Rebel Galaxy (PS4/PC)

Talk about all the standalone single-player and multi-player based space and scifi combat or simulation games of the past, present and future.
Pinback
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

Now 1.041 Got it on Steam as I just discovered them Steam wallets/voucher thing you can buy. Aye great atmosphere with the space cowboys come Firefly theme it has going and the music adds a hell of lot to it and they have nailed that elusive FreeLancer quality that so many games have tried to get but failed. Just started playing it and their are a few minor things I'm not liking but otherwise definitely worth picking up. 1 The mouse keyboard control seem a bit off and I get the feeling that the game may work better with a joypad, going to try the 360 one.2 No shield bar in less I'm missing something here?.3 would have liked some conformation that the cargo canister had been picked up ie some sort of graphic change or the ships computer saying saying.4 would like to be able to access the galactic and system maps while docked. Edit Noticed the shield/amour bar, it's the blue dot's around the scanner which brings up another minor problem for me, that the scanner would have been better on the right hand side.
IronHound
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RE: Rebel Galaxy (PS4/PC)

Post by IronHound »

Right hand side? I disagree, but only because most space sims have it on the left or center. Privateer, Freespace 2, etc. Really just a preference thing. I agree on the rest of your points, but that is some serious nitpicking we are doing lol! Starpoint Gemini 2 had all of these issues plus innumerable more. (Still a great game.) You have to realize no game is perfect. Even Freelancer had its share of gripes. (The UI was truly awful mid-flight. I don't know how many times I shot friendlys because I was trying to click that tiny 'wing formation' icon. Don't get me started on the 'lane' system. So obnoxious lol!) My BIG problems with this game are simply feature wants. As it stands, once you've seen everything in a system, thats it, they are all kinda samey and generic. I think factional warfare would help. Like mount and Blade, with militia fighting pirates to secure a base. Would add to that living feeling. Secondly, we need more ships and weaponry choices. Once you leave that first system, you get access to more, but I'd prefer say beam broadside weapons from the start. Really though? Its all nitpicking. Rebel Galaxy is OUTSTANDING. Well worth my 20. About to buy a Scarab with 7(!) turrets. MUAHHAAA
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

Looking through the Steam forums it seems the developers have no plans to do anything at the moment apart from the console versions, although I would guess it will change if it a big enough seller. The game does have idiosyncrasies, as I only just found that the game has some game options tucked away in the "Esc" key menu ie changing the turrets AI and whats in the cargo hold. It's not a game changer by any means as it has all the usual features you would expect in this sort of game and it all goes together well enough but the more I pay it the more I get the feeling that may have been done as quick cash in, but certainly worth the money.
ExpandingMan
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RE: Rebel Galaxy (PS4/PC)

Post by ExpandingMan »

but the more I pay it the more I get the feeling that may have been done as quick cash in,I'm pretty sure that game took a lot of effort. Not everything is the Witcher 3.
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

Typo that I meant play not pay, but even it was done as quick game they still have managed to achieve more atmosphere and play ability than some games do.
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RE: Rebel Galaxy (PS4/PC)

Post by IronHound »

Well, now that I've put some hours into the game, the rocking, in your face attitude it presented when I first started playing isn't holding up. I made it to the second system and I was having fun... but not? Its a hard feeling to describe, but the game was just missing something for me personally. I decided to boot up Starpoint Gemini 2, since I hadn't played that since launch and maybe that would scratch the itch. Rebel Galaxy is a great game, but I feel it could use ..more. As it stands the game feels cramped and small compared to other space sims, even Freelancer had bigger nebulas and asteroid fields. Something feels.. off. I can't put my hand on it, but for now I've shelved RG in favor of SPG2. RG sure leaves a FINE first impression. It just didn't hold up in my case. Rebel Galaxy is an oustanding game worth every penny, and I HIGHLY reccomend a purchase.
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

