Разработчик: Autarca
Описание
Nomad Fleet is a Real Time Strategy game where you must lead the last remnants of Mankind to safety after a mysterious alien race has hunted them near extinction. Lead a fully armed fleet of battleships, carriers and fighters through a series of randomized scenarios and encounters where they must fight for their survival while scavenging for resources, trading and researching new technologies.
Features:
- Command your ships in a fully 3D environment.
- Obtain resources by harvesting asteroids and salvaging ships and use them to build a massive fleet.
- Research new ships and upgrades.
- A procedural galactic map with random encounters that allows for multiple and varied playthroughs.
- Unlock two different fleets by finding special missions.
- Uncover the story of the mysterious alien race that has hunted Mankind for a century.
- Meet other alien races and deal with them by diplomacy or warfare.
How to Play:
In the game you lead a small fleet of human survivors, your only objective is to reach the last sector in a galactic map with random encounters with your Mothership in one piece and enough ships to defend it. Every sector you visit can present a combat, scavenging, dialogue or trading situation that you will need to decide how to exploit but you only need to stay in a place enough for your hyperspace generator to charge in order to continue the journey.
You can give orders in real time to individual ships or using control groups, also they can be ordered to move using three dimensions.
Поддерживаемые языки: english, spanish - spain
Системные требования
Windows
- OS *: Windows Vista
- Processor: Core 2 Duo Processor or equivalent
- Memory: 4 GB RAM
- Graphics: 256 MB DX11 Compliant
- DirectX: Version 11
- Storage: 2 GB available space
- Additional Notes: Provisional specs, feel free to leave me some feedback.
- OS *: Windows 7 or 8 64bit
- Processor: Core i5/i7 or equivalent
- Memory: 8 GB RAM
- Graphics: 1 GB DX11 Compliant with PS 3.0 support
- DirectX: Version 11
- Storage: 2 GB available space
- Additional Notes: Provisional specs, feel free to leave me some feedback.
Mac
- OS: MAC OS X 10.6.7 or higher
- Processor: Core 2 Duo Processor or equivalent
- Memory: 4 GB RAM
- Graphics: 256 MB DX11 Compliant
- Storage: 2 GB available space
- Additional Notes: Provisional specs, feel free to leave me some feedback.
- OS: MAC OS X 10.6.7 or higher
- Processor: Core i5/i7 or equivalent
- Memory: 8 GB RAM
- Graphics: 1 GB DX11 Compliant with PS 3.0 support
- Storage: 2 GB available space
- Additional Notes: Provisional specs, feel free to leave me some feedback.
Linux
- OS: Ubuntu 12.04 or later
- Processor: Core 2 Duo Processor or equivalent
- Memory: 4 GB RAM
- Graphics: 256 MB DX11 Compliant
- Storage: 2 GB available space
- Additional Notes: Provisional specs, feel free to leave me some feedback.
- OS: Ubuntu 12.04 or later
- Processor: Core i5/i7 or equivalent
- Memory: 8 GB RAM
- Graphics: 1 GB DX11 Compliant with PS 3.0 support
- Storage: 2 GB available space
- Additional Notes: Provisional specs, feel free to leave me some feedback.
Отзывы пользователей
The main menus are so tiny that they are unreadable. I could spend several minutes scrolling my mouse wheel before I zoom in on anything properly. Raising and lowering the setting for this does nothing. Half the buttons simply do not work the first time you press them. Camera rotation seems to assume your mouse is going at 10,000 DPI, or higher. At 1,000 DPI it's slow as a whale; requiring roughly 10 feet of movement before you can make a full rotation. Holding shift helps with the camera qualms, but the zooming is still going to break your mouse wheel before you zoom in fully on a ship. If you access a menu during dialogue (like in the tutorial) the Resume button completely breaks. The audio mixing is WILDLY bad out of the gate. Voices are far too quiet, music is INSANELY loud, and sound effects are overly loud as well. This is more a broken demo than a full game, and that's 9 years after release.
I am 32 years old.
My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old.
When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing.
Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side.
With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay.
After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like.
Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends.
Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together.
Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that.
Thank you.
