@@v44n7 I don’t think so. It’s a very very niche game. Just releasing a game doesn’t make you a millionaire. People think every small developer ends up like Notch after Minecraft. It’s much more likely they’ll end up like the thousands of other indie devs who can’t even justify finishing their game because it’s just not paying the rent. Not saying this is a good thing at all. I, for one, wish more countries did stuff like universal basic income so that people can work on things like this without fearing starvation. But that’s getting into politics, so whatever 🤪
@@v44n7 you can estimate how many copies Nebulous has sold and they could almost certainly sustain a team of four. The issue with going full time is that it changes the whole dynamic, it turns the game from a passion project that happens to bring in money, to a livelihood. That massively ramps up the stakes, and puts huge limitations on the devs. It would mean dropping out of secure and established careers to become a full-time indie dev, which might not be the sort of life that they want.
I'm super excited for all of the new features, but massive props to you guys for putting work into optimizing the performance! Looking forward to playing on Giant Coral with >10 fps!
Nebulous drift command, excellent. OSP is a great counter faction, much more different than you see sometimes with other games that have relatively minor differences, the caveat is of course the balancing but you've done a great job so far. Definitely take your time to work on the game more slowly and allow time for yourself, the team has done an awesome job so far, burning out is the last thing anybody would want you to do.
Excellent work, congratulations to the devs creating something as unique and amazing as nebulous. I can't wait for the rumors of a future 3rd faction, be the directed energy faction! hehe
Hey dev, just a short message to tell you to not take too much the criticism to heart. People have expectations, hopes and fears, by changing/adding things you always make some people worried and some are very vocal about it, but it doesn't mean a LARGE majority of player isn't with you and even a majority of worried ones will change their mind if it works well in the end. I am sure you already know it, but it's probably good to hear it sometimes ^^. Keep the good work !
absolutely love your game, your efforts and your passion for this project is frankly amazing ! so glad to have got the game soon after its steam release to be able to support you watching the big chunk containers and hearing discussions of carriers as an eventual thing made me wonder if the mechanics used for Damage Control teams and heavier container missiles might be used for something like boarding ? regardless love the video and content this is great.
I like how the alliance is a more consistent faction for new players and the osp is a more mind game oriented faction for experienced players. They both seem balanced against each other which is impressive.
Hi - Nebulous is an absolutely phenomenal game. I'm so happy to be supporting it - please take care of yourself and your team. Everyone wants you and yours to be healthy and well first, and to have updates to the game second.
Fantastic patch and fantastic devblog! Can't wait to see all this in action! Take your time with conquest. We will be here to enjoy it when it comes. Thanks for all your hard work!
It has been a pleasure to test the update with you and the team. It certainly wasn't easy at times to figure out the best approach to some problems but that makes it all the more worth it. The update as a whole though is an amazing feat of game development and I am very grateful that I could participate in it. It truly shows that you care about this game and I wish you all the best for it in the future.
Just got to say, I love your game. I got it right after the missile update. and instantly fell in love, to be honest the ship building and weapon costamization is just as fun as the combat, an I simply love that you dont just costomize your ship but you can costamize even the small things, like your warheads, that was brilliant and it allows so much more costamization. the ship building part of the game reminds me a lot of deck building in games like MTG, its fun and edictive, allowing you to try and minmax specific stratagies, or just go nuts and see what madness you can creat. thank you for your hard work, I have nothing but hope for this project and its team. God bless. Edit: The Intro was amazing.
