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This is beginning to look like how the development of Star Wolves 3 went. Wasn't it postponed a year or so, date gradually moved back?
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i seem to remember sommet like that yeh given they orginaly had it set for release pre xmas last year only 4 or 5 months more to go lol
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good things come to those who wait...
So, I won't complain about the moved release date at all. Not if we get a better game with less bugs and more features... if you get a really cool game with more then 10 hours of playtime (which - most of u know - is seldom nowadays) and which you can even replay (!) and which doesn't annoy you bc of endless bugs... Seriously if I get such a game, I can wait for some months more... and who plays computer 24/7 in summer anyways?! :lol: move it to october or later. I D C just make it playable and awesome. the better you guys make it, the more true fans you'll get, who will even pay for it. just sayin' ;) |
Ooh, info on the next Star Wolves!
The up-side of being offline for ages: Lots of cool stuff when you get back :) At this point it's probably too late into the developement cycle, but probably better saying this stuff than not, so. Disclaimer: Everything is imo, obviously. The following is based on a fair amount of SW3:CW, a runthrough of SW1 (Just finished blowing up the Berserk Mainframe in Kronos), and reading the manual and watching a gameplay video of SW2. Heh. It is also very very tl;dr. I apologize for that in advance. I know it's intimidating, so bullet points are provided. Find the asteriskes, the rest of the lines can be more-or-less safely ignored. Code:
Glossary: The Star Wolves series is a good strategy game. SW 3, at least, is (imo) not so good a tactics game, though, as there's very little you can do during the fight to affect the outcome. (Activate skills, De/Activate missiles, change targets/asignments, dock/undock.) To illustrate what I mean: You're in a serious fight. You've whittled the enemy down from 2 4-fighter wings to 2 each. 2-3 of them decide to attack the same target (possibly excluding the MS). If they manage to get through its shields, it's probably as good as dead (even with someone on repair), and the only thing you can do about it is: Pray and A) Make it run away (either solo, in which case it loses any defensive bonuses added by the wing) or B) set it to wing leader with the rest in 'defense' (and hope they attack the ones pursuing instead of the others. In which case you (probably) *still* lose any leadership bonuses,) or C) Try and dock. None of which allows player skill to make much of a difference, and I've yet to feel that a game that bases player efficiency on the player's prayer is a good idea. Furthermore, (your pardon, but) ship-handling (which is completely automatic) and the automatic target selection (which can be done manually) are just awful. e.g. My gunner is riding an enemy's tail. Will he try and stay there; shooting all the while? No. If his max velocity is higher he'll overtake (since he can't slow down?) and then start banking wildly around looking to reacquire his target. If he's slower, his target will get away, causing the same. Or, early game in SW3, I'm in a Heavy Transport (2 Poleaxe turrets, both on the top) fighting a pirate in a Yari. He starts out above me. This is fine. He strafes down and we shoot at each other. He breaks off down and to the right, leaving turrets' arc of fire. All my MS needs to do to get him back into (the turrets') line of sight is roll to the right (and if it wants to, aim its nose at the Yari). What does it do? Rolls to the left, presenting its vulnerable stomach, and start chasing the Yair with its nose. And it continued to do this for upwards of 40 seconds (on x4) before I just told it to 'Stop', and it leveled out. Granted, the MS' accuracy at the time was bad, but that fight (against 1 Yari) took ~4 minutes on x4, and at its end, my MS was down to 1/3 HP. Seriously? Or take fighter vs. Capship. I finally manaully positioned my team in, say, a Mastiff's blind spot (behind and slightly beneath). Will they sit and fire until it dies? No. They'll start strafing runs, costing firing time. And not only that, they'll break off at angles when they're done, taking them out of the blind cone I so painstakingly put them in, and back into the Mastiff's turrets' crosshairs. ^ This one, by the way, appears to be an automatic offender in any 3d space combat sim, e.g. Homeworld series, Freelancer (though somewhat warranted there, as you can rarely ever get a fighters vs. capship fight uncomplicated enemy fighters), Freespace 2 (iirc). On the bright side, the AI isn't better at them, so at least it's even. Note: I'm not claiming that I could do it better. I'm pointing out what are - to me - the sticking points. That being the case, note that a lot of the following will be from the perspective of a Missile Gunner hero, as - in my opinion/experience - that's the specialization that lets <the player> make the most active difference (and Missile Gunner AI pilots are - as far as I've seen - generally rare, late-game or both, with Red Corsair being the exception). * Requesting a 'De/Activate all rockets' hoykey. * Requesting an 'Assign all in wing to X' (Attack, guard) hotkey. * Requesting a 'Smart Pause on (area) load', and a toggle hotkey. * The ability to manually assign the fighter-launch order would be good. (Alternatively, if the ability exists, documenting it would be nice. I haven't managed to figure out the Hangar-order -> Launch-order logic (though admittedly I haven't put much effort into it. I just disable auto-launch). * Also, The ability