StarDrive - Now with fucking Space Bears

Penance

Ahn'Qiraj Raider
5,049
4,755
How is there not a thread on this less than a month before release!? Ok I just found out about it too, but man does it look fun.


Key Features taken from Steam

  • Real time gameplay with a seamless zoom from a grand strategic view to a close-up action view
  • Choose from 8 beautifully rendered alien races or design your own to lead into the stars; interact, negotiate and forge allegiances on your way to victory
  • Expand your empire and colonize all kinds of planets, terraform and populate them and build them into specialized centers of trade or industry
  • Research and unlock an array of technologies to improve your military and industrial capabilities
  • Control your ships with classic real time strategy commands or jump into the fray by taking direct ?arcade? control of any ship in your empire
  • Create your unique ship designs with the modular ship design system and determine your own fate in battle
  • Create custom fleet formations and set rules of engagement in the easy-to-use fleet editor
  • Steal technologies, incite rebellions, or rob your enemies blind with a rich agent-based espionage system
  • Deploy ground troops from orbit to defeat the enemies? last planetary defenses in ground combat
  • Explore the rich universe that comes alive with random events, remnant elements, hidden treasures, deep space terrors and late-game threats
 

Lithose

Buzzfeed Editor
25,946
113,035
I love games where you design your own units/ships. Really enjoyed Sword of the Stars--and SoTS2 had some of the best ship design elements I've seen in it, unfortunately the game had a horrible release (Better now, but it literally couldn't be played at release.)....The thing that made SoTS awesome was that when you designed a ship, you fought in real time, in a real environment, it didn't just come down to X vs Y numbers. A rock could still beat paper if the overall design and strategy in the battle were good.

Hoping this fills that same niche, and is done better (looks really nice.)
 

velk

Trakanon Raider
2,539
1,127
Is this better or worse than Endless Space?
Totally different type of game, despite the similar setting. Endless space is kind of civ in space style, with the focus on deep research trees and developing worlds etc. The combat is pretty sketchy and almost completely non interactive.

Stardrive is all about the combat, from designing ships at a tiny grain level, specifying where armor goes and internal reinforcing etc. The combat itself is real time and quite active, and shows the downsides of your designs pretty well - I had my flagship blown to shit by a much weaker ship because it only had a forward firing arc and couldn't turn fast enough - the other ship just circled strafed it and shot it with a 360 turret. The research tree and planet development options are much more limited than in endless space.

I haven't played stardrive as much as endless space but, overall I found endless space much easier to get into and more polished, but it's been released for some time and stardrive is still in beta.
 

velk

Trakanon Raider
2,539
1,127
Update on this one after 8 hours or so:

The game is quite fun, but it's well hidden under a pretty terrible UI. So many little things could make it flow, but aren't there - leaving it as kind of a confusing mess. One of the big problems is scale - everything is at semi realistic proportions, which means to do anything near a planet, like select ships or whatnot, you need to zoom waaaaay in. Then to move them anywhere you need to zoom waaaaaaaay out and scroll around, and then zoom waaaaay in on the destination system so you can see the planet you want to send your ships to.

It seems trivial but makes playing it frustrating. The worst example of this is probably colonising new planets - if you send a few scouts out on explore, it populates your list of planets as they explore them, but if you want to pick one to colonise, the planet list screen has no indication of how close the planet is to you, what direction it is in, or whether it's surrounded by an army of alien drones or whatnot - you can double click on it for info, but that gives you a tight zoom of the planet, which also doesn't help with either of those things - and also doesn't tell you how many 'slots' are available for building on that planet - the most important information you need to know about it ! ;p

It's also pretty hard to work out what's going on, and what you should be doing at times. Some more useful prompts like 'alien drones blew up your colony ship' would help a lot.

On the upside - the shipbuilding combined with the fleet command interface is great fun. You can build up specialised ships, like one that has huge ammo stores and shuttles that carry missiles/ammo to other ships in your fleet, and specify it to hang back in the fleet design - you can set up a bunch of cap ships in the middle with anti missile/ecm escorts and swarms of fighters out to either side with orders to swing in and attack from behind. It's really fun watching it play out the orders and tactics in real time.