Nomad Fleet is a lightweight Homeworld-style RTS. It has a few neat innovations to the formula, has excellent music, looks good, is more fun for casual singleplayer and at least for me ran very smoothly. Overall I would say it is a less polished game than its inspiration, falling short mainly in its UI and resource harvesting/repairs after battle being much too slow (an auto-harvest/auto repair button once all enemies in a region are destroyed would have added SO much to the overall experience - as it stands, once the fighting is done in a region I need to take a break for a bit while my harvesters finish doing their thing and my fleet is ready to jump to the next region). It also does not have the well-crafted storyline of Homeworld, and there isn't as much variety in mission types. Balancing that, this game does have a fun element of exploration which I always wished had existed in Homeworld and the storyline (which has a Battlestar Galactica feel) is simple and effective. I cared for my nomad fleet and the main enemies are scary. Overall I would say the game wasn't too challenging, but stumbling onto the wrong region when your fleet is weak can be extremely difficult, and some of the harder regions can be challenging even with a large and powerful fleet, requiring effective tactics for your fleet to prevail. Achieving certain things in one game also open up new fleets to play as in later games, adding some replay value. I expect this game has about 3-4 complete play-throughs worth of fun. So far I have completed the game once and am in the process of my second playthrough. For the price, especially when on sale, this game is very much worth getting. It is one of the best indie RTS titles around, and I hope the developer behind this will create a sequel one day as a bit more polish, a few UI improvements and a bit more mission variety could make for a real classic.
People who didn't like Homeworld or its sequels can probably give this a miss.
It has been some 20 years since Homeworld graced us with its original take on space-based RTS offering three-dimensional movement, fluid combat mechanics and a ton of strategic and tactical depth. I mention Homeworld, because Nomad Fleet plays exactly like it. The key difference between the games is that instead of playing through a long, linear, story-driven campaign, you play through a much shorter, randomly-generated one, much like you might find in a roguelike game like FTL.
Unfortunately, as much as I love both Homeworld and FTL and the idea of combining the two, this feels and plays more like a proof of concept or early alpha than an actual, finished, polished product. As such, I can't really recommend this right now. Given enough work, this could change - though I don't know how likely that is at this point.
Pros:
- Great concept and overarching design.
- If you've played Homeworld, the controls are intuitive and you can jump straight into the game without playing the tutorial.
- Unique gameplay experience on each playthrough.
Cons:
- Lots of things that should be simple to do end up being much clunkier than they need ie: selecting and filtering units.
- Lacks the strategic and tactical depth that made Homeworld interesting. There's no formations, no stances, no real specialised units.
- Not particularly challenging, with no option to adjust difficulty. The AI is dumb and charges right at you, often in small groups which are trivial to defeat. Most of the difficulty comes from build limits and not having appropriate tech, which can mean you're fighting dreadnoughts with nothing but a handful of bombers. Even then, it's trivial to escape and the game places no pressure on you at all to actually advance, so there's never actually any cost involved in making the wrong decision. I was able to breeze effortlessly through the game on my first attempt, and judging by the comments I wasn't the only one. For a roguelike with no difficulty modifier, that's a cardinal sin.
- There's a few okay looking ship designs, but for the most part they're ugly. Generally speaking, most of the art feels rushed or like it was never a priority.
[*]The backstory is pretty generic, which makes the extended delivery all the more boring to read through and I feel adds nothing of value to the game. The whole introduction story could be summarised in a couple of sentences and it would save everyone a ton of time.
Still, I got a few hours of enjoyment out of this game and if you're into the genre, it might be worth picking up in a sale. Otherwise, I'd suggest playing Homeworld instead.
While the game kind of worked, it felt very much like a game that the creators forgot to finish before putting it on the shelves. bad controls, clunky audio, terrible unit balance, hotkeys not working, Its clearly heavily inspired by Homeworld, where they took all of the great parts of the Homeworld series and did none of those things.
Fun little gem. Homeworld inspired with similiar gameplay.
Pros:
Decent graphics with nice ship designs
Good sound.
3 playable fleets! (2 of them are unlocked over the course of the first playthrough).
3 different enemies to fight against.
A host of neutral ships and space stations to find.
Able to increase speed of the game. Very nice feature especially when collecting resources.
Cons:
Movement controls are a bit wonky.
No formations.