thank you Sir for your dedication in creating and developing an absolute materclass of a Game in Nebulous fleet command. Both you and your team have come up with a very rewarding and challenging Game that i along with many others deeply appreciate. what a fantastic update on where you are at and how far you've all come and even what lies ahead in the future of this game. As a new player i am overwhelmed in the best way possible getting to grips with how to play this game effectively to the point of spending most my free time experimenting and learning better strategies. Conquest sounds epic and i appreciate you and your team taking the time to get it the way you feel it should be. Great community and i'm here for the long haul. Cheers
Suggestion for new maps (and existing): Please give better defaults. for example: If Map Pillars, and game type control, the default points is 1000. time limit to 45min If map Canyon, and game type control, default points is 1500. or 1750, game time limit to 1.5h Right now most people play pillars not just because its a good well rounded map, but because most hosts dont KNOW good numbers for the other maps, so they use ones made for pillars... which in the case of canyon, makes the match end before anyone even fires a shot, and for cliff, makes the match just a deathmatch because it takes way too long to win there via points. A default on a per map/gametype that isnt just "return 1000 pts, 1h" would be HUGE for other maps. People would be FAR more willing to play other maps that way.
Got this game a month ago and have been unable to put it down. Got one of my friends into it and can’t wait to play on the weekends when we’re off work. Can’t wait to see what’s next, great work. Thankyou.
I don't mind having to wait a little longer for content updates. What you've given us in the past year is absolutely incredible, and along with mods, I have plenty to keep myself busy with while your team work on conquest Nebulous is an incredible game and I truly believe there is simply nothing else like it out there, and I'd hate to see the dev team burnout because of crunch. I look forward to seeing how the game develops, and while I am most excited for conquest and the single player campaign, I understand and fully expect those to be a ways off. Take your time, I really can't think of any other indie game, especially recently, that has pushed out so much quality content in such a short time. I'm so happy to be a part of this community, no matter how small of a role I may play.
100% agree about the conquest mode, so many games now feel half cooked and with this game there is so many intriguing features and it feels like it could turn out to be something super special if the time is put in so glad to see you are taking your time with it, great work guys!
Watching this late, so I don't know if you'll see this. But every single idea / decision you explained here felt so right to me. This is the most I've ever been impressed at a developer before. Incredible work
Take your time, if needed, I’m sure most of us would purchase some sort of cosmetic supporter dlc to keep the funds going if needed. Looking forward to a long and successful future for the game.
I just got this game, looks super cool, not through the tutorial yet but I'm really enjoying myself. I can't believe a game of this quality and caliber was built by a 4 person team. You guys are seriously skilled at what you do, and I'm looking forward to seeing what you guys come up with next
with osp in the game, we are set for another year. Maps modders are delivering, so only minor updates should be needed (ie, critical balancing, issues). we all love the game and this update has really expanded it.. I would argue the addition of OSP is not just doubling the gameplay - its a tendfold increase.
When you realize you've accidentally programmed OverPen into your game and you didn't mean to program it in. Thanks for another cool devlog, I'm looking forward to hopping in and having no idea what I'm doing with two factions. I've been waiting for the Protectorate to really dive in and start learning the game. in part because it's taken me a while to feel upto it, but also I started to get really interested so close to this update I figure I'd wait and then I can build my container swarm empire. I mean defense force. yeh, defense force.
While this update did add very little content for me (as i will not touch OSP with a ten foot pole) i still want to say what an amazing job you've done. Take it easy on yourselves and relax!
Watching the video… looks like a huge learning curve with a high skill demands. Very kewl though. Like Homeworld but the player has to do all the granular things…. Which is awesome!!! But probably way beyond my capabilities. Still keeping my eye on this! Great job folks.
I love the OSP’s splinter/dazzle camo. I also love the irony of the faction’s colors being similar to the MCRN despite being much closer to the OPA in regard to everything else!
To buff Alliance can you fix Solomon middle hull PDC's to make it portrude more so it could aim to front and behind? It would make it have more effective weapon layout. I loved OSP Command cruiser as in my opinion its better than Axfords, maybe later a bigger version of it would be a great addition as Alliance's BC?
since mines use comms to identify friend from foe could comm jammers confuse the communication the mines are listening to activate around OSP ships as if they have had their antennas destroyed or do you think that would be too annoying. my thoughts would be that it would give another interesting but niche use to the comm jammers which currently do 2 things: counter long range fire and counter command guided missiles.
