[Spaceship RPG] Rebel Galaxy

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Grifman
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Re: [Spaceship RPG] Rebel Galaxy

Post by Grifman »

tgb wrote:I am so on the fence on this. Seems for every positive post I read there's another bitching about bugs or the game not having legs.
Not sure where you reading these complaints? Attitude here and at QT3 is overwhelmingly positive. and it has a 91% rating on Steam.
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Re: [Spaceship RPG] Rebel Galaxy

Post by tgb »

Grifman wrote:
tgb wrote:I am so on the fence on this. Seems for every positive post I read there's another bitching about bugs or the game not having legs.
Not sure where you reading these complaints? Attitude here and at QT3 is overwhelmingly positive. and it has a 91% rating on Steam.
It just seems as though reading the comments on Steam (I know) or QT3, something negative is always lurking amidst the accolades, which probably only serves to make them stand out more.

Again, I'm more gunshy because of my previous experience with Elite:Dangerous and others of that ilk.

But I'll probably drop the dime today.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Madmarcus »

To me its Mount and Blade in space.
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[Spaceship RPG] Rebel Galaxy

Post by baelthazar »

tgb wrote:
Grifman wrote:
tgb wrote:I am so on the fence on this. Seems for every positive post I read there's another bitching about bugs or the game not having legs.
Not sure where you reading these complaints? Attitude here and at QT3 is overwhelmingly positive. and it has a 91% rating on Steam.
It just seems as though reading the comments on Steam (I know) or QT3, something negative is always lurking amidst the accolades, which probably only serves to make them stand out more.

Again, I'm more gunshy because of my previous experience with Elite:Dangerous and others of that ilk.

But I'll probably drop the dime today.
I will play devil's advocate here. I got this and so far, it is merely "ok". I can't agree that it is the new Freelancer or Mount and Blade (in space). It reminds me a lot of the original Starbase Gemini. Frankly, I was a tad bored for my first few hours - you get a fetch, pickup, escort, or destroy contract. You fly there, you see your objective, a bad guy flies in from nowhere you kill him, you go back to turn in quest, get money, rinse, repeat. Now it may get much more dynamic after a few hours, but that is still a few hours of fetch and deliver quests. The upgrading is fun, sure, and the combat feels pretty good, but I am not "wowed" like I thought I would be.

Frankly, SPAZ is/was a better game (and I look forward to SPAZ 2).
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Re: [Spaceship RPG] Rebel Galaxy

Post by Grifman »

tgb wrote:
Grifman wrote:
tgb wrote:I am so on the fence on this. Seems for every positive post I read there's another bitching about bugs or the game not having legs.
Not sure where you reading these complaints? Attitude here and at QT3 is overwhelmingly positive. and it has a 91% rating on Steam.
It just seems as though reading the comments on Steam (I know) or QT3, something negative is always lurking amidst the accolades, which probably only serves to make them stand out more.
Now that I agree with, but that's hardly a negative post for every positive post, now is it? :)

I think the biggest weakness is the repetitive nature of the missions and combat, but it is more like ARPG in space. Depend on how much you enjoy upgrading and taking on harder enemies and missions.
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Re: [Spaceship RPG] Rebel Galaxy

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Frankly, SPAZ is/was a better game (and I look forward to SPAZ 2).
SPAZ is one of the best games ever though. I love SPAZ so much I keep tossing it back in to play and Ive never finished it.
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Re: [Spaceship RPG] Rebel Galaxy

Post by cheeba »

It was totally worth the $20 for me. I wouldn't really compare it with space sims, though. I'd compare it with pirate combat in other games. It's all about the broadsides. If you like broadside-type combat in space with firefly-inspired music, it's worth your money.
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo »

baelthazar wrote:
Frankly, SPAZ is/was a better game (and I look forward to SPAZ 2).
Not even close for me. SPAZ has 54 hours of play over a few years, most of it my son. Rebel Galaxy has 27 hours of play in about a week.

