Author Topic: Space Sims  (Read 1533 times)

Offline CyranoAH

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Space Sims
« Reply #15 on: November 18, 2003, 11:56:38 AM »
Quote
Originally posted by DmdBT
Not meant to hijack the thread, but does anyone remember a space station simulator a while back that had you budgeting the station, building components to facilitate research, picking through resume's and assigning scientists and pilots to missions/research, and a little space "rover" that you had to clear asteroids/debris away from the station every now and again. I used to play that game for hours on end but can't remember its name.


It's called Space Station Simulator, and every now and then they come out with a new version with slight improvements.

You can find the latest demo at http://www.3dgamers.com , for example.

Daniel

Offline capt. apathy

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Space Sims
« Reply #16 on: November 18, 2003, 12:00:08 PM »
freelancer is pretty good.  no problem finding a MP server that's open.  I haven't tried any of the mods yet(maybe in a couple weeks).  single player has a pretty good story-line.

you basicly start out with a cheap ship and lusy guns.  you can do mercinary missions for cash  (for better ships, guns, shields, etc), or you can make trade runs between systems for the cash.

the fastest way to get powerful is to get a large frieghter, build up some cash, then just buy you ship.

there are over 30 different non-player factions in the game,  different system gov'ts, as well as corperations, pirates, revolutionarys and trade unions.  everything you do that makes you more apealing to one group pisses off their enemys.  so you have a 'status board' that keeps track of how liked/hated you are by each group you've come into contact with.

this has an effect on trade(at worst they won't let you dock, to limits of the weapons sold to you, at best free trade), and the likelyhood that you'll be killed on sight.

all in all a pretty good game(worth the $26 I paid at bestbuy),  mp servers usually have 30 or so people, and I haven't had any run-ins with cheaters.  though I have heard some whinning, and haven't played the mods where it would be easier to get away with cheating.

Offline Reschke

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« Reply #17 on: November 18, 2003, 12:15:27 PM »
Ahhh not so fond memories of the Derek Smart very friggin early release of his alleged game to end all games as it were. Not only was the publisher to blame but so was he for not taking control of his project soon enough. I haven't played that game in years but I hope that he and his game continue to move forward.
Buckshot
Reschke from March 2001 till tour 146
Founder and CO VF-17 Jolly Rogers September 2002 - December 2006
"I'm baaaaccccckkk!"

Offline OIO

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Space Sims
« Reply #18 on: November 18, 2003, 02:50:09 PM »
the guy OWNS his game now and has developed it on his own ever since the fiasco release by Take2 Interactive.

Trust me on this, burn those $30 on BC:Millenium, you will NOT be dissapointed.

The game is so incredible you can literally leave your ship running overnight with orders given to crew and ships and just sit there and watch.

To give you an idea, One day I had my carrier group (2 carriers, combat complement (per ship): 40 marines, 4 fighters, 4 shuttles, 4 tanks and 4 heavy cruisers (complement: tanks and marines and shuttles) run a 'raid' on a region that had a hostile presence (criminal ships and bases planetside)...

had my carriers escorted by 2 of the cruisers, the carriers themselves flying in tandem and going through the navpoints in the region... the fighter complements of the carriers had 1 carrier's vessels in close escort of the carriers themselves and the other 4 fighters from the 2nd carrier running an independent patrol route (carriers were going clockwise, fighters counterclockwise in the region)... and the remaining 2 cruisers were near the planet supporting an already planned ground strike consisting of all the carrier's troops complement and the tanks and marines from the cruisers deployed to attack a criminal base (a bit of overkill but planning the whole thing was loads of fun).

When all was ready, the ground attack 'plan' set, orders given... clicked the go-ahead command.

And I watched. Hardest thing to do is resist the temptation to change 'the plan' as the fight happens. You can see the marines and the infantry go at it, light tanks (ordered to protect marines) shooting at any enemy armor that attacked your troops as they moved towards their objectives...the street fighting as they break into the base... the enemy fighters suddenly swooping in and blowing one of your tanks up (ewps forgot to plan air cover for the ground assault... *grin*:D )... your marines scrambling away from the burning tank... and firing a shoulder-surface to air missile at the enemy fighter... watch it it and slam the dirt in the outskirts of the enemy base..

... exchange of grenades between foot soldiers as they neared the power generators... Ride of the Valkyries roaring in the background (oh wait thats my CD player)... and just 10 minutes after it began my troops began to ask me for orders, having taken over the base.

But I was too busy watching the space battle as my carriers and fighters duked it out with 2 alien supercarriers that had decided to pop out of nowhere.. watching in horror as one of my carriers gets boarded and its cargo bays blown to heck as my few ship-based marines try to hunt them down.

aaaah :D

Offline Sabre

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Space Sims
« Reply #19 on: November 19, 2003, 04:07:59 PM »
What would the ultimate MMOG combat space sim look like?  I liked the Wing Commander series, but I'm more into capital ship combat, ala Star Fleet Command.  The thing I disliked about SFC, however, was the strategic and multiplayer aspects (those parts sucked).
Sabre
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Offline OIO

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« Reply #20 on: November 19, 2003, 04:37:33 PM »
Sabre, the beaut of the BC games is that you can play in any mode.

My above post was while playing via TacOps (think of it like Starfleet Command, seeing the ship from outside view with lots of little menus to order the ship into action)...

or you can go first person and manage your ship...from every single aspect.

You can assign each individual crewman (including prisioners, guests and troops) to move from one part of the ship to another (transporter to medibay to launchbay to cargo bay to the bridge)...

you have to micromanage weapon stores (for fighters and cap ship and tanks), ammo (for ship, fighters and troops), cargo hold, fuel, repairs, spare parts (to repair ship/fighter/shuttle/tank systems you need specific parts as well as repair kits), where these items are located (ship cargo bay A or B, shuttles or ground vehicle cargo compartments)...

you determine the loadout of each support craft (fighters/shuttles/tanks=support craft..aka anything that launches from your ship)...this meaning troops on board, what missiles are loaded and even what pilots fly the things (hint: not a good idea to have a 5% AI marine pilot the shuttle..it will come back banged and smelling of beer and puke.. if it comes back at all).

I once got got with my shields down repairing my banged up cruiser and some wisecrack hostile beamed a party on my ship...one of the intruders reached the bridge, killed my nav officer and left my alter ego (the commander) with 1% life before the ship's marines shot him down. ><

Offline Martlet

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Space Sims
« Reply #21 on: November 19, 2003, 04:38:18 PM »
Eschaton will be the ultimate, I believe.  Not sure when it's coming out, though.

Offline OIO

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Space Sims
« Reply #22 on: November 21, 2003, 10:38:58 AM »
bump for dinger