To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
This looks like a really cool game, they are halfway through their kickstarter project and desperately need to raise awareness... (so any help there imo would be great)
Basically it looks to be a RTS with TBS elements, where fleet position takes a more important role than most RTS's to the point that you can (currently) crash into your own fleet, so would imagine firing solutions would also have to worked upon to avoid friendly fire etc.
There is a demo out there, while the control scheme isn't exactly intuitive yet it is pre-alpha and as such does a good job at showing what they want to achieve
kickstarter page
https://www.kickstarter.com/projects/1826182233/contact-vector-rts
demo page
http://www.contactvector.com/CorePages/demo.htm
TLDR: from their ks page
The basic game play in Contact Vector is controlling groups of ships. It’s about how, where and when you choose to fight. You will be able to customize load outs for long and short range weapon systems to accommodate your tactics.
The weapon ranges will overlap, but typically certain ranges will favor missiles or energy weapons.
The combat final version of the game will allow you to tweak and control a lot of options for your ships. Ammo will be a concern so picking the right time at the best ranges will be important. Missile combat will let you mix different kinds of warheads and electronic warfare misses to help you get shots through.
You can sneak droned into range to help your missiles stay on target, concentrate fire on command ships to break up units and use your position to evade there main defensive fire.
You will have many defensive options as well, ranges for defensive weapons fire rates and electronic warfare.
Damage will be dealt to the components of your ships and the an unlucky or lucky hit will be able to cripple or destroy your enemy or damage his reactor or magazine.
During combat you will want to try and save ships, bring them back and repair them. Saving a crew from a crippled ship can also save all there experience for there next ship. The ships aren't just throw away units, they will have there own skills and experience, you will have to make sure you don't spend them lightly.
Other key points
- Layered Defense
- Random Maps
- Real Time Or Turn Based
- SUPPLY
- WEAPONS
- STEALTH
- COMMAND & TASK GROUPS
- SHIP DESIGN
- ELECTRONIC WARFARE & DRONES
- SHIP CLASSES
Their stretch goals are