I honestly don't know what people see in SPAZ.

I don't regret putting 20 bucks into Rebel Galaxy, whereas I usually don't spend more than 10 bucks on a game.

It's a good game, but not a great game. It could use a little fleshing out. That said, driving a cap ship around while your turrets pick off the little guys and your broadsides pound away at other large ships is a decent time waster.

For 2 man game, and really, just a 1 man programmer/artist, it's amazing. And he's clearly patching the hell outta it. While it's nothing like Sword of the Stars, if they can throw in enough DLC to do the same thing SotS did, making a relatively bland vanilla base game into an amazing game, I'd be more than willing to pay more money to see that happen.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

I wonder how many copies have sold and their profit? From what ive heard it has done a lot better than they predicted it to do and it surprised them. Im glad for them though. I look forward to what they do next.
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Re: [Spaceship RPG] Rebel Galaxy

Post by tgb »

OK I'm in. Now I have to get my sea space legs. So far I've yet to figure out how to interact with the target of the first mission.
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo »

tgb wrote:OK I'm in. Now I have to get my sea space legs. So far I've yet to figure out how to interact with the target of the first mission.
I don't recall any major issues with the gui. There is almost no tutorial but none is really needed. I use a controller though, so I'm not sure how things are done with the keyboard/mouse.

Broadsides fire in a wild spread unless you "charge" them, which is really just targetting them so they all fire more or less in parallel. You don't need tight clustering when you are at short range so just fire at will. I use the longer ranged broadsides, and those benefit greatly from charging them when you're far out.

I just recently bought some beam broadsides. I have yet to use them.

Beam weapons (lasers) seem to be ridiculously more powerful than anything else. That's slightly annoying because I want to use a variety of weapons for various purposes. You can assign ai to your turrets individually, but the choices are pretty limited. As a small ship you're not going to want to restrict your turrets much at all, so just let them fire at will. I tend to put my main weapon (read: stronger turrets) on more restrictive ai so they fire at the ships I want dead first (either targeted or locked).

I personally use heat seekers as my secondary weapons, as the deflector is usually more than enough to handle incoming missiles. If things get hairy I just hit the after burner and gain range and so the enemy fighters string themselves out. You CAN die if you let yourself get surrounded, but otherwise it's just defeat in detail, picking off one small fighter at a time. Bombers are scarier than fighters, kill those first. Eventually you can let your turrets do their thing while you engage the bigger ships, but even then, don't let yourself get swarmed too badly.

You don't have much cargo space to start with, but later on you can get bigger haulers with cargo extensions and make trade profitable. In the meantime, take missions, kill stuff, take more missions, pick up space debris from teh ships you kill and sell it at the nearest station.

I held off doing the main missions while I explored the game, but there's no reason to do that. Do the main missions when you can do so successfully. I've only just moved into the second sector and everythign is bigger, cooler looking and scarier. The missions in the first sector get repetitive if you hang around too long. They're still fun though, imo.

Mining doesn't seem to be worth much, although I only do it periodically when I get dragged out of warp due to stellar mass (i.e. asteroid fields and such).

The game is just crying out for a coop mode, in that if we were all running around in the same galaxy it would be fun, but then Cheeba would become a pirate lord and we'd all have to try to sneak around out of sight or take him down. I just like the idea of passing you guys in warp and waving out the window.
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Re: [Spaceship RPG] Rebel Galaxy

Post by tgb »

I restarted the game and after warping over to the ship with the whiskey I had a brief opportunity to hail it. I must have missed that the first time, because no matter how close I came, "hail" never appeared in the radial menu. Unless that first opportunity is scripted, and once gone it's gone.

I take it the blue circle around the ship is shields and the white one hull. I was flying through some sort of cosmic storm/asteroid field, and even though the computer voice kept telling me various shields were down, the blue circle never changed.

Also I take it that the turrets are AI controlled when the player controls the broadside weapons and vice versa, toggled by 2 and 3. Correct?
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

Nice write GG.

