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Author Topic: PULSAR: Lost Colony  (Read 7150 times)

Gabeux

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PULSAR: Lost Colony
« on: January 04, 2016, 05:00:44 pm »

Mostly posting this to know if anyone else here plays it. I've only been playing for two days, so I'll try to make a basic OP:

PULSAR is best described as a mix between Guns of Icarus and FTL in a open-world, more sandboxy setting.
It's basically a starship very-light-simulator where players take different roles. There's The Captain, The Pilot, The Scientist, The Engineer and The Weapons Specialist. So 5 players per session.

It's not as complex and hardcore as it might sound (at least for now), so you can easily jump read the compact manual about a certain role, take on a game, and most captains will be really helpful if you're a new player. The game doesn't seem to be intended to be a hardcore sim.

Regarding content, there's enough fun stuff to get an idea of what's coming:

General:
- Crew levels up, each level grants 2 talent points which makes the crew more efficient. Each role have general and specific traits to pick.
- Quest system in place that gives good amounts of money, experience and helps slow down 'Chaos' build-up (more about that later).
- Inventory system. Different guns are available, and improved tools (+3 Fire Extinguisher, etc). There's also a Scanner that helps to detect enemies and loot on planetside missions. The Captain can access and move items between crew members.
- Every class has its station. Pilots have the helm, Scientists deal with computer programs and viruses (like heals, buffs and debuffs), scanners, and also have passive area healing, Engineers deal with the power system and warp drive, Weapons Specialist with the main guns, missiles and nuclear devices. Captain have talents that benefit the whole crew, and he'll probably be too busy coordinating missions, routes and checking fuel/components/cargo/equipment/crew request to do anything else - but generally he can do whatever he wants.
- Captain can add money to a shared crew account ("allowance") which crew can use to buy better personal equipment. He can also, of course, withdraw money from there so a new player don't spend the last 12k on a gun that someone already have in their locker.
- Ship can be upgraded and slightly customized (component-wise). Maybe go full kinetic, or focus on beam weapons? Faster or longer jumps? Not enough money, so should you buy better guns or better thrusters?
- There are AI bots if you decide to play singleplayer (or if nobody joins on multiplayer). They are not ideal, but it enables you to learn the game, and they perform well enough on their roles.
However, as soon as you jump into a good session with a real crew (even on public games), you'll not want to play with AI. I already added around 10 good people in 2 days.
- There's a save system, so you can revert if things go badly or if someone griefs you. I believe there are options like an "Ironman mode", and probably more difficulty options are planned.

Combat:
- Space battles that could have catastrophic results if your engineer decides to overheat your ship and eject your core, or if your scientist is drunk and refuses to set the shields properly or activate the Emergency Shields program.
- You can already board and capture enemy ships, which include bosses that have the best ships and gear on the game (this MIGHT be unintended, though). Or you can tell one of your crew members to take a walk in an enemy ship, disable their shields, destroy their Engineering Subsystem and come back.
- Subsystems can be destroyed and repaired. They can also be set on fire, which can spread around the ship if no one looks at the Ship Status screen.

Exploration:
- Planets that require the team to beam down and engage different enemies, find loot (including some good finds that might make the whole crew yell in excitement), and have everyone hug the Scientist and his passive healing when evil robots start firing everywhere.
- Minefields with scrap, different systems with different features, black holes.

Chaos:
Chaos is the difficulty meter of the game. It raises little by little the more you play, and the more "evil" things you do (I only know of one 'evil' thing - not sure if there are more ATM).
It also raises the speed by which civilized systems become "Infected" systems. I have no idea of what the infection is all about, but infected systems have very strong ships that can instakill noobies.
There is something of a plot and NPCs on stations tells you some stories, but I'm not sure there's much info about plot-stuff already in the game.

You can go to the Steam page for more information, as I wanted to write a nice review but simply can't at the moment.  :P


There's a decently sized update coming up later this week (or today. Was planned for Dec 31st but devs bumped into bugs).
I admit it's currently not even close to feel like a finished game, but I had a lot of fun on it.
It also reminds me of Star Quest Online, an old obscure MMO - except PULSAR won't have multiple player ships
You CAN board an enemy ship, take it over, split your crew between ships and enable distress signals to experience larger scale combat. But only one ship is identified as a player ship, the other one is still considered enemy..so doesn't seem to be a finished feature, and developers already stated they aren't aiming for multiple ships (some people want fighters and carriers, though).

