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Author Topic: Battlefleet Gothic - Armada. RTS.  (Read 40003 times)

Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #30 on: January 26, 2015, 12:24:03 am »

There's a mod (one of a few that have existed) for "Sins of a Solar Empire" called "40,000 Sins" that does Battlefleet Gothic combat close to how I'd imagine it.

Ship shields regenerate very quickly and it is entirely possible in a small battle with 2 ships to be unable to have a victor. Once the shields are down, however, hull quickly depletes from torpedoes.

The mod only has the Imperium at the moment, and the models aren't the best to look at, but the gameplay is pretty good from my experience though some of the smaller frigates and turrets have the wrong health and shield amounts (200/200 which makes them too brittle to really do anything). I believe the modder is focusing on getting all the base models in, replacing all the stock ones, before planning to go through them again and touch them up. Slow going but the mods pretty fun as it is.
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Mech#4

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Urist McScoopbeard

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #32 on: May 07, 2015, 11:06:43 am »

Somewhat excited for this, but the trailed came off way more generic than grimdark.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #33 on: July 07, 2015, 10:34:09 am »

It's been a little while for this game, but I decided to look into it again and, what do you know, there is four new screenshots available on their website.

Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4

We have the Imperial Navy going up against Chaos with lots of pretty explosions going off. I'm guessing the combat is closer looking in the screenshots then it'll end up being for the purpose of the screenshots. It still looks really nice, and the aesthetic is certainly right for the scale and detail of the ships, though I do understand that without information of game mechanics it's not that much.
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Cthulhu

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #34 on: July 08, 2015, 06:37:54 pm »

The aesthetics seem pretty good though the trailer did come off as generic.  I'm normally not a fan of grimdark stuff especially since it seems to have gone from a 40k thing to a thing where you turn children's shows into porn.

The trailer felt like the devs wanted to make a generic spacebattle game and somebody told them to use 40k ships.  They could've at least had some thematic choir music and warpy effects.  I always imagine 40k warp travel to be spooky, bulging out reality and ripping it open, strange effects (Ship comes out in a cloud of feathers or whipping tendrils, the inside of the portal looks like TV static, the ship comes out backwards, etc.), stuff that emphasizes the chaos aspects of it.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #35 on: July 09, 2015, 12:07:00 am »

I kind of feel that with space a lot of the aesthetic has to be carried by the HUD. Space is space, big and rather empty. Lighting can certainly effect visuals, and things like planets and space stations can also set the tone but I can't think of too much more even from artwork of Battlefleet Gothic that conveys a solid 40,000 feel.

This piece of artwork for Battlefleet Gothic kind of shows what I mean. We've got a nebula, massive cathedral ships and lots of missiles, beams and whatever else. Over the top is an green radar/ star chart design. When I think of computers or electronics for the Imperium I tend to think of green text, scan lines and very much like DOS.

Certainly when they add more things like music, HUD and other elements such as the Ramillies station it'll come together more. I kind of imagine 40,000 space as being rather cluttered, with lots of derelict behemoth stations and ships floating around, not even necessarily recognisable as being made by one of the existing factions.
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Majestic7

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #36 on: July 09, 2015, 01:01:51 am »

I hope they include boarding torpedoes, normal torpedoes, fighters and boarding combat meaningfully in the game. Concentrating on just ships shooting each other with lazzzorz is just simplified compared to the Battlefleet Gothic figure game. (I remember fondly my chaos flagship growing tentacles to grab other ships into boarding, my torpedo boats using nothing else but boarding torpedoes filled with Khorne berserkers and my swarms of plague fighters driving my opponents into insanity.)
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #37 on: July 23, 2015, 12:03:03 pm »

Here is a link to a developer interview done by Joe from the Angry Joe Show (I believe it's called?) It also includes some gameplay footage where you can see the Imperium fighting against Chaos.

Things to note from the interview are:
Factions are at least Chaos, Imperium, Eldar and Orks. (It was a little unclear. The developer mentioned they would have "all the ships" but I think that's in regard to all the ships for the included factions).

Ships can move in formation. At the beginning of the gameplay footage you can see two small ships tied to a bigger one.

Ramming, bracing for impact and similar moves are included.

Multiplayer will be 2v2 split across races. So 2 Imperium vs 2 Orks. Imperium and Orks can't join together.
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nenjin

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #39 on: September 10, 2015, 10:35:49 am »

It's cool, for sure. I dunno, maybe I'm just too much of a fluff geek, but when they talked about warping out of battles to go do repairs and coming back, something in me felt kinda disappointed. Perhaps Chapter Master Interstellar Army Simulator has given me too much of a taste for fluff accurate 40k games. Other things, like fires burning in space and what not, also kind of stuck in my craw.

That said, it looks great and I'll be interested to see where it ends up at the end of development.
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Mech#4

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #40 on: September 10, 2015, 11:15:56 am »

I understand that what, isn't it the case in Warhammer 40,000 that warping always carries the risk of ships disappearing into the warp?

Regardless, from my thoughts, having a game with models of the ships from 40,000 will provide a platform for others to work off, at least design wise, when it comes to creating mods for others games based on Battlefleet Gothic.
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nenjin

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #41 on: September 10, 2015, 01:17:59 pm »

I understand that what, isn't it the case in Warhammer 40,000 that warping always carries the risk of ships disappearing into the warp?

There's that. There's also the fluff that emergency, unplotted warp jumps are incredibly dangerous. (A lot of prep work goes into making a warp jump. Calculations, auguries, rituals to prepare the Navigator for the ordeal.) But probably the biggest point of fluff this disagrees with is that performing a warp jump even near the gravitational field of a planet (in or out) is a sure fire way to have your ship ripped in half, because tearing a whole in the fabric of reality tends to have unpredictable results on large gravitational fields.

That said, they're minor quibbles. The ships do look pretty glorious.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Dorsidwarf

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #42 on: September 10, 2015, 01:34:13 pm »

As for fires in space, I don't think there's any reason that promethium (Which is self-oxidizing and used everywhere in the 4k universe) wouldn't burn there, although spessfires would be a different shape to that.
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nenjin

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #43 on: September 10, 2015, 02:39:39 pm »

Starships in 40k don't run on promethium though. They have plasma reactors which generate their power.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Urist McScoopbeard

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Re: Battlefleet Gothic - Armada. RTS.
« Reply #44 on: September 10, 2015, 02:57:32 pm »

I'm tentative on this still. I also really haven't seen anything indicative of scale which worries me in the extreme... I mean I saw a couple of ships and a couple of fighters, but that's not really 40k is it? Like, if anyone remembers the crazy scale of battles E:TW or N:TW got to that's what i'm looking for here.

EDIT: keep rewatching the trailer to look at the sides where the heads up for ship status is and it really makes me think the most we're gonna get is like 8 v 8 ships, a damn shame if that's the case, as this really looked good.
« Last Edit: September 10, 2015, 03:01:33 pm by Urist McScoopbeard »
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