The AI will handle turrets when on broadsides but it will not handle broadsides when you are on turrets.

I would like the ability to either equip my wingman's ship or change and buy him/her a new ship to use. I still dont know what they are using. I just go by how much it cost to hire them.

As deep as the game can be its sometimes not deep enough.
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo »

You need a tractor beam if you want to be pick up space debris (you do).

As Daehawk says, AI will control turrets when you're on broadsides, but not vice versus. Broadsides are player controlled only.

If it's not a mission specific hail, you need to target or lock on the ship and then the radial will have the hail option. If it's mission specific they will often hail you, which just means the A button on the controller (same one for warp and tractoring).

I can't always make out what the ai voice is telling me. Chances are you got lightninged which brings down your shields temporarily, but the early shields recharge fast (and get knocked down fast). I definitely see my shields go down and up when hit by nebula lightning crap.

You can only "charge" your broadsides when you turn your viewpoint 90 degrees. I.e. when you look broadside. Don't expect much out of your early broadsides. They just supplement your turrets until you get more and more powerful broadsides.
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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH »

tgb wrote: ....... and after warping over to the ship with the whiskey I had a brief opportunity to hail it. I must have missed that the first time, because no matter how close I came, "hail" never appeared in the radial menu. Unless that first opportunity is scripted, and once gone it's gone.

you have to have the ship in your line of sight, with the name highlighted\visible on screen ... the only exception to this is when you have several ships in your line of sight and you are using the SCAN interface (tab) to select the ship, and then HAIL (ctrl) ....... just having the ship in your vicinity will not result in a hail opportunity

I've missed the chance to do bidness with merchants I rescued because I couldn't get them on screen before they warped away ... and merchant\traders are a good way to sell illegal goods you've tractored in during combat
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

After a few fights and asteroid minings I always try to fly around until a SOS is spotted then I clear it and sell everything on me to the merchant heheh. Ive had it bite me before too by being pirates at a fake one and killing me therefore wasting all my time getting the stuff.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

I just bought a fault detector scanner. Man I wish Id done this earlier! I suggest anyone who likes mining get one. Im now getting 3 and 4 ore per asteroid. I wish there was an even better scanner that would tell what type ore is in the asteroid. Im still in the first system so maybe there is.

EDIT: I also went and visited the jump gate. I sat a bit and never saw a single ship use it. None went out or came into the system. In other space games with jump gates they get a lot of use. I especially remember the ones in Edge of Chaos and how Id sit at them and pirate until the cops came to kill me :)

Think Ill ask about that next time I write with the dev..if I can do that. Ill also post it on Steam.
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Re: [Spaceship RPG] Rebel Galaxy

Post by tgb »

I'm just feeling my way around earning the odd credit here and there, and enjoying it quite a bit, certainly more than Elite:Dangerous. I found the docking maneuvers in that game, while realistic, to be tedious, and I hated the fact that the clock on missions kept running even out of game.

Kudos to the developers for taking the same concepts and packaging it in a much more streamlined and friendly format.
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Re: [Spaceship RPG] Rebel Galaxy

Post by ColdSteel »

tgb wrote:I restarted the game and after warping over to the ship with the whiskey I had a brief opportunity to hail it. I must have missed that the first time, because no matter how close I came, "hail" never appeared in the radial menu. Unless that first opportunity is scripted, and once gone it's gone.
You have to have the ship targeted to hail it. If you're facing the ship such that it shows as targeted with the ship name, that's good enough. Otherwise you could target lock it using the scanner to be sure. Then you can hail it no matter which way you're facing. I ran into that same thing initially but figured it out.
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Re: [Spaceship RPG] Rebel Galaxy

Post by ColdSteel »

tgb wrote:Kudos to the developers for taking the same concepts and packaging it in a much more streamlined and friendly format.
Yeah, if Elite: Dangerous is Falcon 4.0, then Rebel Galaxy is Crimson Skies. Games in the same genre but one is without the fiddly bits and includes a little something called "fun".
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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH »

Daehawk wrote: ............... Ive had it bite me before too by being pirates at a fake one and killing me therefore wasting all my time getting the stuff.

