Just finished playing an odd little computer wargame, "Highfleet" (it's on Steam because of course it is). Pretty sure I'll end up talking about it on ACOUP because it is different from most commercial wargames in interesting ways. Mostly, it forces you to play w/ uncertainty.
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Every so often you might get some quality human intelligence (HUMINT) from a settlement, but that too begins aging from the second you get it. Worse yet: stick around too long repairing or refueling and the locals will sell you out to the enemy.
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In short, the game actually simulates a fog of war.And it's kind of brilliant. In most games, the 'fog of war' is just a binary: you can see perfectly where your units are and not at all where they aren't. Highfleet forces you to deal with variable and uncertain information.
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Just about the only thing it doesn't do is feed you actively wrong information (though you can do this, for instance, by detaching a fast ship to intentionally get spotted going one way and break contact - the AI will rush after the ghost you just created, while you slip past).
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So you are constantly forced to make decisions (do I have time to repair here? refuel? where should I go next?) based on incomplete, fragmentary or dated information.
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The limitations of the campaign also make you think in terms of task forces with specific purposes and fuel economy, rather than just bashing around in one big blob as in most 'strategy' games.
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Anyway, it's on Steam (https://store.steampowered.com/app/1434950/HighFleet/ …) and not too pricey. Don't let the clunky-looking UI put you off it; it's perfectly functional (and actually part of the charm - all of those buttons and nobs actually do things).
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