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What Sort of Battleship Should We Buy?

Current Technology (less delay)
- 4 (40%)
End-Game (more delay)
- 6 (60%)

Total Members Voted: 10


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Author Topic: Let's Play: Infinite Space  (Read 109364 times)

Hanzoku

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Re: Let's Play: Infinite Space
« Reply #285 on: March 24, 2014, 02:42:31 pm »

It also seems in Infinite Space that fleets are generally limited to certain mapped corridors between locations, which is why they could catch Yuri between two fleets in the first place.
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C-SH4M4N

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Re: Let's Play: Infinite Space
« Reply #286 on: March 27, 2014, 02:01:58 pm »

"fleet ahead, fleet behind. Guess we're screwed." no you moron, you still have left and right, not speaking of up and down! You're in freaking SPACE.

Do you recall that back in the Magellanic Stream, Yuri took a SECRET STARLANE ROUTE that delivered him right into that Lugovalian Flagship?

Replace SECRET STARLANE ROUTE with SECRET PATH THROUGH THE WOODS and it'll be the same.

I like the Xeos Union Belt ship designs ... the Fellowship, Junkyard and Sodality remind me of Romulan Warbirds. Streamlined and colorful, in contrast to crappy and blocky ships used everywhere. Also ... SO MANY MODULES, SO LITTLE SPACE! :P

Oh and the for the record, it will pay off to start reading Romance of the Three Kingdoms.
Just sayin' ...
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kaian-a-coel

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Re: Let's Play: Infinite Space
« Reply #287 on: March 27, 2014, 03:52:23 pm »

"fleet ahead, fleet behind. Guess we're screwed." no you moron, you still have left and right, not speaking of up and down! You're in freaking SPACE.

Do you recall that back in the Magellanic Stream, Yuri took a SECRET STARLANE ROUTE that delivered him right into that Lugovalian Flagship?

Replace SECRET STARLANE ROUTE with SECRET PATH THROUGH THE WOODS and it'll be the same.
That was hyperspace and I can get along with that since it seems like the setting's using Starlane FTL anyway.
But in the situation I was describing they're in conventional space...
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Hanzoku

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Re: Let's Play: Infinite Space
« Reply #288 on: March 27, 2014, 04:15:12 pm »

It's a bit of a hazy subject. Traveling between sectors of a galaxy seems to use warp gate technology. Within a sector, traveling from planet to planet seems to use starlane technology, but it doesn't come with any sort of safety features (untrackable, can't be interacted with while in the lane, etc.). The constant, constant pirate attacks attest to that. I tend to take the view that the lanes are the charted and marked safe paths where you can push your engines and don't have to put as much energy to your shields because there's not a lot of space dust, asteroids or drifting hulks to ruin your day by plowing through them at a respectable fraction of the speed of light. Off those paths, you're on your own, and if you happen to get hulled by a micrometeorite, it was your own fault.
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C-SH4M4N

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Re: Let's Play: Infinite Space
« Reply #289 on: March 29, 2014, 07:34:13 am »

That was hyperspace and I can get along with that since it seems like the setting's using Starlane FTL anyway.
But in the situation I was describing they're in conventional space...

Sorry, not quite ... actually, the game's intentionally ambiguous on this. Starlanes equal "dirt road paths" on any other game setting. That's why this game is SO MUCH equal parts Legend of Galactic Heroes and Romance of the Three Kingdoms: a lot of the tactical scenario it postulates come from traditional 2D battle scenarios, much like the one which started the conversation.


It's a bit of a hazy subject. Traveling between sectors of a galaxy seems to use warp gate technology. Within a sector, traveling from planet to planet seems to use starlane technology, but it doesn't come with any sort of safety features (untrackable, can't be interacted with while in the lane, etc.). The constant, constant pirate attacks attest to that. I tend to take the view that the lanes are the charted and marked safe paths where you can push your engines and don't have to put as much energy to your shields because there's not a lot of space dust, asteroids or drifting hulks to ruin your day by plowing through them at a respectable fraction of the speed of light. Off those paths, you're on your own, and if you happen to get hulled by a micrometeorite, it was your own fault.

We've got Warp Drives (Nia said as much), then we've got the MAGICAL! Inflaton reactionless drives and the mysterious/magical Void Gates which form the convenient Portal Network in both galaxies. I like the idea that the starlanes are charted, but that will stop making sense once our Navigator starts talking more frequently and you'll know why.

Then again, our whole talk centers around a single concept/question: do we imagine space (and everything combat-related to it) in traditional 2D abstractions, like how Sun Tzu did when he coded the Art of War or do we imagine it as a boundary-less 3D scenario like the one created by games like Homeworld and FreeSpace (and to a lesser extent, Sword of the Stars)?