No voice over work.
Different fleets have the same intro.
Overall, a pretty decent game, especially if you buy it on sale.
A game with potential but due to camera controls, limited customization and strategic depth; this game simply falls flat and will have you both confused and frustrated. I had researched 4 different things and couldn't research anything more, I was stuck with inferrior fleet unable to use my limited funds for anything besides getting more units...
Eventually I was confronted with a far superior alien race and their few numbers decimated my many... usually in games like this there's ways to improve your fleet in more than just numbers but this game's extrememly few upgrades forces you to just buy as many units as possible and hope that you'll survive due to numbers alone.
I want to support indie development, but releasing a game that's running on bones isn't something I'd recommend... I want more to do with my fleet and how to kick ass, I want battle strategies that are executed when engaging the enemy so that I can watch them fight, I want more than 2 ships to pick from in what I can create, and to control sectors that will help aid my fleet in resources.
Great game, like a mash up of FTL, Homeworld, Battlestar Galactica and Nexus The Jupiter Incident.
A little short, but thats ok because it is structured like ftl, with generated galaxy and you and your fleet jumping from system to system to the end.
It is much easier than ftl, but fun non the less. I finished it once in about 2 hours and will play it again now that i unlocked cool and interesting stuff.
Story is right on the spot, not too little, not too much of it for this kind of a game.
Only negative remark i have are camera controls, which are somewhat ankward but they can get used to.
I recommend this game to any fan of space strategies for a 2 hours of relaxation and enjoing trying out different tactics and approaches in somewhat easy environment as far as difficulty is concerned, but then again, you can think of your own goals and how to achieve victory making it more interesting and harder this way ;)
P.S: if you ever played "The Jupiter Incident" and liked it ( untill the last mission ), buy it, you will enjoy this game :)
This game is homeworld. If you want to give this game a chance, accept that. Other than that, it is a very good game. It has it's flaws, all games do, but on the whole, it's very good. It has a very fleshed out story that works with the game. And keep in mind, this is one guy. If he can do this by himself, imaging what he could do with a team of people.
Pros:
It's homeworld
Unique idea
Procedually generated map
Meaningful discisions that have an effect on what you do later
3 different shipsets to use
Quick/useful tutorial
Cons:
It's homeworld
Slow camera controls
AI can get annoying
I was excited about playing this. I played the original Homeworld and HW:Cataclysm in particular to death. Boy, was I disappointed.
From the very start I could tell that this game tried to be like Homeworld, yet clearly lacked the ability to come even close to reaching that level. If anything, I would say that this entire game feels... flat. The story rings hollow due to its lacking execution, the shipdesigns are dull, the weapon's fire sounds flat and the few missions I played are little more than “Objective here. Enemies appear from nowhere. Destroy them. More enemies appear from nowhere. Destroy them. Repeat until objective complete.”
Now this wouldn't even be so terrible if anything interesting was seen in story, visuals or sounds. But there isn't so I'm just bored.
Yet what really killed it for me was the controls making this game the first one ever I had refunded. They're just clunky. Even the similar controls in Homeworld—which had its problems—are superior to what's provided here. Everything about this game screams that the developers wanted to make another Homeworld only to fall short on every account that matters for a game like this.
If you want to play a game like this get the Homeworld Remastered collection. Or even better, if you don't mind turn of the century graphics, HW: Cataclysm. Nomad Fleet is a poor substitute at best.
This is a pretty short game. There's definately some replay value there, with the multiple fleets and randomized sectors, but to be honest, most people will probably play through maybe twice. I'll start by saying it's fun! It feels like Homeworld, as many people have said, and wasn't too bad all things considered. I got it 50% off for $5 and don't regret it. $10? Maybe with some interface tweaks. Keep that in mind. This is a thumbs up, and it was definitely worth the $5.
So, on to the bad.
Fleet controls are... well, there's no nice way to say it. They're bad. The 'list of ships' on the bottom shows a full icon of selected ships, but you have to scroll down !! with the incredibly wide, one-ship tall menu... Not scroll line by line, but you can get stuck halfway between lines. Selecting a particular single ship is near impossible, or even a particular class of ship if you have too many fighters. Which you will, because...