Aye I know what you mean IronHound. Not Made out of the first system yet as I have just been wandering around, so far the best way I found to make money is by joining the Trade Guild but this has brought up a problem with the missions. In that is make no difference what the risk of the mission is, you are always attacked at your mission destination and after doing 4 in row it starting to grate a bit. I would say that they need to tweak the average and low risk mission to stop this happening all the time. Anyone got any recommendation for a joypad, the two I have don't work with the game.
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

Updated 1.05 yesterday. IMPORTANT: NOTE THAT THE SAVE VERSION INCREASES WITH BUILD 1.05 - SAVES CREATED OR UPDATED IN 1.05 ARE INCOMPATIBLE WITH ANY PRIOR VERSIONS OF THE GAME1) Tactical options for all 16 turrets on Blackgate are available2) Subsystem damage on turrets past 12 wasn't being stored, but now is3) If you abandon a dead drop or retrieval mission then pick up the cargo AFTERWARD, it isn't marked for delivery, so you can eject or sell it. Also, retrieval mission cargo that gets jettisoned to a container due to other equipment on board the ship that was destroyed properly retains its tracking data4) Can't bypass guild rank requirements in tradein situations5) As a precautionary measure, if saves fail to compress at save time, don't write ANYTHING, to ensure that backups never get overrun. You will receive a message box in this circumstance, letting you know what happened.6) If you have no missions, the on-station mission log won't erroneously show hidden mission data, and works the same as in-flight mission log now.7) If you enter Charon, then immediately leave (or dock and undock), a gold diamond will be placed on the gate so that you don't have to go to the map to remember where it is.8) Protect against an unbelievably rare chance that a mission could fail and complete at the same time9) PC Steam Achievement stat resets fixed. I believe I've uncovered a Steam stats bug, which I've worked around now and it seems to work again. Very specific circumstances.10) Mac Steam achievements should work again11) Fix for scanning traders in a merchant protect mission after the mission is terminated causing a crash12) Potential DX9 crash fixes for some users?13) FIXED WEIRD SAVE PATH ISSUES!14) Some new tweaks added to keep mission ships that are approaching you from following you ALL THE WAY ACROSS THE DAMN SOLAR SYSTEM if you decide to bug out.15) Display of button on death screen was mapped to the 'A' control, not the 'Confirm' control which could lead to confusion if one was remapped. Also now always accepts ESC.16) On dreadnaught ships w/ broadside beams there were cases where a near hit wouldn't register. Fixed.17) Atmospheric damage scales w/ shield capacity, so that you don't become effectively invincible to atmo damage later.18) Added camera zoom settings, just for you! (Located in the in-game settings submenu)19) Can't run 2 simultaneous copies of the game. Sneaking suspicion this was how some folks got save corruption, by simultaneously trying to save on 2 copies at the same time (since both receive controller input)(Note for users with 'leftover' delivery/dead drop components. These will 'clean up' upon loading a game, after there are no dead drop or delivery missions in your log, and no story missions that require any deliveries. After that they shouldn't recur)
IronHound
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RE: Rebel Galaxy (PS4/PC)

Post by IronHound »

Sorry man, I can't stand joysticks or controllers anymore. I have limited desk space, and mouse and KB has always done me well.
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RE: Rebel Galaxy (PS4/PC)

Post by MV2000 »

Not Made out of the first system yet as I have just been wandering around, so far the best way I found to make money is by joining the Trade Guild but this has brought up a problem with the missions. In that is make no difference what the risk of the mission is, you are always attacked at your mission destination and after doing 4 in row it starting to grate a bit. I would say that they need to tweak the average and low risk mission to stop this happening all the time. Only delivery and "find x amount of goods and deliver it to a station" missions that always have enemies popping at your destination and it's part of the mission I think. Dead drop, which is among the easiest way to farm money doesn't have enemies blockading/attacking the destination station.
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

