aggressive in their problem-solving?
Because I did a brutal thing, I mechanically became more brutal. My decision impacted the way I played, which impacted my decisions, which fed back into how I play. Role-playing games don't usually have this level of narrative/gameplay cohesion. I am DEEPLY impressed.
The story content is currently limited in scope (I saw a lot of repeated stuff just between my first and second runs), so there's still a lot to come. But holy crow am I impressed.
But ugh it sounds so good
Fuck. You should not have told me this. I had one specific custom Starfleet ship I really liked.
ehhh it wasn't quite as good as black flag, later builds were real broken, both for and against you. Goddamn was that sound track amazing though. I'm really excited to download the new one tonight though.
Also I would love to get a stand alone black flag style game, give me a bigger map (maybe 50% bigger with things spaced more apart?) and lots of ships.
Origin ID: Discgolfer27
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yeah, it was mechanically very similar, but none of it felt as good. Like, getting into combat was a drag most of the time, since it just pulled you out of hyperspace and then hurt your ship without giving you anything. And firing the broadsides on your ship just didn't feel good, and most resulted in stuff bouncing off your enemies' shields.
It actually inspired me to pick up black flag again, and it's hilarious how much seeing a ship in the distance feels good and mischievous and such a fun opportunity. Any time a ran into a ship in rebel galaxy and it pulled me out of hyperspace and made me fight, I was mostly just wanting them to fuck off and not bother me.
Steam // Secret Satan
This is exactly the sort of thing I hoped to hear after I saw this game's trailer
I'm very excited to play it at some point
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I enjoyed the couple of hours I put into it, but I think I'm gonna treat this like Hades: One run per update. I think it'll be fun to see come together, but I don't wanna get burned out before release.