2D and 3D ... for me, that's pretty much what it boils down to. You work within the freedom or limitations of the abstraction you choose and make up the rules for it as necessary (for example, that meteor storm back in the SMC? I could've gone "UP!" or "DOWN!" and bypassed it altogether instead of being stuck in that X-axis choice of either going back for deflectors or pushing through and taking HUGE damage.)
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C-SH4M4N

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Re: Let's Play: Infinite Space
« Reply #290 on: March 29, 2014, 07:38:36 am »

That was hyperspace and I can get along with that since it seems like the setting's using Starlane FTL anyway.
But in the situation I was describing they're in conventional space...

Sorry, not quite ... actually, the game's intentionally ambiguous on this. Starlanes equal "dirt road paths" on any other game setting. That's why this game is SO MUCH equal parts Legend of Galactic Heroes and Romance of the Three Kingdoms: a lot of the tactical scenario it postulates come from traditional 2D battle scenarios, much like the one which started the conversation.


It's a bit of a hazy subject. Traveling between sectors of a galaxy seems to use warp gate technology. Within a sector, traveling from planet to planet seems to use starlane technology, but it doesn't come with any sort of safety features (untrackable, can't be interacted with while in the lane, etc.). The constant, constant pirate attacks attest to that. I tend to take the view that the lanes are the charted and marked safe paths where you can push your engines and don't have to put as much energy to your shields because there's not a lot of space dust, asteroids or drifting hulks to ruin your day by plowing through them at a respectable fraction of the speed of light. Off those paths, you're on your own, and if you happen to get hulled by a micrometeorite, it was your own fault.

We've got Warp Drives (Nia said as much), then we've got the MAGICAL! Inflaton reactionless drives and the mysterious/magical Void Gates which form the convenient Portal Network in both galaxies. I like the idea that the starlanes are charted, but that will stop making sense once our Navigator starts talking more frequently and you'll know why.

And actually, I'm pretty sure you ARE trackable and fully interactable in a starlane.

Then again, our whole talk centers around a single concept/question: do we imagine space (and everything combat-related to it) in traditional 2D abstractions, like how Sun Tzu did when he coded the Art of War or do we imagine it as a boundary-less 3D scenario like the one created by games like Homeworld and FreeSpace (and to a lesser extent, Sword of the Stars)?

2D and 3D ... for me, that's pretty much what it boils down to. You work within the freedom or limitations of the abstraction you choose and make up the rules for it as necessary (for example, that meteor storm back in the SMC? I could've gone "UP!" or "DOWN!" and bypassed it altogether instead of being stuck in that X-axis choice of either going back for deflectors or pushing through and taking HUGE damage.)

Mental note: MONSTER ENERGY DRINK. Don't drink more than 3 within the same hour. The world can't keep up the pace, and mouth and brain can't accompany either ... thoughts just race across the mental circuits. Neural network's gonna need refurbishing after crunch time. Too much thought, not enough recording.
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kaian-a-coel

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Re: Let's Play: Infinite Space
« Reply #291 on: March 29, 2014, 08:51:48 am »


We've got Warp Drives (Nia said as much), then we've got the MAGICAL! Inflaton reactionless drives and the mysterious/magical Void Gates which form the convenient Portal Network in both galaxies. I like the idea that the starlanes are charted, but that will stop making sense once our Navigator starts talking more frequently and you'll know why.

And actually, I'm pretty sure you ARE trackable and fully interactable in a starlane.

Then again, our whole talk centers around a single concept/question: do we imagine space (and everything combat-related to it) in traditional 2D abstractions, like how Sun Tzu did when he coded the Art of War or do we imagine it as a boundary-less 3D scenario like the one created by games like Homeworld and FreeSpace (and to a lesser extent, Sword of the Stars)?

2D and 3D ... for me, that's pretty much what it boils down to. You work within the freedom or limitations of the abstraction you choose and make up the rules for it as necessary (for example, that meteor storm back in the SMC? I could've gone "UP!" or "DOWN!" and bypassed it altogether instead of being stuck in that X-axis choice of either going back for deflectors or pushing through and taking HUGE damage.)

Mental note: MONSTER ENERGY DRINK. Don't drink more than 3 within the same hour. The world can't keep up the pace, and mouth and brain can't accompany either ... thoughts just race across the mental circuits. Neural network's gonna need refurbishing after crunch time. Too much thought, not enough recording.
I never said that.
« Last Edit: March 29, 2014, 05:24:51 pm by kaian-a-coel »
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Hanzoku

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Re: Let's Play: Infinite Space
« Reply #292 on: March 29, 2014, 02:28:33 pm »

I think we can blame the energy drinks for some accidental insertion into your quote. :)

Overall, it is all handled in a 2D fashion, which definitely leads to many 'why did they handle it in that fashion' moments. I think I could write a whole post on what I would like to see in a sequel or recreation on something with the hardware power to handle it.
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Hanzoku

