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Προσεχώς σε Πρόωρη Πρόσβαση

Οι δημιουργοί αυτού του παιχνιδιού σκοπεύουν να το κυκλοφορήσουν ως «έργο σε εξέλιξη», που θα αναπτύσσεται βάσει των σχολίων και παρατηρήσεων των παικτών.

Σημείωση: Τα παιχνίδια στην Πρόωρη Πρόσβαση δεν είναι ολοκληρωμένα και ενδέχεται να αλλάξουν περαιτέρω ή και όχι. Εάν δεν επιθυμείτε να παίξετε αυτό το παιχνίδι στην τρέχουσα μορφή του, περιμένετε για να δείτε αν θα αναπτυχθεί περαιτέρω. Μάθετε περισσότερα

ΤΙ ΕΧΟΥΝ ΝΑ ΠΟΥΝ ΟΙ ΔΗΜΙΟΥΡΓΟΙ:

Γιατί Πρόωρη πρόσβαση;

«Overall battle balance and designer are mostly complete but we plan major updates for campaign and some new features for other parts.
Working with live feedback is a great opportunity for us to polish and implement everything correctly. To improve and bring this game to the state of the art. We have many ideas that can be done regarding new mechanics and it can be much easier for us to find solutions in EA.»

Για περίπου πόσο καιρό θα είναι αυτό το παιχνίδι σε Πρόωρη πρόσβαση;

«0-3 years.

It`s very hard for us to give exact estimate because we calculated that there are too many variables and external factors to account for when calculating exact time in this case.»

Σε τι θα διαφέρει η τελική έκδοση από την έκδοση Πρόωρης Πρόσβασης;

«We want campaign and designer to have more options, mechanics.

There are many possibilities. From implementing high poly vehicle part models since meshes are already generated from scripts to expanding campaign experience to the proper 4x or event driven story campaign and/or to expanding designer and mission to alternate non combat routes or to implement better physics, or mini campaign, or making better game audio. We already evaluated and prepared a lot of these mentioned features but chances are only some of them are going to be implemented.

There are certain things that are NOT likely to happen:
Multiplayer is highly unlikely to happen.
Ultra high poly 3d models are highly unlikely to happen. The problem here is that units have individual blocks and to mix that with good FPS and performance.
100% working pathfinding for land vehicles. As explained below our terrains are 3d semi-procedural and vehicle designer options allow too many combinations of engine/mass/friction so even if there is very good pathfinding in future it is likely never going to be perfect.»

Ποια είναι η τρέχουσα κατάσταση της έκδοσης Πρόωρης Πρόσβασης;

«Pathfinding for land vehicles around bodies of water is not yet finished.
Audio is basic. There are explosions and effects but the game is lacking certain audio sounds.
Campaign while working in our opinions is yet lacking in certain aspects. So it should get some major updates.

Battles mechanics, vehicle designer and overall battle balance of the game can be more or less in it`s final state because that`s what we did during recent years. But this can also improve.
Please see "FEATURES" section below for info about implemented features.

Game updates shall not break design or component files. Campaign savegames can be broken during major EA updates and may require a new game. »

Το παιχνίδι θα έχει διαφορετική τιμή πριν και μετά την Πρόωρη πρόσβαση;

«Price may change. We do not plan any significant price changes but small changes over course of months, years, and other time units may apply. We plan no paid DLCs.»

Πώς σκοπεύετε να συμπεριλάβετε την Κοινότητα στην ανάπτυξη του παιχνιδιού σας;

«Feedback is appreciated.

We read forums and media to listen to suggestions on regular basis. Developing with feedback is a great opportunity to polish and to improve.
Posting in suggestions forum has a large chance that we consider it.»
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Σχετικά με αυτό το παιχνίδι

ABOUT:

Take a control over a faction & vehicle design deploying units of various sizes, weapons, propulsion systems and electronic warfare capabilities, customize it and survive in fragmented sci-fi galaxy.

Vehicle real time tactics with deep slider based vehicle designer including customizable weapons, components, missiles. 

Realism inspired battle system where vision, accuracy, target size, terrain, weather or electronic warfare can be important in addition to damage and hit points.

Real time battles - (RTS) without base building or units "spawning" during battles. With turn based campaign. 

FEATURES:

Component based vehicle customization

Playable with pre-designed faction units or using custom component based vehicle designer where dragging slider can increase / decrease vehicle size, component size, internal space available.

Unit designer is about selecting a propulsion type (tracks, wheels, rotor, spaceship, building, ...) and then adding components to it that define what the unit is.

Each propulsion has max. supported weight multiplier and each vehicle has hull dimensions - length, width, height that define its internal space available for components and its stats.

Internal components like engines or fuel tanks are not visible and fill up the internal space. They are destroyed when vehicle hitpoints deplete.

External components that cannot be directly covered by armor including fragile radars or wheels or wings. These can be destroyed when physically hit presenting weakspots and making fragmentation and flak ammo useful vs. high armor units.

 

 

 

Vision based warfare

Seeing enemies before they see you is important.

Using EW or sci-fi camouflage fields. Bushes or trees.

Some faction designs carry spotter drones that can be automatically deployed.