Yes, mines will activate on friendlies that get their antennas shot off or if they willing turn off comms in the minefield. And Hangups can bully the OSP pretty hard.
I love this game, from the moment I first heard of It it became one of those game that I follow with a passion, because it fills a very specific niche and I am amazed everyday at how great it is coming along. I am here looking at the OSP faction and looking at the possibilities of the future. I hope to eventually see a 3rd faction, but I understand, that it may take a year or more to get there. Take care of yourselves and I hope you can balance your time and make this game as amazing as it can be. This game has such amazing depth and quality and it can go on for a very long time, keep up the amazing work, but again, take care of yourselves first.
I've read through the design document for the Conquest mode. You mention civilan traffic abd logistic ships being part of that game-mode. Have you thought about armed merchant ships and Q-ships/armed merchant cruisers? Q-ships/armed merchant cruisers are merchant ships fitted with more weapons to defend/raid merchant shipping, without sending dedicated warship. They would be like the OSP line-ships but without the heavy weapon mounts. Thoughts?
I like the idea of uniform fleet teams, although I'd imagine that if you just designed a new alliance fleet but get put on the OSP team (and vice versa) it would be pretty annoying. But then again, the mememing possibilities in chat.
huh? Squad makes great use of them to control key logistical routes, BF and Cod games had them but ill be honest i dont remember anything but memes and dicking around with them in those games. idk too many other examples of mines off the top of my head, starcraft 2 maybe if you count widdow mines and bannelings both of which worked out fine.
@@fredconney2896 haven't played squad but imo mines are always an annoyance. As space games go, even eve online got rid of them within 6 months they were just so damn broken and annoying. It's a mechanic that's set and forget, no interactivity whatsoever. You run into it, you're dead
Thanks to everyone involved and an amazing game. Like many dreaming of new icons, ship colours and designing numerous iterations of our favourite ships.
Crunching it out isn't good, definitely put in the planning work and make yourselves hold back on overwork. Overwork just breaks you down and leads to worse work!
Is this a remake of a game that was made 15+ years ago? I can not find what that game was called but this game is it with a lot of improvements and updates. Please let me know, and what the original game was called if you can.
I don't think reverting the planned changes to railguns is you admitting your wrong. Infact, I don't think there is a right answer. I don't see anything you could do that would not piss off a fair amount of people. Thats not your fault.
I've noticed dead ships stay put. Maybe they should continue to drift in the straight line of last direction of movement? Either way.. game is BAD A$$. I suck at it. Lol. Maybe it's because I don't play regularly.. maybe once every other week only.
Thank god for optimisations. I've had rounds where if 2 fleets were firing S2's and the game slowed down to 20% speed. Or, when the spam is especially heavy, my computer fans start to make it take off and I start getting 20fps.
tl:dr osp is ans but with all the buffs and none the debuffs containers get 50% discount on seeker cost -_- they must only be 50% as effective then right... osp so op atm its unreal but still gr8 game
I'd say you are not done with rails with a shitty solution like that. Sounds like what you are dealing with is a cursed problem, because you have some wrong conceptions and aspirations about the role of them in gameplay, making it impossible for you to make a good decision, and those assumptions need to be fixed before you can really proceed there. When a designer is delusional about the actual gameplay role of a system you tend to come up with ass-backwards shit like this in an attempt to create something that it is logically impossible to create. Here the problem I think is you are in denial about rails being the best weapon. You don't want it to be the best weapon, you want each weapon to be viable in it's own way, so you come up with all these nerfs and illogical ways to change it into something else, but the inescapable conclusion of the characteristics of a railgun is that it is the best weapon no matter what you do. Once you internalize that truth, then and only then can you make good decisions about it. I would also not ever base such design decisions around arena modes, the kind of balancing that applies to arena modes and the kind of balancing that applies to strategic modes are often totally different, basically two different games with two completely different sets of concerns.