Feel free to add me on Steam and we can play hide and seek and try to glitch through walls while our ships are being rammed by huge ships with grinders.
« Last Edit: January 04, 2016, 05:08:46 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

zombat

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Re: PULSAR: Lost Colony
« Reply #1 on: January 04, 2016, 05:08:35 pm »

Got this on my watch list.

Was hoping it'd go on sale during the steam winter sale like space engineers did, but it didn't.
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Gabeux

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Re: PULSAR: Lost Colony
« Reply #2 on: January 04, 2016, 05:13:57 pm »

Yes, that was pretty sad.
To be honest, I tried before buying(™) and noticed there doesn't seem to be DRM or anything else.
Liked that, liked the game and the funny sessions I played so much, I ended up buying it on full price.  :D

I decided to try it first because I had it mixed with some other game which has been in development for 3 years and there's still nothing on it. But I had it completely wrong.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Ozyton

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Re: PULSAR: Lost Colony
« Reply #3 on: January 04, 2016, 05:23:10 pm »

PULSAR is best described as a mix between Guns of Icarus and FTL in a open-world, more sandboxy setting.
I feel it's best described as "Artemis: Spaceship Bridge Simulator" except played as a more traditional online multiplayer game instead of being designed around having a fancy LAN setup. As such, since you have a player avatar inside the game world (instead of roleplaying as one in your living room) you can do all sorts of stuff like explore planets and board other ships etc. Personally, I much prefer Pulsar's approach, as there are so many more things to do when you're not confined to looking at one screen the whole time.

I've mentioned this game a couple times but I haven't actually gotten to play it myself. I wasn't going to get it until I had a bunch of friends who were interested as well, and hopefully by that time there'd be more content. I've seen a few videos and it looked a bit lacking content wise and it was a bit buggy, but this is still in early access so that's to be expected.

As for multiple ships, that sounds really cool, but I can see how that would be a huge issue. Maybe if it was like in Homeworld where everybody in the 'fleet' jumped at once. Imagine being the commander of a flotilla of 5-6 ships, each with their own crew and simulated ship systems... yeah, that sounds awesome, but also a nightmare to program.

Ozyton

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Re: PULSAR: Lost Colony
« Reply #4 on: January 05, 2016, 05:38:39 pm »

So Beta 5 was just released today. Have you played it and have any thoughts? I noticed it mentioning VR compatibility, but does that mean it'd work with a TrackIR or an EyeX? I've been using a TrackIR in Elite: Dangerous and it's pretty neat, even if the UI isn't really designed for it (I mean, modern fighter planes have HMDs on them, but space ships don't?).

... Anyways, the new update seems neat. I remember the UI being a lot more clunky in the earlier videos I saw but they've made steps to make things more condensed and easier to look at, and made important information readily available from one screen.

One thing I'm concerned about is how useful each crew member will be at various things. I remember how in games like Space Station 13 where there was nothing stopping anybody from being able to do anything they wanted regardless of if they would actually be able to know how. In this game it seems the same way, everybody knows how to do everything, but certain crewmembers might get a plus 1 bonus to do something. There should at least be some kind of penalty for using systems that you aren't "trained" for, so you'd only do it in emergencies. Something like that.

Kruniac

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Re: PULSAR: Lost Colony
« Reply #5 on: January 06, 2016, 12:05:46 am »

Yeah, they need some kind of limitation on who can do what, or severe penalties. Other than that, it seems good.

Pirated an older version - played on the Europe servers. Seems like a legit game. Not worth the price tag, IMO, but legit.
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Gabeux

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Re: PULSAR: Lost Colony
« Reply #6 on: January 06, 2016, 11:44:45 pm »

I played yesterday for a bit. I seem to like this sort of cooperative games (like Guns of Icarus), even though I don't use the mic much, which makes people suspicious (griefers try to stay quiet) or worried that I might not communicate when needed.