Anything other than fighters and corvettes are p a i n f u l l y s l o w moving, to the point that they're basically useless (short of extra carriers to carry more fighters). One awesome aspect to games like homeworld were that different ships had different uses. In this game, it kind-of works, but because of how hard it is to arrange a fleet (or the impossibility of getting ships to move together), any use of frigates or larger becomes pointless except as 'close in defense' of the mothership.
Research. Okay, that's fine. Let me upgrade my ships and unlock new ships. I decided to sit and defend a space station because it had a 'never before seen class of ship' inside and it needed time to repair. I figured I'd get the research item or something to be able to build it. Nope. Sacrifice half my fleet for a single 'destroyer'. Oh well. Games like this are like that. But the issue with research is kind of like that. You can finish all the research within the first or second sector and never see another bit. It's a superfluous feature that's kinda useless. But hey, unless that research involves strengthening your fighters, it's kinda pointless anyways.
Camera controls. Oh god, the camera controls. Rotation is around a spot just barely in front of the camera, unless you're 'focused' on a ship or group, then it's around them. Panning breaks focus, and is incredibly slow. Dunno what to say about it other than that. The camera controls are pretty bad. Not unusable, but... Feels like half the time I'd be commanding my fleet was spent trying to move the camera in a way that I actually can do so. This is especially bad after a mid-mission cutscene, since it doesn't revert the camera back to your fleet (and you may not even realize the 'cutscene' is over until you're taking damage).
Resources. Seems kinda weird to be honest. If you don't hit the right sectors, you might never see any resources at all. Which would be bad. Some levels of 'randomization' need to be a bit less random, sometimes, it seems.
All in all... I feel this game might have been prematurely released. All the little balance issues and interface/control issues could easily be ironed out with a bit of testing. I don't regret buying it, but I think it needed a little bit more polish.
Wait for a decent sale. 10 hours tops of game time waiting for you. There are a few gripes: cancelling commands is wonky, slow paced for normal speed and trying to speed up the game in the later parts with the number of units you can make is laggy. Not a bad game but not at 15 bucks.
So I gave this game a “thumbs up” in whatever Steam’s black and white in a world of gray ranking system calls that. I bought it at a discount, and would suggest that if the high concepts of the game sound interesting that you do the same.
This is a game developed by one guy as his first attempt. Is it a game for the ages? No. Is it a game with an interesting concept? For me, it is. I like the mashup of the concept of Homeworld with FTL style random missions. That's an interesting amalgamation of concepts from my point of view. I'd love it if Mission 8 in HW isn't always going to be the Cathedral of Kadesh. Maybe, like in FTL, it's just some traders, maybe it's an overwhelming fleet of implacable foes that you have to make a fight or flight decision about. Who knows? Not knowing is the cool bit. The Nomad Fleet dev felt the same way and made a game based around that. And I applaud him for it.
Is it as awesome as either Homeworld and FTL in its final presentation? Not for me. In both the technical and aesthetic departments I find it falls short. But should it be? Could it be, given the hoops that one person would have to jump through to make it happen? Well that's up to you. I have to say I can't see how one person could have done it all though. I will say I’m not going to hold one person to the standards of the combined works of the teams he drew from just to mark it… uh, Facebook “thumbs down” or whatever. I’m not buying into that Cluster B binary thing.
Again, this is one guy who wanted to mash together two games, one of which was done by a full-fledged game dev apparatus, with a programming department, an art dev department, with sub departments consisting of 3d, music, Voice, Texturing, Backgrounds and the like, (not to mention Admin, PR, legal and, of course, Management.) FTL was done, albeit by an "Indy" team, but it was just that, a TEAM. And it was a 2D game.
Given that this was made by one guy I thought it was amazing that he had the balls to do a concept of a HW/FTL mash-up and take on ALL the work (or buy the assets on a budget) to make it happen like it did. That's the type of crazy I applaud, and that’s why I give it a thumbs up.
There are *gasp* bugs and such. None of them were "show stoppers" for me. Still, I would watch to see if the developer Is going to patch the game now that it has been fully released.