You probably get this all the time, but you have chosen your typefaces wisely. Clarity is underrated. Killer job
"balance discussion, where most of my woes come from"
indeed
Fuck that channel. There should be a Multiplayer Balance Branch, and a Singleplayer/Sensible people/main Branch
You and your team take care of yourselves. The game is very cool and has significant potential, but it's not worth anyone's health or sanity.
I am.curious. they cant make a living out of making this gane?
@@v44n7 I don’t think so. It’s a very very niche game. Just releasing a game doesn’t make you a millionaire. People think every small developer ends up like Notch after Minecraft. It’s much more likely they’ll end up like the thousands of other indie devs who can’t even justify finishing their game because it’s just not paying the rent.
Not saying this is a good thing at all. I, for one, wish more countries did stuff like universal basic income so that people can work on things like this without fearing starvation. But that’s getting into politics, so whatever 🤪
Agree with this - best way to realise potential isn't to burn yourself out chasing it
@@v44n7 you can estimate how many copies Nebulous has sold and they could almost certainly sustain a team of four. The issue with going full time is that it changes the whole dynamic, it turns the game from a passion project that happens to bring in money, to a livelihood.
That massively ramps up the stakes, and puts huge limitations on the devs. It would mean dropping out of secure and established careers to become a full-time indie dev, which might not be the sort of life that they want.
@@12treesniper thanks so much for the asnwer!
I'm super excited for all of the new features, but massive props to you guys for putting work into optimizing the performance! Looking forward to playing on Giant Coral with >10 fps!
Nebulous drift command, excellent. OSP is a great counter faction, much more different than you see sometimes with other games that have relatively minor differences, the caveat is of course the balancing but you've done a great job so far. Definitely take your time to work on the game more slowly and allow time for yourself, the team has done an awesome job so far, burning out is the last thing anybody would want you to do.
Great work to you and the team!
Excellent work, congratulations to the devs creating something as unique and amazing as nebulous.
I can't wait for the rumors of a future 3rd faction, be the directed energy faction! hehe
You guys are doing phenomenal work. This is a true passion piece, and it shows. TAKE YOUR TIME and don’t work yourselves to death.
We’ll be here.
Hey dev, just a short message to tell you to not take too much the criticism to heart. People have expectations, hopes and fears, by changing/adding things you always make some people worried and some are very vocal about it, but it doesn't mean a LARGE majority of player isn't with you and even a majority of worried ones will change their mind if it works well in the end.
I am sure you already know it, but it's probably good to hear it sometimes ^^. Keep the good work !
absolutely love your game, your efforts and your passion for this project is frankly amazing ! so glad to have got the game soon after its steam release to be able to support you
watching the big chunk containers and hearing discussions of carriers as an eventual thing made me wonder if the mechanics used for Damage Control teams and heavier container missiles might be used for something like boarding ? regardless love the video and content this is great.
I like how the alliance is a more consistent faction for new players and the osp is a more mind game oriented faction for experienced players. They both seem balanced against each other which is impressive.
Hi - Nebulous is an absolutely phenomenal game. I'm so happy to be supporting it - please take care of yourself and your team. Everyone wants you and yours to be healthy and well first, and to have updates to the game second.
Fantastic patch and fantastic devblog! Can't wait to see all this in action!
Take your time with conquest. We will be here to enjoy it when it comes. Thanks for all your hard work!
I've been keenly following the progress of this game since it was first announced. Great to see its development progressing well.
It has been a pleasure to test the update with you and the team.
It certainly wasn't easy at times to figure out the best approach to some problems but that makes it all the more worth it.
The update as a whole though is an amazing feat of game development and I am very grateful that I could participate in it.
It truly shows that you care about this game and I wish you all the best for it in the future.
