Thursday, July 3, 2014

Contact Vector : A New Space RTS

Not so long ago there is a game title known as Homeworld, the newest and eternal real-time space strategy game by Relic and Sierra Entertainment (now Gearbox’s). The special Homeworld. The right mixture of narrative, freedom and decision-making occur space. Then came Nexus: The Jupiter Incident, possibly equally revolutionary and best to a sizable degree (although tough as hell!) but specific to some slightly different audience, yet another enthusiastic for fight tactics and ship management than resource management.

Next, possibly only Sins of the Photo voltaic Empire handled to depart a (very) strong impression around the space RTS genre, in which the focus is much more on space battles than base building.

All of this to expose you to Contact Vector, an area RTS presently on Kickstarter which will most likely fit somewhere among the 3 games pointed out above. Obviously, I only say “will” because Contact Vector continues to be within the prototyping phase, and it is designers request for support to construct an area RTS “where the way you make use of your models is much more important than how quickly you are able to produce them”.
Contact Vector | Real-time space strategy game currently on Kickstarter
The fundamental game play in touch Vector is controlling categories of ships. Sturdy how, when and where you decide to fight. You'll have the ability to personalize load outs for lengthy and short range weapon systems to support your tactics. The weapon ranges will overlap, but typically certain ranges will favor missiles or energy weapons. -Stephen Moorhouse (Contact Vector Kickstarter)

There is a playable demo readily available for Home windows and Mac.

I performed the demo. Essentially, you are able to assign movement orders and attack orders for the time being, selecting between missile and beam fire. You may also deploy different types of ships and find out the fight unfold giving orders among. All of this in three dimensional, or at best with five different height levels. It’s essentially an evidence of concept demo. The pictures are stunning incidentally. You sense that you’re wide, giving orders to battleships and destroyers. You can observe that real effort is made to help make the spaceships look as beautiful as you possibly can. And, being mtss is a prototype still there’s high expect quality products ultimately, a minimum of from an appearance perspective. Also, nice music men!

Guaranteed features include single player game play with story elements performed in random maps. Combat may be the focus here but in addition, there's a proper view planned of some kind, although I couldn’t gather much with that for the time being. But, base building and unit creation is going to be mostly nonexistent, if whatsoever present.

“There won't be any creating or creating of models throughout a fight although you'll be able to rearm and deploy mobile defences throughout the fight if you will find a safe enough spot to do so”.

Contact Vector  Real-time space strategy game presently on Kickstarter
Contact Vector | Real-time space strategy game currently on Kickstarter
Stephen also mentions that although battles are fought against in tangible-time, you’ll have the ability to pause the overall game at regular times. Also planned is really a supply system, ship personalization, two kinds of weapons (missiles and), stealth, a decoy system, electronic countermeasures,  6 ship classes with various roles and fleet task groups.

Stephen requests £85.000 with stretch goals for modding and various multiplayer modes, together with a multiplayer campaign. The present plan's to produce for Home windows PC, Mac and Linux in June 2015.

To sum it up, I'd state that when the game play turns out to be in the same quality level from the pictures I have seen here, than this might turn to be considered a interesting game. And it is nothing like there’s many new space games centered on injury care around. If you are into that, possibly you need to take a look in their Kickstarter page.

1 comment:

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