Spies are entertaining though, high level seem pretty overpowered, the 'shitty at spying' trait ( honest I think ? ) should be worth -8 points not -2 ;p I made the Kulrathi (shitty at spying) my bitch last game, all their planets were on like a 200 turn production shutdown from constant sabotage and I stole all their money and tech. The free spy levels from running roughshod all over them gave me a bunch of super spies that were very effective against everyone else too.

The races and race attributes are nicely mixed - the way the ship designer works means they end up with quite different ships as well ( you start with a hull that has a certain number of slots in different locations, and they are of a specific type, i.e. (I)nside, (O)outside, I/O, (E)ngine etc - with specific modules only going in the right type of slot. The race leaders have quite different personalities and the visuals of the ships are different enough, with a common racial theme, that you can easily identify race and keep track of which side is which in mass engagements.

Overall I think it could be a really good game given a lot of UI improvement - it's fairly close to release though so it's possible that won't improve much, and it will end up very niche.
 

Zyke

Silver Knight of the Realm
185
51
I'm really loving it so far. I especially like the ship building and local damage system. Every shot your ship takes damages it locally where it was hit, and damages whatever is in that part of the ship. This means taking shots in the back can disable your engines, or if you have armor where its hit the armor will take the damage until its destroyed. Similarly, taking out a power generator will shut down everything it was powering and so on like that. It makes ship design and placement of systems very important and not just a matter of putting them wherever they fit. It's great fun. And the whole game has been basically made by one dude.
 

kinadin

<Gold Donor>
3,293
14,483
I've only played 3 hours, but I'm really enjoying it so far. It took me a little bit to figure out how to colonize correctly. The plant dudes crack me up.
 

McCheese

SW: Sean, CW: Crone, GW: Wizardhawk
6,890
4,248
It sounds like someone took Gratuitous Space Battles and added Civilization aspects to it.
 
W

Wrathcaster

Does this game have the all too common issue a lot of 4x games in the GalCiv/Endless Space/Sins of a Solar Empire vein get with long or complex games crashing out due to memory leaks/memory limitations? All three of those titles would become basically unplayable for me and eventually just crash to desktop endlessly after a certain point when I tried to play large games (max opponents, max galaxy size, etc). As far as I could tell, with all three these weren't problems due to my PC but basically optimization troubles with the games themselves- kinda ruined it for me. I play 4x games for the truly epic galaxy spanning empire wars involving thousands of ships/fleets and hundreds of star systems, but each one of these was unplayable past a certain point if you tried to play with more than 4-5 AI opponents on huge galaxy settings.

Also, combat in Endless Space and GalCiv sucked ass- SoTS was better but ultimately didn't feel right and the fleet size limitations really bugged me in all those titles. Haven't looked into StarDrive a ton but it's piqued my interest- are fleet battles hardcapped by a sort of logistics resource ala ES/GalCiv/SOTS- in that you can only field a max of X number of ships based on their class and however much research you've invested into fleet logistics?
 

velk

Trakanon Raider
2,539
1,127
Does this game have the all too common issue a lot of 4x games in the GalCiv/Endless Space/Sins of a Solar Empire vein get with long or complex games crashing out due to memory leaks/memory limitations?
I haven't seen anything like that, although I get occasional pauses when a lot of stuff is happening at once. I'll try a max size/races game and let it run by itself for a while and see if it bites it.


Also, combat in Endless Space and GalCiv sucked ass- SoTS was better but ultimately didn't feel right and the fleet size limitations really bugged me in all those titles. Haven't looked into StarDrive a ton but it's piqued my interest- are fleet battles hardcapped by a sort of logistics resource ala ES/GalCiv/SOTS- in that you can only field a max of X number of ships based on their class and however much research you've invested into fleet logistics?
No, the only limitation is build time and maintenance cost.
 

cyrusreij

Trakanon Raider
1,713
576
As a big sots fan (and sots 2 hopeful, game will be awesome once their AI becomes as good as the first game), this intrigues me. I loved Sins and this sounds like that with better combat (non rotating turrets and lack of customization made combat irk me in that game). Perhaps I shall give this a try.
 