Just got to say, I love your game. I got it right after the missile update. and instantly fell in love,
to be honest the ship building and weapon costamization is just as fun as the combat, an I simply love that you dont just costomize your ship but you can costamize even the small things, like your warheads, that was brilliant and it allows so much more costamization.
the ship building part of the game reminds me a lot of deck building in games like MTG, its fun and edictive, allowing you to try and minmax specific stratagies, or just go nuts and see what madness you can creat.
thank you for your hard work, I have nothing but hope for this project and its team.
God bless.
Edit:
The Intro was amazing.
I am here for the long haul. Amazing work, and can't wait to play the new update!
thank you Sir for your dedication in creating and developing an absolute materclass of a Game in Nebulous fleet command. Both you and your team have come up with a very rewarding and challenging Game that i along with many others deeply appreciate. what a fantastic update on where you are at and how far you've all come and even what lies ahead in the future of this game. As a new player i am overwhelmed in the best way possible getting to grips with how to play this game effectively to the point of spending most my free time experimenting and learning better strategies. Conquest sounds epic and i appreciate you and your team taking the time to get it the way you feel it should be. Great community and i'm here for the long haul. Cheers
Suggestion for new maps (and existing):
Please give better defaults.
for example:
If Map Pillars, and game type control, the default points is 1000. time limit to 45min
If map Canyon, and game type control, default points is 1500. or 1750, game time limit to 1.5h
Right now most people play pillars not just because its a good well rounded map, but because most hosts dont KNOW good numbers for the other maps, so they use ones made for pillars... which in the case of canyon, makes the match end before anyone even fires a shot, and for cliff, makes the match just a deathmatch because it takes way too long to win there via points. A default on a per map/gametype that isnt just "return 1000 pts, 1h" would be HUGE for other maps. People would be FAR more willing to play other maps that way.
Excellent work, thanks for keeping the quality so high.
Got this game a month ago and have been unable to put it down. Got one of my friends into it and can’t wait to play on the weekends when we’re off work. Can’t wait to see what’s next, great work. Thankyou.
I don't mind having to wait a little longer for content updates. What you've given us in the past year is absolutely incredible, and along with mods, I have plenty to keep myself busy with while your team work on conquest
Nebulous is an incredible game and I truly believe there is simply nothing else like it out there, and I'd hate to see the dev team burnout because of crunch. I look forward to seeing how the game develops, and while I am most excited for conquest and the single player campaign, I understand and fully expect those to be a ways off.
Take your time, I really can't think of any other indie game, especially recently, that has pushed out so much quality content in such a short time. I'm so happy to be a part of this community, no matter how small of a role I may play.
you monster have me so hyped, I can't wait for Monday to come
100% agree about the conquest mode, so many games now feel half cooked and with this game there is so many intriguing features and it feels like it could turn out to be something super special if the time is put in so glad to see you are taking your time with it, great work guys!
I genuinely enjoy this game and the updates you are making to it.
And I guess you have the right mindset about how to dev it so keep it up !
This game is fantastic thus far. Im looking forward to seeing what else you have planned for the future.
God, I love the part about optimization. You're the lifesaver for student laptop users.
The sarissa buff is awesome
Thank you so much for your dedication to your game and the community.
Watching this late, so I don't know if you'll see this. But every single idea / decision you explained here felt so right to me. This is the most I've ever been impressed at a developer before. Incredible work
Thank you Mazer I appreciate this game and the work you've done a lot
Top effort as always Mazer. 👏
You and your team have earned their break many times over. Enjoy it!
Take your time, if needed, I’m sure most of us would purchase some sort of cosmetic supporter dlc to keep the funds going if needed. Looking forward to a long and successful future for the game.
I just got this game, looks super cool, not through the tutorial yet but I'm really enjoying myself. I can't believe a game of this quality and caliber was built by a 4 person team. You guys are seriously skilled at what you do, and I'm looking forward to seeing what you guys come up with next
with osp in the game, we are set for another year. Maps modders are delivering, so only minor updates should be needed (ie, critical balancing, issues).
we all love the game and this update has really expanded it.. I would argue the addition of OSP is not just doubling the gameplay - its a tendfold increase.