Call it cheesy if you must, but, you can hit ESC, select Exit To Title, then select Continue .. and you'll be back in space inside of 20 seconds with your game saved ... I use it to lock in any significant accomplishment ... (edit: .. you have to have the System category selected on the ESC menu .. not another, like Cargo, or Tactics)

just make sure you don't have fifty red dots bearing down on you in your radar


probably 40-50% of distress calls will be fakes
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Re: [Spaceship RPG] Rebel Galaxy

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Daehawk wrote:I just bought a fault detector scanner. Man I wish Id done this earlier! I suggest anyone who likes mining get one. Im now getting 3 and 4 ore per asteroid. I wish there was an even better scanner that would tell what type ore is in the asteroid. Im still in the first system so maybe there is.
I never had much luck mining - but if you like it, I'd recommend that large Trade vessel, the Radovich(sp?). I bought one to test it out, and aside from looking like a giant ribbed purple dong from above, it worked well. It also did something no other ship in the game has done so far - it automatically shoots turrets at mineable resources. I felt very much like some redneck cowboy, riding into town with my lasers blasting every bit of rock to the left and right of me as I passed by. I docked twice with it and sold it. The sheer volume of asteroid destruction negates the need for the Fault Scanner.

I had an awesome weekend of playing and have moved into Mk5 equipment - but I'm still in a relatively small ship. The Barracuda is just as survivable as the bigger ships - shields, armor, weapons - they all have the same stats for big ships as they do small. The only thing larger ships have on the Barracuda is the actual volume of firepower. You can bring to bear 13 turrets instead of 5. You've got 10 Broadsides instead of 4. That's it. The Barracuda has an advantage, though, in its speed. I grabbed a Merchant mission that my large Destroyer failed miserably - I was simply overwhelmed by tiny fighters and couldn't get away. I switched back to the Barracuda and survived by virtue of running like a bastard.

The smaller ships also have a niche advantage over larger ones in that they can keep inside blind spots. I've been using the Davovich (sp?) ($130,000 less than the Barracuda, but with more firepower and less speed). It can get in front of or behind massive capital ships and ride their asses until they die. The Barracuda could survive just as easily, but it took SO LONG to kill these big mothers that I needed more guns. So I've settled into the Davovich for a while and am killing everything up to Dreadnaughts.

I tried out the $1,000,000 Arcturus Destroyer (Military - Slow Speed/Maneuver) and while the firepower was nice and the look was good, it moved like a drugged cow and I became frustrated with the sluggish performance. It did kill things faster, though, but took longer to get anywhere. Trade off. What I want is the $7,000,000 Merc Destroyer - Average Speed/Maneuver with good gun arrays and cargo hold - but a Medium core. I think it's a trade I'd like for a long time coming.

I also discovered these...
Spoiler:
Floating in Cargo Containers in the Thanatos System:
Image

Later on when tackling an Invasion ship:
Image

Yeah. My ship now has 1 Mk1 Viridian Laser, 1 Mk2 Viridian Laser, and 2 Mk5 Viridian Lasers. :lol:
KDH wrote:probably 40-50% of distress calls will be fakes
I like to check these before jumping in. I stop maybe 20-30km out and ping the area. I have the Detail Scanner on, which tells me if a ship has a bounty or cargo. If there's no blue dot and no bounty, the fight is useless to me and I skip it... turn around and fly off without waking them up.
Daehawk wrote:EDIT: I also went and visited the jump gate. I sat a bit and never saw a single ship use it. None went out or came into the system. In other space games with jump gates they get a lot of use. I especially remember the ones in Edge of Chaos and how Id sit at them and pirate until the cops came to kill me :)
The universe is largely devoid of "life" and really just boils down to a series of random events for the player to interact with. There's no real interstellar trade, no AI movement, no drive on the computers' side... but there's enough to do and see that it doesn't matter much.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

but if you like it, I'd recommend that large Trade vessel, the Radovich
Ive had my eye on that since I first saw it online. I love the look. Looks like a ship from HALO. Doesn't hurt it has a nice cargo bay and lots of weapons.
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo »

