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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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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Vastauksena käyttäjälle @SashoTodorov1
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.
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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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Vastauksena käyttäjille @SashoTodorov1 ja @BretDevereaux
It also really doesn't help that it's mechanically built as a roguelite while (in recent patches) stunting the new game+ mechanisms that are critically to making roguelites fun. It's the blessing and curse of one man studios-- unique vision with major gameflow flaws.
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Self-designed ships also throw the balance quite a bit. I ended up designing everything in my starting fleet, building around planned task-forces with set top-speeds for specific tasks and keeping weight and fuel consumption low and it made everything a lot easier.
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Vastauksena käyttäjille @BretDevereaux ja @SashoTodorov1
It's more than a little awkward that your flagship is absolutely terribly designed for what you need to be doing and the smart play is to either immediately rip almost everything off of it or else custom design a new one (and edit its file to give it the flagship tag)
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Vastauksena käyttäjälle @BretDevereaux
It's like a lot of realistic games. The immersive thing is that all the in-game ships make perfect sense as designed in universe. The Sevastopol is pretty much a perfect core of a battle group. The problem is that the game deviates from the logic of in the in-game world.
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