Great job to you and the team Mazer! Really so impressive, and I'm looking so forward!
When you realize you've accidentally programmed OverPen into your game and you didn't mean to program it in.
Thanks for another cool devlog, I'm looking forward to hopping in and having no idea what I'm doing with two factions. I've been waiting for the Protectorate to really dive in and start learning the game. in part because it's taken me a while to feel upto it, but also I started to get really interested so close to this update I figure I'd wait and then I can build my container swarm empire. I mean defense force. yeh, defense force.
Thank you for this video.
very good, thank you and please continue 👍
I'm glad to hear that the cargo ships will be the carriers for the OSP later on, that's very cool
While this update did add very little content for me (as i will not touch OSP with a ten foot pole) i still want to say what an amazing job you've done.
Take it easy on yourselves and relax!
Thanks for an awesome Dev Vlog!
I am so excited more options finally.
Ive not played Nebulous since November. I suck.
Love watching the battle videos
Im quaking LETS GO WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Watching the video… looks like a huge learning curve with a high skill demands. Very kewl though. Like Homeworld but the player has to do all the granular things…. Which is awesome!!! But probably way beyond my capabilities. Still keeping my eye on this! Great job folks.
Hope you enjoy a little well deserved down time in there!
Can't wait for conquest!
Take all the time ya need!
I love the OSP’s splinter/dazzle camo. I also love the irony of the faction’s colors being similar to the MCRN despite being much closer to the OPA in regard to everything else!
Really happy about those pd updates.
14:08 it's official terminology now(?)
also spending money on this game was worth it, great job
To buff Alliance can you fix Solomon middle hull PDC's to make it portrude more so it could aim to front and behind? It would make it have more effective weapon layout. I loved OSP Command cruiser as in my opinion its better than Axfords, maybe later a bigger version of it would be a great addition as Alliance's BC?
best dev ever
I shrivel in anticipation.
Can’t wait to give the alliance a run for their money with the new osp ships
YUGE UPDATE! :D
great stuff.
since mines use comms to identify friend from foe could comm jammers confuse the communication the mines are listening to activate around OSP ships as if they have had their antennas destroyed or do you think that would be too annoying.
my thoughts would be that it would give another interesting but niche use to the comm jammers which currently do 2 things: counter long range fire and counter command guided missiles.
Yes, mines will activate on friendlies that get their antennas shot off or if they willing turn off comms in the minefield.
And Hangups can bully the OSP pretty hard.
Love seeing this, and hope you all take the break you need.
I'm just wondering if the campaign will have co-op option when it does come around
Just got my internet back and....love the game, also my gaming name is Defenestrator (plus a number) so I was like 'wait what?' for a bit. :)
I love this game, from the moment I first heard of It it became one of those game that I follow with a passion, because it fills a very specific niche and I am amazed everyday at how great it is coming along.
I am here looking at the OSP faction and looking at the possibilities of the future.
I hope to eventually see a 3rd faction, but I understand, that it may take a year or more to get there.
Take care of yourselves and I hope you can balance your time and make this game as amazing as it can be.
This game has such amazing depth and quality and it can go on for a very long time, keep up the amazing work, but again, take care of yourselves first.
Also take as much time as you need to update the game, I bought it because what you already have is worth the money.
I've read through the design document for the Conquest mode. You mention civilan traffic abd logistic ships being part of that game-mode. Have you thought about armed merchant ships and Q-ships/armed merchant cruisers? Q-ships/armed merchant cruisers are merchant ships fitted with more weapons to defend/raid merchant shipping, without sending dedicated warship. They would be like the OSP line-ships but without the heavy weapon mounts.
Thoughts?
I wish we had more hull paintjob customization options. Like different camo/stripe patterns.