I'm seriously thinking about the large cargo vessel as well.
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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH »

Paingod wrote: ........ The universe is largely devoid of "life" ... There's no real interstellar trade, no AI movement, no drive on the computers' side... but there's enough to do and see that it doesn't matter much.

one of the enjoyable parts of Freelancer was the radio chatter from traders and such .. in addition to the actual traffic. I used to do as Daehawk mentioned, and sit at the gates shooting up the passersby until the cops came
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo »

Just spent 700k+ upgrading to mk3 everything (except booster I think).
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Re: [Spaceship RPG] Rebel Galaxy

Post by GreenGoo »

KDH wrote:
Paingod wrote: ........ The universe is largely devoid of "life" ... There's no real interstellar trade, no AI movement, no drive on the computers' side... but there's enough to do and see that it doesn't matter much.

one of the enjoyable parts of Freelancer was the radio chatter from traders and such .. in addition to the actual traffic. I used to do as Daehawk mentioned, and sit at the gates shooting up the passersby until the cops came
This is not exactly true. AI traders are running around on their own, outside of missions. I often pass traders in warp, and find them arriving and leaving at stations. Occasionally if we're both headed in the same direction, I'll make a trade while in warp, which is kind of neat.

While I haven't seen evidence of trade lanes or anything, it wouldn't surprise me to find that the traders have set paths that they roam around in. Hell, I'll often hop from 1 station to another on my way to missions.

While the game could certainly use a little more "life" as Paingod calls it, it's not completely devoid of it. And as PG says, there is enough to do that you don't really notice unless you want to sit in the background watching as the universe does its thing, instead of being the main event.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

Some drunk AI flew right in front of me the other day while I was at warp. Almost got nasty.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

1. I wish the stations....or at least one station......in each system had a fast travel option. All....and I do mean ALL....of my time is spent getting to and back from very low profit missions. I even take the shortest ones away and its still taking too long. Ive been playing off and on...maybe an hour a day...since release and am still in the starter ship with mk2 stuff. I have enough to buy a Mastodon or save a little more and get the Icarus. But I want the one after the Ic. The Ic is 90k but the one I want is 370k or so. I am considering simply buying the Icarus and hope to make more money easier with it...But its not a lot better than the ship I use now.

2. And I forgot my second point while typing the first.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

I was thinking. Since you get full price back when you sell whatever you paid for....Im guessing its the same on ships. So I could always buy the next better ship and use it then sell and buy the next as I get the cash right and not lose anything? Might be easier that way. Buy the better ship then that should make playing easier until I get the next better ship?

Does that make sense? That way I dont save and save and save forever for a ship on down the line.

I found the mercenary called Skiva. Couldn't pass her up at 15k. She has the strangest looking ship. I just keep going backwards in money. Now Im really far from a new ship.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

This is my new ship at warp. I call her Crazy Horse.

Enlarge Image
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Re: [Spaceship RPG] Rebel Galaxy