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Getting to Know the Neighbors (Part 38)
« Reply #293 on: March 31, 2014, 01:05:37 am »

Getting to Know the Neighbors
New Characters: Sankt
New Ships: Agrell (BB), Kraus (CG), Scheidt (CG), Seitz (DD), Eberlin (CV), Bruch (M)
New Equipment: Navigation Bridge Lv 8, Nacio Bridge Lv 1, Nacio Bridge Lv 2, Antiship Control Room Lv 3, Engine Room Lv 5, Crew Cabin Lv 4, Thruster Control Room Lv 4, Amplifier Lv 3
New Fighters:

Spoiler: Receiving a Job Offer (click to show/hide)
Spoiler: Mercenary Work (click to show/hide)

I was putting off the vote, but the time is coming up when we’ll reach another branch in the game’s storyline, but they haven’t been offering out too much in the way of information, so I’ll do my best to explain things.

We’ll be interfering in a civil war, and will have to choose to support the government or the rebels. The current government is headed by an idealist, who wants to transform his nation into one independent of the others. The rebels are headed by an idealist… who wants to free their nation from the influence and interference of other nations. Why are they fighting, you ask? They belong to two different clans, and they can’t abide each other.

Government:
Recruitment: One character, strong in Control and Medicine, but without any special skills. Another character is a combat monster, with the Commander Lv 5 combat skill and Space Warrior Lv 2 security position skill.

Blueprints: A battleship, cruiser, destroyer and other. None of which I would consider using, as all of them possess a complete array of fixed weapons.

Rebels:
Recruitment: One character, strong in Leadership and Management, with the special ability Iron Wall Lv 2 if he’s first officer. The other character is strong in Control, Medicine or Management, but has no special abilities.

Blueprints: Three battleships and a destroyer. None of which I would consider using, for the above reasons – all weapons are fixed.

So, with limited information to go on, I’ll leave it to this question: Do you prefer maintaining order, or pulling down the government?
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Neonivek

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Re: Let's Play: Infinite Space
« Reply #294 on: March 31, 2014, 01:44:22 am »

Ok creators of Infinite Space...

White hair is cool and all, but you really shouldn't give half the characters in the game white hair. I am REALLY tempted to create a tally of hair colors... but I have a feeling it is only recently that they have been looking similar.

Are people with White hair supposed to be from the same region?

To admit it is only really noticeable now because this chapter has three white haired characters (who look related) talking right next to eachother.
« Last Edit: March 31, 2014, 02:27:07 am by Neonivek »
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kaian-a-coel

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Re: Let's Play: Infinite Space
« Reply #295 on: March 31, 2014, 02:12:05 am »

Seeing as they're apparently near-identical in term of ideology, and that the conflict stems from stupid clanic shenanigans, I say we side with the government and save the people the trouble of post-coup rebuilding.
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Neonivek

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Re: Let's Play: Infinite Space
« Reply #296 on: March 31, 2014, 02:28:29 am »

Seeing as they're apparently near-identical in term of ideology, and that the conflict stems from stupid clanic shenanigans, I say we side with the government and save the people the trouble of post-coup rebuilding.

Oddly enough the only game I ever played where "The ends justifies the means" is Tactics Ogre... where it is a big theme.

Given this isn't tactics ogre, I wonder if this will bite us. Then again these people sound like morons, Is there a way we can just chose neither of them?

This is like a clone election in Futurama...
« Last Edit: March 31, 2014, 02:48:29 am by Neonivek »
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Hanzoku

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Re: Let's Play: Infinite Space
« Reply #297 on: March 31, 2014, 02:53:54 am »

Sadly, we're forced to choose sides. Wiping out both groups and installing ourselves as Feudal lords of the nation in question, while it would have been an awesome choice, isn't offered.
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Sirus

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Re: Let's Play: Infinite Space
« Reply #298 on: March 31, 2014, 08:45:04 am »

Seeing as they're apparently near-identical in term of ideology, and that the conflict stems from stupid clanic shenanigans, I say we side with the government and save the people the trouble of post-coup rebuilding.
Go with this. And also (though I doubt it would affect anything in-game) keeping the current government intact would mean that the country would be more capable of helping to fight Lugovalos.
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Itnetlolor

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Re: Let's Play: Infinite Space
« Reply #299 on: March 31, 2014, 01:41:05 pm »

Seeing as they're apparently near-identical in term of ideology, and that the conflict stems from stupid clanic shenanigans, I say we side with the government and save the people the trouble of post-coup rebuilding.
Go with this. And also (though I doubt it would affect anything in-game) keeping the current government intact would mean that the country would be more capable of helping to fight Lugovalos.
I was thinking this too. We need as much help as possible. A coup would only give us fewer resources to work with against the main threat.
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