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Stellar Tactics - Gameplay Trailer
February 27th, 2018, 05:29
A new gameplay trailer for Stellar Tactics.
More information.loading…
Enter a stunning Sci-Fi universe filled with meaningful choices and intrigue. A space exploration RPG that features classless character progression, squad-based tactical ground combat and a living universe where your actions have consequences. Gather your team, equip your ship and explore.
http://store.steampowered.com/app/46…ellar_Tactics/
February 27th, 2018, 05:45
It looks sort of terrible how it plays out the entire attack animation before the enemy reacts.
eg. That first automatic burst is from 2m away, he fires about 10 rounds and when its over the enemy goes "ugh!" and damage appears. Ruins the feel of the combat, imo.
eg. That first automatic burst is from 2m away, he fires about 10 rounds and when its over the enemy goes "ugh!" and damage appears. Ruins the feel of the combat, imo.
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February 27th, 2018, 16:42
The combat demo I played many months ago turned me right off the entire game (though I'm also not a fan of the real-time ship combat). Was incredibly slow, clunky and awful.
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--| sometimes game writer |--
--| sometimes game writer |--
February 28th, 2018, 04:58
SirJames - That small clip is actually quite old. I should replace it. A recent patch changed the way hit animations are played based on the distance of the weapon to the target. Not perfect, but much better.
screeg - Forever you haunt me with comments from a demo you played over a year ago. There have been many hundreds of bug fixes/improvements since then. https://steamcommunity.com/app/46549…7283753661833/
wolfing - The space combat and ground combat systems are separate though your team members progress in all combat skill lines (space and ground combat). Who is to say that you cannot mix RTwP and turn based combat. It actually works quite well according to many people who have played the actual game
Also there is no they, there is just me. Give the game a try…whats the worst thing that could happen?
screeg - Forever you haunt me with comments from a demo you played over a year ago. There have been many hundreds of bug fixes/improvements since then. https://steamcommunity.com/app/46549…7283753661833/
wolfing - The space combat and ground combat systems are separate though your team members progress in all combat skill lines (space and ground combat). Who is to say that you cannot mix RTwP and turn based combat. It actually works quite well according to many people who have played the actual game
Also there is no they, there is just me. Give the game a try…whats the worst thing that could happen?
Watcher
February 28th, 2018, 06:26
I do fully intend on giving this one a try, I've had my eye on it for quite a while now, the current state of my backlog from holiday presents will likely keep me busy for a bit longer, but I will circle back for this. Glad to see you maintaining a presence here, Ser Tactics
SasqWatch
February 28th, 2018, 07:42
February 28th, 2018, 08:31
Originally Posted by StellarTacticsPerhaps it works great for other people, but I personally hate real time combat so knowing there is real time combat in the game removes my interest in it even though I love turn based games.
wolfing - The space combat and ground combat systems are separate though your team members progress in all combat skill lines (space and ground combat). Who is to say that you cannot mix RTwP and turn based combat. It actually works quite well according to many people who have played the actual gameAlso there is no they, there is just me. Give the game a try…whats the worst thing that could happen?
February 28th, 2018, 09:20
Only the ship combat is real time. Of course, unlike Nexus TJI or Homeworld, this game seems locked to a 2D plane.
February 28th, 2018, 11:02
Considering the game is still in Early Access I really like what I see in the trailer and I will certainly follow its development. I just hope it won't be abandoned halfway through like so many other games that started out full of promise.
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Evil characters rock:
"I am evil, I am mean, I am bad.
You are good, you are nice, you are… dead."
Evil characters rock:
"I am evil, I am mean, I am bad.
You are good, you are nice, you are… dead."
February 28th, 2018, 12:00
Originally Posted by StellarTacticsGood to know!
SirJames - That small clip is actually quite old. I should replace it. A recent patch changed the way hit animations are played based on the distance of the weapon to the target. Not perfect, but much better.
I'm quite interested in this game. It's an excellent concept and very ambitious!
February 28th, 2018, 14:38
Silver - I really appreciate you posting the video here. I updated all the space segments of the video to show space combat, incursions and turret based mining etc. So yes, the video is new, however there are a few older short clips related to ground combat in this video that I recorded several months ago. I'll update those when I get some time. I wish there was a way to replace videos on Youtube.
Carnifex - I know what you mean. I just wish I had more time to play some of the games in my backlog.
wolfing - I understand
Dilvish - The game is fully 3D even in space. You can fly up/down and anywhere you want to go.
Carnifex - I know what you mean. I just wish I had more time to play some of the games in my backlog.
wolfing - I understand
Dilvish - The game is fully 3D even in space. You can fly up/down and anywhere you want to go.
Last edited by StellarTactics; February 28th, 2018 at 14:48.
Watcher
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February 28th, 2018, 17:20
Originally Posted by StellarTacticsHello, Mr Stellar Architect.
Silver - I really appreciate you posting the video here. I updated all the space segments of the video to show space combat, incursions and turret based mining etc.
Dilvish - The game is fully 3D even in space. You can fly up/down and anywhere you want to go.
Can I ask something? What tactical options do you have in space combat? Is it a lot simplier compared to ground combat? Can I pause while in space combat? Can I outmanoeuvre some slow ships (if ships have vastly different speed and maneuverability)?
February 28th, 2018, 18:35
Hi Farflame!
Combat is turret based. There are three key elements to space combat - range, power and shields. You will manage each of these. You also have the ability to highly customize each of the 40 available ships. This guide explains space combat in detail:
https://steamcommunity.com/sharedfil…?id=1239665795
You can pause while in space combat at any time.