Carefull - Still "Early Access" in terms of obvious UI bugs and ship controlling. (Like the 'Resume' button not working in the pause menu - ONE of THREE buttons. And Quit is just closing without confirmation). I got 13 issues ... THIRTEEN .. ISSUES / BUGS .. in the first 5 game minutes (like the tutorial not continueing after I am suppose to press 'H', if a havester got allready commanded by right clicking). And did you ever hold SHIFT and then right-cliked/pressed M? Opened research and jump overlays ?
From dev to dev : Please get the basics done (I know its boring), then release, then focus on more content.
Contact me, if you want the list of issues / bugs.
I think that the game should have remained in early access. It lacks the polish you would expect from a finished game.
Camera controls are god awful.
- Panning is extremely slow. Going from one side of the map to another is an exercise in frustration. And it doesn't help that the enemies can pop up miles away. Your best best is to just wait for them to come to you. After reading the forums, it looks like holding [shift] will accelerate the camera's movements. I think it could be a bit faster, but its useable. Now if only the functionality was flipped since it's a bit awkward on the fingers.
- Your camera is fixed at a specified height above the plane. Which makes things frustrating when you're trying to zoom in and out for a better look. Either to get a closer look at a unit or to zoom out so that you can see what's going on around the operational area. Found out on the forums that you can use the C and V keys to adjust the camera height.
- In order to zoom in on a ship, you need to have it focused. Otherwise your zoom is limited to "really far" and "far" in strategic view or "isn't space pretty" in normal view.
== You're forced to use certain views to perform certain tasks ==
- The normal view tells you absolutely nothing about the positions of ships and their heights. Which sucks because this is how you're able to actually zoom in closer. So without this information, you can't finely manuever the resource corvette to the nearest asteroid so that your resource harvesters would only need to travel mere meters to deposit their inventory.
- The strategic view doesn't let you click on the enemy. So you generally don't know how much health it has, or what it even is until you flip to the normal view. Then you're able to select it, and then mouse over the icon to view the tooltip.
== What the hell? ==
- Why isn't there a position indicator for the salvageable stuff? Whenever I try to send resource corvettes closer to the harvesters, they tend to dive down and run far away from the nearest asteroids and derelicts because I can't get a good view angle. (A recent patch has added this feature. This point is now moot)
- When you have units selected, they blink in and out. When you have a ton of units, it's hard to tell what's selected since everything else is blinking to notify you of events like attacking targets and all that. Couldn't unit selection have a different color?
- It's like there isn't a select all of one unit type command. I try double-clicking a specific unit. Nope, it selects that one unit. To get this to work, you have to select everything. Then scroll through the list until you find the one type of unit that you want. Waste of time and forces you to keep your groups up to date.
- The icons are too small and they rely on tooltips to tell you what ship is what. At one point I just stopped scrolling through the list of selected ships and just looked for the unit with the 8 sided enclosement box. That was usually the dreadnought and that was all that I needed. As a sidenote, there is a setting in the options box to scale up the UI, so you can get larger icons. Useful for a higher resolution I guess.
- I can't select enemy fighters. It would help if I can tell how much hp they have left so that I can figure out which ships are effective against them.
- The AI is...stupid. It generally just rushes. No real strategy whatsoever. Once I researched the upgrade to perform a localized jump, I just sent a dreadnought behind the enemy capital ships. One or two just-launched fighters would usually flip back around to intercept, but everything else continued forward. Easy way to blow up the spawning ship and save myself the hassle of fighting hundreds of snubfighters.
- Why is nearly every jump point a battle? Some allow me to bribe or trade, but aside from that everything else has me fighting waves of incoming hostiles. In one game, I had to fight through 10 warp points in a row before deciding that I had had enough and beelined for a known trade point.
- Why doesn't the jump point ever seem to change? I landed on an asteroid square. Mined everything. Jumped out, then jumped back in. More stuff to mine. It was a really easy way to rack up the credits. By jumping in and out and dealing with the interfering ships, I soon had enough money for all of the upgrades after repeating this like 10 times.
- Limited tech tree? I kind of wish the larger ships had more upgrades besides strategic jump. Better weapons and the like. Only the fighters get this upgrade.
- Poor unit info. It's limited to a question mark and a general description. For these types of games, you would have a far more detailed entry with speeds / weapon damage / strengths and weaknesses plus a description for immersive purposes. At one point I had experimental dreadnoughts. Was there something special about them? I don't know, there wasn't even a question mark and a general description for it. Nevermind obtaining detailed info.