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Daehawk wrote:I found the mercenary called Skiva. Couldn't pass her up at 15k. She has the strangest looking ship. I just keep going backwards in money. Now Im really far from a new ship.
I've come to discover that there's only maybe 6 mercenaries, and they change up pricing depending on where you acquire them. The most expensive I've seen so far was about $165,000 - and I had a $145,000 one working for me and he was pretty effective until I lost him in a fighter swarm. They all pilot different Gunships, based on race. Skiva has the coolest; I think it's a Greel gunship. It's all swept-back organic wings. So mercs seem to come down to cosmetic differences but are more or less equal based strictly on cost.
Daehawk wrote:I was thinking. Since you get full price back when you sell whatever you paid for....Im guessing its the same on ships. So I could always buy the next better ship and use it then sell and buy the next as I get the cash right and not lose anything? Might be easier that way. Buy the better ship then that should make playing easier until I get the next better ship?
Yeah - the only money you ever really seem to lose is in munitions, trade, and mercs. Weapons and ships are full cost, full refund. Buying a $3,000,000 ship will contribute $3,000,000 towards your next ship. I think they did this as a way to compensate for what would otherwise be a horrendous grind for cash.

I found my biggest gains in moving forward were buying shields and deflectors first, then turrets, then broadsides, and finally engines and accessories... but that's just me and how I play. Your mileage may vary.
GreenGoo wrote:
KDH wrote:
Paingod wrote: ........ The universe is largely devoid of "life" ... There's no real interstellar trade, no AI movement, no drive on the computers' side... but there's enough to do and see that it doesn't matter much.
one of the enjoyable parts of Freelancer was the radio chatter from traders and such .. in addition to the actual traffic. I used to do as Daehawk mentioned, and sit at the gates shooting up the passersby until the cops came
This is not exactly true. AI traders are running around on their own, outside of missions. I often pass traders in warp, and find them arriving and leaving at stations. Occasionally if we're both headed in the same direction, I'll make a trade while in warp, which is kind of neat.
I guess what I meant was that there's no thriving AI structure that makes it look like the universe is alive. I think everything you encounter is procedurally generated and not AI traveling between the stars on set pathways for set goals. I've seen ships reach stations and simply vanish. Mostly what you see could be called 'events' and these don't happen unless you're around to trigger them. I certainly don't fault a two-man development team for cutting corners in this way, and I think they still ended up with something quite enjoyable... you just don't want to sit in one place to see what adventure comes to you, because very little will. You have to go to the adventures, and when you start moving they spawn all around you.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

Theres 1 little unimportant thing Id like to see them change once they squash bugs(not seen any) and such. When in a station and going to different areas it always defaults to the top of the menu selection when moving around. Id like to see it default back to the one you were just in. Like go to the bar then it should still have bar selected when you exit the bar. Shipyards...exit and it have shipyards highlighted. I cant count the times Ill exit the bar thinking its still on bar and click up quickly on exit without thinking to go to the mission board or whatever and end up exiting the station..same with other areas. I exit a LOT it seems I never learn.

And Im very happy I purchased this new ship. Its not a lot better but it IS better. Granted the 2 extra turrets are on the sides of the ship but its still better. Ive just got the cheapest junk lead spitters I can afford in the new turrets right now but plan to add particle lasers to go with my mining lasers. Ive already cleared 2 high risk missions I could not come close to beating before in my starter ship. And I handled them pretty well. Going to leave my very high risk until another ship upgrade.

QUESTION - I have 2 types of turret weapons in right now due to moola constraints. Hence it is only letting me fire one type at a time manually. Will this change and allow me to fire all 4 together if they were all the same type of weapon in them? If not or even if so Id really like to be able to fire ALL turrets together at the same time no matter what weapon is mounted in them. If not I wont get to mix and match as much as I wanted. Like have one set of weps really good shield busters and the other real good hull kickers.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

I dont know what the SURPLUS area is. Im guessing its in my cargo hold right? Not sure how the stuff got there if so. I suppose if I went from a ship with more turrets to one with less it would put the extra items in my SURPLUS...but I went to a ship with more slots and I cant recall tractoring this stuff in. Also I always sell my old item when I buy a new one. Yet its there to sell. Theres even a deflector that bounces shot back at the enemy lol.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod »

Daehawk wrote:Theres 1 little unimportant thing Id like to see them change once they squash bugs(not seen any) and such.
I have one thing.

