Vehicle real time tactics with slider based vehicle designer including customizable weapons, components, missiles.  Realism inspired battle system with vision, accuracy, target size, terrain, weather or electronic warfare.

登入以將此項目新增至您的願望清單、關注它,或標記為已忽略

即將推出搶先體驗

此遊戲的開發者打算以開發中的狀態推出遊戲,以將玩家意見回饋納入開發過程。

備註:處於搶先體驗狀態的遊戲尚未開發完成,且內容可能會有所變動。如果目前的開發進度未使您產生興趣, 建議您等待本遊戲開發至下一階段時再決定是否購買。了解更多

開發者的話:

為何採用搶先體驗模式?

「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.」

這款遊戲的搶先體驗時間大約會持續多久?

「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.」

正式版預計會與搶先體驗版有何不同?

「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.」

搶先體驗版目前的開發進度如何?

「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. 」

遊戲售價在搶先體驗期間前後會有所變動嗎?

「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.」

在開發過程中,您打算如何與社群互動?

「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.」
繼續閱讀
不支援繁體中文

本產品尚不支援您的目前所在地的語言。購買前請先確認語言支援清單。

此遊戲尚未在 Steam 上發售

即將推出

感興趣嗎?
將這款遊戲加入願望清單,以便在發售時收到通知。
新增至您的願望清單
 
查看所有討論

在討論區回報錯誤並留下對於此遊戲的意見

關於此遊戲

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.

AI 生成內容聲明

開發者針對他們的遊戲使用 AI 生成內容方式的說明如下:

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

成人內容說明

開發者表示產品內容如下:

Robots and vehicles are exploding. Units are using weapons.

系統需求

    最低配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統 *: Windows® 8 (64-bit)
    • 處理器: 2.8 GHz - 2 Cores (64-bit)
    • 記憶體: 8 GB 記憶體
    • 顯示卡: 2 GB VRAM or Integrated equivalent
    • DirectX: 版本:11
    • 儲存空間: 4 GB 可用空間
    • 備註: SSD highly recommended
    建議配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統: Windows® 10 (64-bit)
    • 處理器: 3.4 GHz - 2 Cores (64-bit)
    • 記憶體: 16 GB 記憶體
    • 顯示卡: 3 GB VRAM or Intel Iris Xe Tiger Lake and similar
    • DirectX: 版本:12
    • 儲存空間: 4 GB 可用空間
    • 備註: SSD highly recommended
* 自 2024 年 1 月 1 日(PT)起,Steam 用戶端僅支援 Windows 10 及更新版本。
此產品無任何評論

您可以撰寫評論來與社群分享您對於本產品的看法。請使用本頁面中位於購買按鈕上方的區塊來進行評論的編寫。