All of this forces the player to work under situations of uncertainty. You can't leave the radar on, because strike groups will just lob radar-seeking cruise missiles at unknown radar signals. Enemies that spot you will try to report your location...
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...which brings strike groups to try to engage you directly, but also potentially long range missile and air-strikes. Its often best to avoid until you can fight on ground of your choosing, but to avoid you have to know where the enemy is!
1 vastaus 0 uudelleentwiittausta 21 tykkäystäNäytä tämä ketju -
So you are left guessing, trying to correlate that ELINT contact with the radio intercepts you are getting, trying to keep a mental map of the intel you have (all of which becomes more dated by the second) to process the intel you are getting.
1 vastaus 0 uudelleentwiittausta 24 tykkäystäNäytä tämä ketju -
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.
1 vastaus 0 uudelleentwiittausta 23 tykkäystäNäytä tämä ketju -
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.
1 vastaus 0 uudelleentwiittausta 44 tykkäystäNäytä tämä ketju -
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).
1 vastaus 0 uudelleentwiittausta 22 tykkäystäNäytä tämä ketju -
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.
1 vastaus 0 uudelleentwiittausta 21 tykkäystäNäytä tämä ketju -
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.
2 vastausta 0 uudelleentwiittausta 28 tykkäystäNäytä tämä ketju -
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).
4 vastausta 2 uudelleentwiittausta 43 tykkäystäNäytä tämä ketju -
Vastauksena käyttäjälle @BretDevereaux
One of my favorite games to emerge from the Russian indy scene! Only complaints I have is that, like a lot of Russian games, the difficulty curve is really poorly done and pretty hostile to learning. That and the story could have used a bit of internal quality control.
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Yeah it is not at all beginner friendly and expects you to learn via a lot of trial and error. There are a lot of neat features that are completely undocumented, like how you can hide from radar by landing. And the difficulty curve is backwards - it gets easier, not harder.
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Vastauksena käyttäjille @BretDevereaux ja @SashoTodorov1
In particular the game doesn't quite know what to do if the player carves out an area of the map and then intentionally lures and hunts the strike groups out of range of their supporting missiles and aircraft. Eventually they try to pull back to Khiva, but too late.
2 vastausta 0 uudelleentwiittausta 2 tykkäystä -
Vastauksena käyttäjälle @BretDevereaux
I think this is what the game intends for you to do, as leaving SG's alone makes Khiva+ensuing phase insanely difficult. The problem is that it communicates this poorly and instead pushes you towards a rush to Khiva. Hidden cities are also super swing-ey.
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