I liked the update. They fixed a good amount of stuff, even fixed a spot I used to suicide inside a ship and creep people out.
They added a bit of content, like the lightining turret which is really cool - sometimes they can immediatelly hit an enemy when you drop out of warp, and sometimes that hit eats through the whole shield AND disable the enemy ship. Damn.
Also a few more planets, areas, and 2 new mobs I believe.

But their UI overhaul seems like a step back. They said it's not the final iteration, and that they are trying to make it so it's compatible with VR, controllers and other stuff...but I found it ugly and bad - especially the trade UI which went from Decent to "Eww".
Then again, I never followed the development, and they can easily make it better at any time.

They added a new ship, which doesn't seem to make any sense. It's a carrier that, with the proper equipment, has insane speed and maneuverability. I wonder if it's a Pidgeon Carrier to be able to be light enough to behave like a corvette.
Given the interior that's rather plain at the moment, I really think it's an unfinished concept for a Drone Carrier (unless they really add fighters).

I have no idea about VR, unfortunately. They aim to make it compatible with as many VR, Trackers, gamepads and joysticks as possible, but I'm not sure what's the current state in this regard.

And yep, for the price tag, there's not a lot of content at the moment.
But for some reason, every time I see the funniest/most skilled folks I added playing, I end up hopping in their game and having a lot of fun.
So even though I made the OP and I'm all happy about it, I can't recommend it unless you watch enough videos / try it for yourself. Which is what I did.  :P
The dev team seems determined. So that's good.
« Last Edit: January 06, 2016, 11:50:39 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Ygdrad

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Re: PULSAR: Lost Colony
« Reply #7 on: January 07, 2016, 01:26:03 am »

I've tried the game with friends and while it was hilarious fun for a while we soon realized how little content the game currently has. It gets really repetitive once the novelty wears off.
« Last Edit: January 07, 2016, 01:28:00 am by Ygdrad »
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Zangi

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Re: PULSAR: Lost Colony
« Reply #8 on: January 08, 2016, 01:56:22 pm »

I played yesterday for a bit. I seem to like this sort of cooperative games (like Guns of Icarus), even though I don't use the mic much, which makes people suspicious (griefers try to stay quiet) or worried that I might not communicate when needed.
*snip*

And yep, for the price tag, there's not a lot of content at the moment.
But for some reason, every time I see the funniest/most skilled folks I added playing, I end up hopping in their game and having a lot of fun.
So even though I made the OP and I'm all happy about it, I can't recommend it unless you watch enough videos / try it for yourself. Which is what I did.  :P
The dev team seems determined. So that's good.
Personally, I don't like to speak over mic unless absolutely necessary.  Which is never, cause I'll let the ship burn down first.  So, this will get me kicked and stuff?

The fun of the game is highly reliant on the people you play with?  Mostly in skill/competence? 
How big is the community?  (Cause I see in a number of guides that kicking people is expected.)

I can see myself getting kicked/banned for being a newbie/incompetent more then a few times...
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exdeath

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Re: PULSAR: Lost Colony
« Reply #9 on: January 08, 2016, 02:07:44 pm »

Wait, they released pulsar?
Need to check aurora forums now
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QuakeIV

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Re: PULSAR: Lost Colony
« Reply #10 on: January 08, 2016, 02:56:49 pm »

Wait, they released pulsar?
Need to check aurora forums now

This is not that.
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Retropunch

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Re: PULSAR: Lost Colony
« Reply #11 on: January 08, 2016, 07:03:59 pm »

Ahh!!! This is one of those things that I was really interested in early on but forgot about (kinda put it in the 'might not happen' pile). I'm really glad this has worked out and things are looking very positive. Whilst Artemis is fun for a little while, it's incredibly shallow content wise and the development is positively glacial. I think I got far too excited when I heard about it, thinking it was a full on trek simulator, and it turned out to be just basically an arena game.

How co-operative is pulsar anyway? Is it one of those things that you really rely on people and communication, or is it like you're playing 4 different games that happen to be tied together?