You can outmaneuver slower ships. All ships can be upgraded in a number of ways with various tiers of equipment. In particular your ships mass and your warp drive determine your ships maximum speed as well as your skill in piloting. All team members are assigned to stations on the ship. Slower ships tend to have more base armor and usually better power management. A smaller faster ship can use beam turrets effectively keeping more range, lowering the damage output of heavier and more powerful ships. Ship turret types have various benefits.
Space combat is never forced - you can always escape if you want to. You can also disable incursion missions or cancel them at any time. In essence, you do not need to engage in space combat at all if you do not want to. However, the rewards in faction, cash and loot for space combat are well worth the time.
Combat is turret based. There are three key elements to space combat - range, power and shields. You will manage each of these. You also have the ability to highly customize each of the 40 available ships. This guide explains space combat in detail:
https://steamcommunity.com/sharedfil…?id=1239665795
You can pause while in space combat at any time.
You can outmaneuver slower ships. All ships can be upgraded in a number of ways with various tiers of equipment. In particular your ships mass and your warp drive determine your ships maximum speed as well as your skill in piloting. All team members are assigned to stations on the ship. Slower ships tend to have more base armor and usually better power management. A smaller faster ship can use beam turrets effectively keeping more range, lowering the damage output of heavier and more powerful ships. Ship turret types have various benefits.
Space combat is never forced - you can always escape if you want to. You can also disable incursion missions or cancel them at any time. In essence, you do not need to engage in space combat at all if you do not want to. However, the rewards in faction, cash and loot for space combat are well worth the time.
Watcher
February 28th, 2018, 19:27
@StellarTactics _sorry for the haunting! But the newer combat videos (and the real time ship combat, which as you can see does turn off some people) aren't really pushing me to give it another chance.
The good news is hardly anyone cares about my opinion! All the best.
The good news is hardly anyone cares about my opinion! All the best.
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--| sometimes game writer |--
--| sometimes game writer |--
February 28th, 2018, 20:23
Originally Posted by StellarTacticsWell if you can pause real time combat at any time it's not that bad, it's like how I play RTwP RPGs like Pillars of Eternity, I pause so much it might as well be turn based.
Hi Farflame!
Combat is turret based. There are three key elements to space combat - range, power and shields. You will manage each of these. You also have the ability to highly customize each of the 40 available ships. This guide explains space combat in detail:
https://steamcommunity.com/sharedfil…?id=1239665795
You can pause while in space combat at any time.
March 1st, 2018, 01:32
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If you don't stand behind your troops, feel free to stand in front.
If you don't stand behind your troops, feel free to stand in front.
SasqWatch
Original Sin 2 Donor
March 1st, 2018, 02:11
Originally Posted by StellarTacticsThanks for your answer.
Combat is turret based. There are three key elements to space combat - range, power and shields. You will manage each of these. You also have the ability to highly customize each of the 40 available ships. This guide explains space combat in detail:
https://steamcommunity.com/sharedfil…?id=1239665795
Originally Posted by StellarTacticsDoes it mean that enemy ships can never ambush you while exploring space? Ship combat is only tied to missions?
Space combat is never forced - you can always escape if you want to. You can also disable incursion missions or cancel them at any time. In essence, you do not need to engage in space combat at all if you do not want to.
March 1st, 2018, 02:43
Farflame - Ship combat is not only tied to missions. You can attack any ship. Hostile ships will attack you.
Enemy ships are roaming the entire universe and they are all aligned with factions. When the universe is initially generated at the start of a new game, factions are assigned to each of the million or so systems that are created. Ships launched from those systems have various tasks and roam the universe - anarchy, combat, trade, mining etc.
By default, Raiders, Scavvers, Phage and several other factions are red or hostile. You can see enemy ships as you travel around in systems and their indicator labels let you know if they are hostile, neutral or aligned. Scanning ships provides detailed information about faction, loaded equipment and turrets etc. Nearing any hostile ship triggers combat.
The areas around stations are neutral. For a period of time, after a hostile ship launches, if you are in the vicinity, they will ignore you. Otherwise they will attack. Destroying friendly ships could align you with hostile factions. You can manipulate your current faction any way you want through your actions, aligning with hostile factions or with some of the less hostile factions - its entirely up to you.
If you destroy a ship, you will see your faction standing change based on the alignment of warring or hostile factions in the universe. Factions go beyond space. Taking ground based missions for factions allows you to earn tokens so you can buy legendary and epic equipment from special merchants. I'll be adding this system to space combat (tokens/gear) in a future patch.
You can always escape an attacking enemy ship by engaging your micro-warp drive. Once you are far enough away from a hostile ship, they will return to their previous mission/task.
Enemy ships are roaming the entire universe and they are all aligned with factions. When the universe is initially generated at the start of a new game, factions are assigned to each of the million or so systems that are created. Ships launched from those systems have various tasks and roam the universe - anarchy, combat, trade, mining etc.
By default, Raiders, Scavvers, Phage and several other factions are red or hostile. You can see enemy ships as you travel around in systems and their indicator labels let you know if they are hostile, neutral or aligned. Scanning ships provides detailed information about faction, loaded equipment and turrets etc. Nearing any hostile ship triggers combat.
The areas around stations are neutral. For a period of time, after a hostile ship launches, if you are in the vicinity, they will ignore you. Otherwise they will attack. Destroying friendly ships could align you with hostile factions. You can manipulate your current faction any way you want through your actions, aligning with hostile factions or with some of the less hostile factions - its entirely up to you.
If you destroy a ship, you will see your faction standing change based on the alignment of warring or hostile factions in the universe. Factions go beyond space. Taking ground based missions for factions allows you to earn tokens so you can buy legendary and epic equipment from special merchants. I'll be adding this system to space combat (tokens/gear) in a future patch.
You can always escape an attacking enemy ship by engaging your micro-warp drive. Once you are far enough away from a hostile ship, they will return to their previous mission/task.
Watcher
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