When an unit fires its weapons their VisibleAt% and signature is raised increasing the distance that it can be detected.

Units have dynamic radar and emi-heat signatures governing the detection range of enemy sensors.

In practice stealth situations are not common but possible.

 

 

 

Realism inspired balancing

Large vs small units & weapons is a cost-efficiency design choice.

Larger units are easier to be hit. May have larger signatures and thus are easier to be detected. But possibly have more hitpoints, weapons, larger weapons with more range, larger sensors, more armor.

Larger weapons have less damage per second per volume dedicated to weapon as their smaller counterparts while costing more ammo or power to fire. They tend to have larger reload time and range.

Armor is more likely to block smaller weapons because they tend to be lower damage per shot.

 

 

 

AI behaviours for player

Player units can automatically retreat at low hp or ammo, attempt to scout, seek battle, keep range and/or rotation to target.

 

 

 

Non cheating battle AI

AI has exactly the same vision rules as player during battle. It knows player approximate start position the same way as player knows Possible Enemy Location markers.

 

 

 

Campaign in sandbox or survival style

Campaign experience is without goals or quests. There is no win condition.

The single defeat condition is loss of home planet.

Player can decide to establish a space empire including colonization of new planets or/and defence vs. raiders, mercenary organization, or a space mining company.

A typical campaign is about holding stability on owned space colonies while building up vehicle roster and engaging in battles via. missions. Money can be used to purchase nearly everything. But for more effective faction a management of minerals, materials, tactical ops. and similar is required.

Technology is divided into 5 tiers where single technology unlocks multiple components. 

Tier 1 is pre missile age, tier 2 is current era and tier 3 is sci-fi with bubble shields.

Campaign can be customized to not feature faction vs. faction wars or raids or to feature only space, ocean or land battles and relevant vehicle designs.

 

 

 

Basic Logistics

No advanced logistics management is needed but it can be feasible.

In most battles, making sure that the design has enough fuel/power to reach

enemies while having ammo for a few minutes is enough.

Most units need power, fuel, ammoM (0-99mm), ammoX (100-199mm), ammoXL (200+ mm). And there is possibility of supply depots.

But as the battle drags on, situations such as artillery running out of ammo or radar planes turning off their active radars because running out of power can happen.

 

 

 

RTS controls with order modifiers

E.g. R click with Q is rotate instead of move. R is reverse. Ctrl is attack move. Alt to lower aircraft flight altitude. These combinations can be used together.

 

 

WORTH MENTION:

NOT a voxel vehicle builder game

Designer allows up to around 50 resizeable "blocks" with custom front/side/... armor to be attached but this is not the focus of this game.

These "blocks" are addition to hull of the design.

Bad pathfinding

Terrain is semi-procedural and its up to the player to determine whether their land units should attempt to climb that hill or not. But beware as flipped vehicles can sometimes get stuck for the rest of battle, auto unflip feature may work for units not in combat. 

Pathfinding around bodies of water is not yet properly implemented.

Simple physics

Not a physics simulator game. Physics are approximated, simple and designed to be low performance.

Demo

Demo is an older version of game that also ends the campaign after 1 and half year in game time.

No music or ambient sounds

Current EA version has no music, ambient sounds or significant interface audio. Audio was low priority in our development plans.

Γνωστοποίηση περιεχομένου που δημιουργήθηκε από τεχνητή νοημοσύνη (AI)

Οι δημιουργοί περιγράφουν πώς το παιχνίδι τους χρησιμοποιεί περιεχόμενο που δημιουργήθηκε από τεχνητή νοημοσύνη (ΑΙ) ως εξής:

Some campaign background images were pre-generated with AI and later edited with Image Editing Program.

Περιγραφή περιεχομένου για ώριμο κοινό

Οι δημιουργοί περιγράφουν το περιεχόμενο ως εξής:

Robots and vehicles are exploding. Units are using weapons.

Απαιτήσεις συστήματος

    Ελάχιστες:
    • Απαιτείται επεξεργαστής και λειτουργικό σύστημα 64-bit
    • Λειτουργικό σύστημα *: Windows® 8 (64-bit)
    • Επεξεργαστής: 2.8 GHz - 2 Cores (64-bit)
    • Μνήμη: 8 GB RAM
    • Γραφικά: 2 GB VRAM or Integrated equivalent
    • DirectX: Έκδοση 11
    • Αποθήκευση: 4 GB διαθέσιμος χώρος
    • Επιπλέον σημειώσεις: SSD highly recommended
    Προτεινόμενες:
    • Απαιτείται επεξεργαστής και λειτουργικό σύστημα 64-bit
    • Λειτουργικό σύστημα: Windows® 10 (64-bit)
    • Επεξεργαστής: 3.4 GHz - 2 Cores (64-bit)
    • Μνήμη: 16 GB RAM
    • Γραφικά: 3 GB VRAM or Intel Iris Xe Tiger Lake and similar
    • DirectX: Έκδοση 12
    • Αποθήκευση: 4 GB διαθέσιμος χώρος
    • Επιπλέον σημειώσεις: SSD highly recommended
* Από την 1η Ιανουαρίου 2024, η εφαρμογή Steam θα υποστηρίζει μόνο Windows 10 και νεότερες εκδόσεις.
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