I like the idea of uniform fleet teams, although I'd imagine that if you just designed a new alliance fleet but get put on the OSP team (and vice versa) it would be pretty annoying. But then again, the mememing possibilities in chat.
Man I would love to be a game qa tester for you guys, such amazing little quirks with the game
Everything's awesome but I would just like to mention that there has been no game in the history of games where mines were a good idea
huh? Squad makes great use of them to control key logistical routes, BF and Cod games had them but ill be honest i dont remember anything but memes and dicking around with them in those games. idk too many other examples of mines off the top of my head, starcraft 2 maybe if you count widdow mines and bannelings both of which worked out fine.
@@fredconney2896 haven't played squad but imo mines are always an annoyance. As space games go, even eve online got rid of them within 6 months they were just so damn broken and annoying. It's a mechanic that's set and forget, no interactivity whatsoever. You run into it, you're dead
@@Sir_Loin_Of_Beef well luckily it does seem to have counter play in the OSP update so it wont be too crazy i hpope
I love you
Thanks to everyone involved and an amazing game. Like many dreaming of new icons, ship colours and designing numerous iterations of our favourite ships.
Wait there is only FOUR of you!
The BPL croud is excited for this
Just starting to dig into mechanics, it's gonna be tough times
Welp. Now I need to rename all of my ships.
Every single ship is something along the lines of buffing the sarissa.
I'm more excited for a campaign than anything tbh
Crunching it out isn't good, definitely put in the planning work and make yourselves hold back on overwork. Overwork just breaks you down and leads to worse work!
22:22 if you put a art book or something on stem for 5 euro, I will pay for it.
There is no playable campaign right now right?
Game looks very promising!!
Is this a remake of a game that was made 15+ years ago? I can not find what that game was called but this game is it with a lot of improvements and updates. Please let me know, and what the original game was called if you can.
How many factions are PLANED for the game?
"Meia" culpa.
I don't think reverting the planned changes to railguns is you admitting your wrong. Infact, I don't think there is a right answer. I don't see anything you could do that would not piss off a fair amount of people. Thats not your fault.
Damn. Not a single mention of the Axford Shipgirl. I see how it is.
Also JPD MK1
Ahh, a teitoku noticed Suzuya and presumably Yahagi too
I've noticed dead ships stay put. Maybe they should continue to drift in the straight line of last direction of movement? Either way.. game is BAD A$$. I suck at it. Lol. Maybe it's because I don't play regularly.. maybe once every other week only.
Thank god for optimisations. I've had rounds where if 2 fleets were firing S2's and the game slowed down to 20% speed. Or, when the spam is especially heavy, my computer fans start to make it take off and I start getting 20fps.
tl:dr osp is ans but with all the buffs and none the debuffs
containers get 50% discount on seeker cost -_- they must only be 50% as effective then right...
osp so op atm its unreal but still gr8 game
I'd say you are not done with rails with a shitty solution like that. Sounds like what you are dealing with is a cursed problem, because you have some wrong conceptions and aspirations about the role of them in gameplay, making it impossible for you to make a good decision, and those assumptions need to be fixed before you can really proceed there. When a designer is delusional about the actual gameplay role of a system you tend to come up with ass-backwards shit like this in an attempt to create something that it is logically impossible to create.
Here the problem I think is you are in denial about rails being the best weapon. You don't want it to be the best weapon, you want each weapon to be viable in it's own way, so you come up with all these nerfs and illogical ways to change it into something else, but the inescapable conclusion of the characteristics of a railgun is that it is the best weapon no matter what you do. Once you internalize that truth, then and only then can you make good decisions about it.
I would also not ever base such design decisions around arena modes, the kind of balancing that applies to arena modes and the kind of balancing that applies to strategic modes are often totally different, basically two different games with two completely different sets of concerns.
please improve the ai
Spanish please
lucky to be the first here, im really looking forward to this update, shame it releases on a monday tho lol