That said, the game has potential...maybe...depends on how much support the developer is going to lend to it now that it's been released in an unfinished state.
Pros:
- A cross between Homeworld and FTL
- Fun for short romp
Cons:
-Short: I've beaten it twice in 3 hours and unlocked all of the different fleets.
-AI: The AI is simplistic to say the least. It will just rush right towards you.
Its not a bad game at all, but I can't reccomend it at the current price point per hour played.
Easily the best ten bucks I have ever spent.
It's a simple enough concept - get your mother ship from over here on the galactic map... to over there... through hostile space.
The galactic map is made up of randomly generated tiles at the beginning of each new game. Most of the time you don't know what you're getting yourself into when you enter a sector. Sometimes you find a nice little debris field. After you wipe out a few enemies, you can sit back and relax with a nice cup of tea as your harvesters gather up the resources.
Other times you're sitting on the edge of your seat counting down every second 'til the hyperdrive charges up, so you can haul your butt out of there. Meanwhile, you fend off the hordes of encroaching foes as best as you can, cringing with each lost ship.
Early on in the game, you enter each sector with a bit of trepidation. You're low on resources, low on tech, low on ships... and sometimes you find yourself facing insurmountable odds, and you'll have to cut and run. But as you build up your fleet, you have the potential to become a force to be reckoned with. It's a pretty good feeling when you return to beat the snot out of a sector that sent you packing earlier on. You can build your fleet into an unstoppable war machine and crush foes with overwhelming might, or emphasize a strategic conservation of force and defeat your foes with sound tactics like approaching from blindspots and utilizing each vessel's inherent strengths.
Make sure you're prepared for the final battle. Even with the most massive fleet and sound tactics, it can push you to your limits.
The game isn't linear. You can return to any sector as often as you want. Resources and enemies respawn, but the type of encounter and class of enemy vessels varies when you reenter most tiles. The game autosaves every time you jump out of a system, and you have the option of saving between sectors as well. You can easily pick up where you left off - making this a great game to play on busy days when you only have 10-15 minutes here and there. There are three play speeds - normal, 2x speed, and 4x speed.
Gameplay
Straight forward tactics in real time - you consider the best combination of ship types and number to intercept hostile contigents. At a distance, they're designated with geometric symbols - triangles for fighter class ships, squares for corvettes... pentagons for frigates, octagons for dreadnoughts... There are destroyers, battleships, carriers, heavy carriers, and a variety of corvettes and frigates - all sorts of ships in this game - each with its own strengths and weaknesses.
Controls
There's always a bit of a learning curve when it comes to mastering the controls of tactical games like this. If you're familiar with the genre, you'll pick it up fairly quickly. WASD, C&V to move the camera about; mouse buttons to change the viewing angle or direction and to select and direct ships. At times you have to make adjustments for the third dimension when directing ships. This may seem tricky at first, but it's actually quite simple. There's a real time tactical map which is very useful. You can enter and exit it easily. You can zoom in on groups and individuals to see what they're up to, and to take a front row seat as the action unfolds.
Miscellany
- The enemy isn't particularly clever - usually just bears down on you, but some of the vessels it sends at you are no less of a threat despite their lack of tactics. I've lost valuable ships, even my mothership on more than one occasion.
- It can be easy to get confused with the number of different kinds of specialized ships in each class when they're bunched up since they have the same geometric designation. You don't want to send a laser frigate after a bunch of fighters for instance, or a missile corvette after a dreadnought. But you can assign groups, or types to numbers 1-0, which is invaluable for keeping your fleet organized.
- It's nice that the noncombat ships such as carriers and harvesters won't follow your orders if you accidentally order them into the fray. They're like... ...um...NO. On the other hand, combat ready ships will pounce on an enemy as soon as they're in range.
- There are unlockable fleets that have special traits. The Lost Fleet feels like a real upgrade to the Nomad Fleet. The Hybrid Fleet has a ton of character, and plays significantly different than the other two.
- Even after full release, the dev is still checking in and responding to feedback and questions, as well as providing patches.