Change the threshold for Warp and let me decide when to use it. I don't mind being stopped when something is directly in front of me, but well off to the side is annoying - and if I've been stopped, disable autostop for 15 seconds so I can re-engage Warp at my own peril. On top of that, as long as my engines are at full, I'd like to not have them cycle in and out of "Sublight Speed" constantly as objects pass by me. As long as my engines are at full, I should be able to turn on Warp anytime I want. I actively avoid exploring nebulae and asteroid fields because they just slow everything down for a minute while you try and crawl out.
Daehawk wrote:QUESTION - I have 2 types of turret weapons in right now due to moola constraints. Hence it is only letting me fire one type at a time manually. Will this change and allow me to fire all 4 together if they were all the same type of weapon in them? If not or even if so Id really like to be able to fire ALL turrets together at the same time no matter what weapon is mounted in them. If not I wont get to mix and match as much as I wanted. Like have one set of weps really good shield busters and the other real good hull kickers.
I haven't played with firing turrets much at all, but the times I have I've been trying to shoot at asteroids. What I discovered was that some weapons have longer charge times - meaning I needed to hold the fire button for 2 seconds before the laser would fire. I've fired off four lasers, one being a mining laser, at once this way.

I much prefer to let the turrets simply do their work and haven't even bothered adjusting AI on them. Sometimes this is less efficient, sometimes they hit three different things, sometimes they hit missiles - but I focus more on moving and broadsides. I'm still in the Davovich (sp?), which is a fairly small craft and works best with a lot of steering.
Daehawk wrote:I dont know what the SURPLUS area is. Im guessing its in my cargo hold right? Not sure how the stuff got there if so. I suppose if I went from a ship with more turrets to one with less it would put the extra items in my SURPLUS...but I went to a ship with more slots and I cant recall tractoring this stuff in. Also I always sell my old item when I buy a new one. Yet its there to sell. Theres even a deflector that bounces shot back at the enemy lol.
Surplus is any equipment you've acquired that's not currently slotted. It takes up no space in your hold. It's easy to pick things up in Cargo Containers and not even realize you've grabbed them. They usually come in with a couple commodity items at the same time. When you change ships, excess weapons get stored in the Surplus area as well.

The only things I've found so far that I couldn't buy somewhere were Antimatter drives, Viridian Laser Tuerrets, and MIRV Launcher Turrets. Hell, I'm still using my Mk1 Viridian Laser because it does equal damage to shields and hull. Even though I'm not using my Mk5 MIRV Lancher Turret, I still drag it around in my Surplus area because some day I might want to and I can't buy it anywhere I've found.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

Change the threshold for Warp and let me decide when to use it. I don't mind being stopped when something is directly in front of me, but well off to the side is annoying - and if I've been stopped, disable autostop for 15 seconds so I can re-engage Warp at my own peril. On top of that, as long as my engines are at full,
Funny you say that as on my way to a mission I got stopped at least 7 times. At the end I was "AW COME ON!" ....thought Id never get there.
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Re: [Spaceship RPG] Rebel Galaxy

Post by KDH »

also, chasing Pirate Lords for long periods of time will result in several inexplicable drops from warp speed, with the game telling you it was due to hostiles
.
Ain't nobody got time for that
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

If this was the way it was for Star Trek and Star Wars I could just imagine the cussing on board those ships. Vader would force choke the whole ship.
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Re: [Spaceship RPG] Rebel Galaxy

Post by Daehawk »

My wing mate Skiza's strange ship.

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Re: [Spaceship RPG] Rebel Galaxy

Post by Paingod »

Daehawk wrote:My wing mate Skiza's strange ship.
Enlarge Image
He's probably my favorite. I liked Steve, but his chatter gets annoying and seems to be lacking in volume control.

Last night I finally got into the $8,000,000 Mercenary Minotaur Destroyer and have been loving it. 10 broadsides, 9 turrets, 25 cargo, Average Speed and Maneuver. It's been nice.

I dread moving up into slower but better armed capital ships. This one barely handles well enough for me.
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