Dashivax

N00b
114
3
This game doesn't quite have the complexity of SoTS, but the combat is significantly more fun.

Big issue for me right now is the AI sucks at designing ships, so you can pretty easily get to a point where they can't do shit to your fleet. I've been playing on the hardest difficulty so they get 80% ship health, but by midgame my tier 3 ships are already crushing their tier 4 ships without problems.
 

Lithose

Buzzfeed Editor
25,946
113,035
Game's "strategic" elements are essentially Galactic Civ 2--UI, rules, production bars, are all copied almost bit for bit from that game. Ship design is a lot of fun, and while more simplistic than SoTS2, I feel like it works better because of how the game plays. That being said, this game being real time, imo, hurts it a lot, because you have difficulty playing the funnest part of the game (The space battles).
 

Cerzi

Golden Knight of the Realm
109
10
Game's "strategic" elements are essentially Galactic Civ 2--UI, rules, production bars, are all copied almost bit for bit from that game. Ship design is a lot of fun, and while more simplistic than SoTS2, I feel like it works better because of how the game plays. That being said, this game being real time, imo, hurts it a lot, because you have difficulty playing the funnest part of the game (The space battles).
One great feature though is you can programme the AI of your fleets to a pretty solid level. For each individual ship you can tweak the target priority of a bunch of different factors, such as focusing high dps ships, larger/smaller ships, shielded, armoured, etc etc. Can also select how each ship engages their target, from head-on run-bys to broadside passes (hopefully will see more options added like flanks or targetting specific modules). Plus you can set the fleet formations to whatever the hell you want. Overall I think the idea is that you don't have to micro much when the fights actually start - you've already told your fleet how to behave, so you can sit back and let things ride.

Plus any time space bar is bound to pause, you know it's meant to be used liberally. You can pretty much play the game turn based if you just hit space every 5 seconds.
 

velk

Trakanon Raider
2,539
1,127
This game doesn't quite have the complexity of SoTS, but the combat is significantly more fun.

Big issue for me right now is the AI sucks at designing ships, so you can pretty easily get to a point where they can't do shit to your fleet. I've been playing on the hardest difficulty so they get 80% ship health, but by midgame my tier 3 ships are already crushing their tier 4 ships without problems.
I don't think the AI actually designs ships, it just uses pre-made templates - these seem to be portable though, and it will use ones that you make too. Some potential there for user made ship packs.
 

velk

Trakanon Raider
2,539
1,127
I'll try a max size/races game and let it run by itself for a while and see if it bites it.
Not good news on that front I'm afraid - with max size/races/difficulty, it ran normally for an hour or so, after an hour it became noticeably lagged at 4X speed ( although still normal at 1X speed ), after 3 hours it crashed.
 

othree

Bronze Knight of the Realm
505
1,042
Holy fucking El Duderino, does that video look completely nuts. About to make a purchase, CANNOT RESIST!
 
W

Wrathcaster

Not good news on that front I'm afraid - with max size/races/difficulty, it ran normally for an hour or so, after an hour it became noticeably lagged at 4X speed ( although still normal at 1X speed ), after 3 hours it crashed.
This is a real bummer. Developers need to cap custom sizes or at least add a warning that playing above X number of worlds and players will cause system instability. I'm no programmer/developer but I'm curious as to why 4x games all seem to have this problem- I've never seen a definitive fix for any of the titles I mentioned above beyond "play smaller games." Is it impossible to design a 4x game that can be played on huge settings that won't suffer from critical memory leaks and shutdown?

That being said, this is one issue I actually never ran into in SoTS. I could play this game with the most ridiculously huge galaxies and max players without problems. Can definitely remember having over 1000 fleets shuffling between stars without suffering crashes... I wonder what SOTS did that other games didn't?