Overall - Nomad Fleet is a veritable gem of a game, and an absolute steal at this price. I'm so glad I found it.
Good game so far with potential for more. As many have pointed out its a cross between Homeworld and FTL.
Things that will really make this game shine is fleshing out the ships better. While you have many to build most feel .. lacking and without a uniqueness. In the end it becomes just a build quick and toss em at the enemy styled game. Much similiar to the tank rush tactics of the Command and Conquer Series.
The individual systems end up being repetitive. Within a few battles as you jump around the map you can tell upon landing what scenario it chose for you. The Randomness is also missing in these scenarios. You wind up ahead of time knowing where the enemy will jump into and having pilots and caps positioned at each point and waiting.
I have yet to see third unlockable fleet, But the second fleet "The Lost fleet" was deffinately better looking then your starting nomad fleet. The only downsides I was never able to get the siege canon to fire... no matter what, I was always out of range.
The Technologies to unlock and research in the unlocked fleet are the Technologies you used to find it. I found that extremely dissapointing. I felt if you are piloting this cutting edge battle group that researching older technologies is counter productive.
The Controls need some TLC. bringing in existing models from homeworld, Sins, Anno and other RTS games would be a vast improvement. The 3D grid combat is great, but fine tuning and restyling the way its done would be an amazing improvement alone for the game.
The game overall so far is fun to play, Its nothing story wise that will have you grinding hours to unlock each part. But the missions are quick enough that you can sit down and run a few before work. With more time put into fleshing out the games scenarios, randomizing the spawn points of reinforcement waves better and expanding/improving technology trees this game can bloom easily into a good Space RTS competitor against the AAA's.
As the Developer is working alone on this, it is amazing in itself. If the comunity does get involved and assist its collective knowledge or even skills, this will be an amazing product. I would open the game up for modding and tweaking by the community. Opening up the vast tools and skills of its playerbase can push the game to new bounderies as experienced moders and coders start adding its collective weight in mods. Perfect Example is Kotor being redone in Unreal 4 engine or the Open X-Com series (all 3 being done) project. Developing a game alone is daunting but if you get your current fanbase involved it might lighten the load with the simple payment of knowing they were involved helping expand what they got hooked into.
This game really IS Homeworld & FTL have a baby (but everybody's convinced Battlestar Galactica is the real father).
It's light on content, but hopefully this project will be around a long, long time, and add bunches of stuff.
Bit of advice though, don't try using a controller, just not as fun as K&M.
It's FTL meets Homeworld, or a Battlestar Galactica Sim where you play as Adama.
Either way it's awesome, with tough choices, cool ships (I LOVE how my bombers weave inbetween shots!), scenarios, and an absolutley INTENSE final mission!
Fair warning though, in it's current state fleet controls are rather clunky, my only advice to alleviate it is to set the camera rotate function to middle mouse button (or a side button or something along those lines) and use WASD to pan.
EDIT: Also, Use your drag click functions (ctrl/alt/shift + click) instead of trying to directly click on the ships, that tremendously helps, especially when attacking waves of fighters
I enjoyed this game - lots of fun.
A few notes worth doing:
1 - More Research - lots more... guns, armor, shields, weapons... it could do with more.
2 - Guard option - to have ships follow ships
3 - agression status - shoot from location, chase and shoot, dont shoot - something like that
4 - formations - sometimes individual ships will be way in front and die
5 - (to be different from Homeworld) an attack/retreat option, ie attach until damaged then retreat to save ships
6 - repair ships should heal most damaged first, then least damaged
But, really nicely done - I like it!
Iff Homeworld and Battlestar Galactica had an illegitimate lovechild that this would be it.
It still needs a lot of polish and a lot of improvement but so far it looks nice.
The ship design could be better and everything is a bit too monotone. Units tend to explode when you look at them and fighters are pretty useless and suffer from the same problems as Homeworld 1 Remastered. They fly around randomly and are realy fragile. But since this is early acces i'm sure that they will improve on this.
The battle music got me giddy the first time i heard it. Lots of drums. I almost tought that i was commander Adama ordering my vipers to scramble.
Дополнительная информация
Разработчик | Autarca |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 21.01.2025 |
Отзывы пользователей | 68% положительных (151) |