Regardless I think I'll wait for a later beta/release, because as great as it sounds, it seems as though there's still a lot of content and 'game' to be added. Co-op games always seem to start well but then get bogged down in unnecessary side bits rather than actually putting enough in for people to do. I get that playing co-op helps relieve a bit of the tedium of the grind, but there still needs to be stuff to actually do.



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Gabeux

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Re: PULSAR: Lost Colony
« Reply #12 on: January 11, 2016, 09:26:50 am »

*snip*
Personally, I don't like to speak over mic unless absolutely necessary.  Which is never, cause I'll let the ship burn down first.  So, this will get me kicked and stuff?

The fun of the game is highly reliant on the people you play with?  Mostly in skill/competence? 
How big is the community?  (Cause I see in a number of guides that kicking people is expected.)

I can see myself getting kicked/banned for being a newbie/incompetent more then a few times...

That depends. There were many times that I only typed stuff, and even though it's not ideal (on some UI windows, the chat is hidden. So if your captain asks you to tell him your Warp Core parameters, chances are that using the chat will make it seem like you're ignoring him), I never really got kicked for it.
You CAN get kicked very easily if someone asks you if you have a mic, and you stay 100% quiet, or say you don't have one. That depends completely on the host. I think I mentioned this, but half the griefers stay quiet. The other half seems to have australian accent and say "bro" a lot.  :P

Fun really depends on the crew. If you have an Engineer that fails to understand he should charge the warp drive ASAP and click jump as soon as the captain or pilot says "Aligned." or "Jump.", then you'll be sitting around a lot. If the scientist fail to boost the thrusters or use emergency shield recharge, the game can end fast during high chaos.

As for the community size, for a beta niche game, there's a good amount of games, mostly full, at all times.
And you shouldn't worry about getting kicked. Most people will be comprehensive, especially with new players. And the gameplay isn't really that complex, so you can master a role in probably an hour (after you get acquainted with the game's UI, features and controls).
This also means it won't be that hard to find a great game - it's not that complex, so people have no excuse to completely suck and ruin games. Which is different in Guns of Icarus, for instance - there's a lot of situational 'tips and tricks' you can only learn from experienced players and game experience. PULSAR is not at that point yet.

And just like people get kicked, people connect and leave sessions too. If they spectate the game and see that the Captain is derping, or if everyone is silent both in chat and mic.
The worst games I had are those which people are either drunk (and streaming), or the Captain is 100% silent.
My tip is: Good Captains tend to attract good players. I've even started getting invites for private rooms (with password), all comprised of players who met each other in great matches.

At every major update a lot of players seem to flock back to the game, too.


How co-operative is pulsar anyway? Is it one of those things that you really rely on people and communication, or is it like you're playing 4 different games that happen to be tied together?

Regardless I think I'll wait for a later beta/release, because as great as it sounds, it seems as though there's still a lot of content and 'game' to be added. Co-op games always seem to start well but then get bogged down in unnecessary side bits rather than actually putting enough in for people to do. I get that playing co-op helps relieve a bit of the tedium of the grind, but there still needs to be stuff to actually do.

It all depends on the crew. For example, a Scientist might ask an Engineer to charge up his programs, or deal with it himself. Currently, most things work like that - but I bet on later stages they'll add penalties for someone doing someone else's job, and add more interdependence.
Cooperative play is not as tight as Guns of Icarus, but everyone is one the same boat ( :P ). During planet-side missions, someone can go ahead and try to solo it. Or they could all stick together to make use of Scientist's passive healing and aggro distribution - you can easily get pinned down by tough enemies if you're by yourself (and I really think they should make it even harder to go alone).


Damn, I wasn't expecting to write that much.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Xardalas

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Re: PULSAR: Lost Colony
« Reply #13 on: October 27, 2017, 07:58:22 pm »

It's on sale for 40% off right now. That's about 15$ US. I recommend it if you got a few friends. I'd love to make a crew with some B12 peeps.
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ThtblovesDF

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Re: PULSAR: Lost Colony
« Reply #14 on: October 27, 2017, 08:04:36 pm »

I'd describe it as Star Trek, the game.

Also, unplayable without fun people.
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