Updated to 1.06 and they call it a small update but it's 130 meg, some wrong with theses updates as I can't believe it would be that big. Anyhow, these missions, strange thing happened the other night as I took another low risk one and nothing happened at the destination and I now also have a high risk mission for a 140,000 and a low risk one for 48,000. Must be oddities of the procedural generation of missions or I have I gone up in the ranks?. Finally got a corded joypad that worked and I can safely say this is the way to play the game especially in the combat.
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RE: Rebel Galaxy (PS4/PC)

Post by MV2000 »

AFAIK risk level mostly ties to the estimated enemy strength you'll encounter. Higher means they'll throw in larger ships. If you traversed to the next system for the first time (often marked with extreme risk rating in the starmap) you might find out that missions have higher risk level due to your ship has more inferior equipments (the farther you go from the starting system, the higher equipment the station sells/everyone in the system are having as it seems).
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RE: Rebel Galaxy (PS4/PC)

Post by IronHound »

130 meg, some wrong with theses updates as I can't believe it would be that big. LOL! I routinely download 2 gig updates for Payday 2. Most of my games update at over a gig. Must be a multiplayer thing.
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

I think deves are not doing the patches as individual patches and just putting them all together in one patch so you just end up downloading the same patch with a bit added. The last three patches I downloaded were roughly 90meg, 100meg and 136 meg in size with the middle one being a hotfix. Finally bought the jump drive and have gone to the next system.
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RE: Rebel Galaxy (PS4/PC)

Post by IronHound »

That next system is quite the difficulty jump. I made it in whatever that ship with 7 turrets is, and promptly got my butt kicked. Started doing more missions in the first system and just got bored. Fun game tho
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

I know it insane how it's jump up, I ran back to the start system to look for some more big paying missions to either upgrade the turrets, broadsides and shields or get a bigger ship with more of everything.
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

1.07 out. http://steamcommunity.com/games/290300/announcements/detail/94935360908948667[/url] 1) Saves do not generate backups unless the playtime is >10 minutes - that way people won't accidentally obliterate their backups if they get a corrupted save from Steamcloud or some other vector, and then hit 'new game'.2) Many delivery missions have had their ambush ranges altered so you have more reaction time, and in some cases the number of opponents has been reduced3) You can autodock by touching the station even if a cargo is nearby4) Certain 'rack' ship scaffolding models have been reconfigured so that their targeting centerpoint is better located.5) Fixed some incorrectly hostile traders in a mission6) You can 'stealth-dock' at hostile Outsiders stations if you have a story mission on them (citizenry stations already allowed this) without having to fly off and wait for them to de-aggress7) Fix UI diamond placement issue (need to show on jumpgates) for out-system dead drop missions8) Quadrophonic/5.1 sound issues in some setups resolved (FMOD has implemented fix)9) Made it 100% impossible to dock while dying10) Rufus escort mission now always chooses an outpost, never a planet, & now uses the same path-checking code as other escort missions to ensure it doesn't pass too close to one. (Only affects newly-acquired versions if this mission)11) (PC) Launcher can be skipped with SKIPLAUNCHER commandline option12) in some rare drop-retrieval side missions where you can intimidate them into giving you the cargo, they'll properly count toward retrieval (Orion Slaves)13) Fix for Blackgate sometimes using a different color badging setup.
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RE: Rebel Galaxy (PS4/PC)

Post by Pinback »

Good news for console owners as the game is out now on the PS4 and anyone who was daft enough to have bought an XBone should be able to get it on the 13 of this month.
IronHound
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RE: Rebel Galaxy (PS4/PC)

Post by IronHound »

Unfortunately I can't find the link, but development for this game is pretty much dead. Its looking like they shelved it in favor of another game. A real shame, as updates could really flesh this game out.
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RE: Rebel Galaxy (PS4/PC)

Post by sscadmin »

You maybe right, they have been pretty quite for the last 1.5 months but they did release 7 patches so that is more than what a lot of games get. The ranking of the game is positive so if there was glaring issues their ranking would take a hit, so maybe its pretty playable at this point.
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