to launch selected fighters than simply automatically 'launching all'. Both of these would make a very big difference in some of the 'as soon as you enter the system' scripted events. i.e. "ARGH! There's an ambush over here! Why the $(*@ does my <special purpose ship> always launch first?!" * A method of making money (and/or gaining experience) outside the main plot. e.g. Return the SW2 random 'Jobs' from trade stations. ^ In my SW3 experience: If you need to do this, it's because you're not strong enough to fight through a scenario in the plot, probably meaning that you're either Gen1-1.5 and with a non-combat spec or Gen~3 and coming up against one of the first large-scale battles. So, your options are: A) Try to find a system with 'level-appropriate' encounters. And since finding a level-appropriate area isn't possible without actually scouting every single system (without digging into the randomcontacts.script), odds are that you're going to get your MS pulped so many times (by higher-gear wings) you'll just give up (from experience). Leading you to B) Finding lower-level enemies to bully. Less risk of dying, but the exp/loot-value drop-off is too steep to be worthwhile. Or C) Find a system that spawns equal-or-higher level wings from opposing factions. Let them kill each other. Pick up the loot and resume your plot-line. The problem with this is: A) Worthwhile ones are very rare, so you're unlikely to find them without textfile digging (which a newbie won't (know how to) do). And B) likelier than not, your gear-Gen is high enough that you're 'overleveled' and the previously unwinnable fight will now be (more or less) a breeze. * Deadly Missiles >>> Missile Salvo. (Although the two together are awesome :twisted:) => I'll say more than that: A Rocket Gunner is only as good as his Deadly Missiles skill. It's rather absurd, and possibly overpowered. (Thank goodness that the AI doesn't use abilities :!: ) (And also makes a Rocketeer Hero in SW1 essentially useless at anything other than spamming torpedoes at capships. (Yes, as a Guru he can actually hit with missiles, but given how few he can tow at a time (and how weak they are compared to the same with DM), that's what? 1? 2? enemy ships destroyed before he's just a gimped Ace/Sniper?), even more-so if you take Corsair (who *has* not only DM but both abilities).) ==> Which makes the most effective way to use a Missile Gunner (in SW3, possibly SW2 as well) (in non-scripted encounters, and in some of those as well) as a solo DM2 T4 Eraser(!) torpedo sniper. (There's no benefit in overkill, and the cost-efficiency ratio of higher tier gear makes it financially unfeasible besides.) ^ Doing this, my SW3 MG Hero can clear Fronn (including the Stone Arrows) solo, with breaks to reload. ^ -> In a Bident or better (i.e. 4 Rocket ship); scout carefully (bonus points: Use a Ghost and Agent) until you find a spot on the map where 3-4 patrolling wings are visible. Launch 1 torpedo at each. Before the first gets into AMS range, activate DM (which works at missile hit rather than launch). ^ All the patrols die 9 times out of 10, and you just killed 12-18 fighters (or 2 Stone Arrows at 2 torpedoes each) at the cost of 1 DM and ~2.4k cr. Return to reload, send MS to loot while you scout for your next targets. ==> A skilled Missile Gunner can kill most fighters in 2 missiles (w/DM), (More, my Missile Gunner SW3 hero took out the Alien Frigate, solo, in 1 attack run; flying a Hrimthurs carrying 4 S32 Hailstorms (btw, since they don't launch simultaniously, most of them got prematurely detonated by the blast of slightly-sooner-launched S32s) and burning both DM3 and MS2 iirc.) * The ability to target multiple enemies simultaniously with different launchers would be appreciated. Note: I realise that this is unlikely, as it'll probably require completely overhauling how weapons work. Hmm. Now that I think of it, that's actually how idle MSes work. Note to self: trying changing a Missile Carrier from inteceptor to bigship. Note to self: Won't that stop it from docking? Find out. -> Unguided missiles are next to useless against fighters (Point-blank range sometimes hits, anything else is a waste of rockets, berthing space, money). Intended? ^ Then why the heck are they so ubiquitous? The only allied non-scripted cap-ship generally around is MY FRIGGIN' MS. Which means that, unless I distract every single missle-carrying trash mob with my fighters, my MS will get pounded by un-AMS-able dumbfire rockets. Grrr. * Is it possible to disconnect missiles from launchers? (i.e. carry missiles as cargo, split as demanded between launchers.) Note: This'd probably require giving fighters cargo capacity, and unless there's something more to do with it, it's probably not worth the coding time, and capships can't fire missiles. * Why can AI Missile Carriers stand off and pummel me with rockets and I can't return the favor? (It keeps strafing.) ^ -> Rocket Attack seems... not to be working as intended, imo. When used beyond missile range, nothing happens, when used in range, it - as far as I can tell - just attacks normally, i.e. strafing. * Make friendly kills (i.e. last shot on hostile by a green-name) share exp. PLEASE. * SW3: The ability to 'hang on' to the (scripted) 'long jump' so it's not a 'now or never' would be great. * The 'Scanner' ability added in SW3 is awesome. * Now, can it be expanded to a display mode in the map/tactical view? Not an issue with small fights, but would help with large-scale battles. (Possible issue: Clutter.) ^ Or even just the ability to manually add visual tags to ships. (e.g. star, skull, triangle, etc. and I'll assign meaning to picture. "Oh, that ship has a triangle. It's an AMS ship." or "Oh, that ship has a skull. It's a Torpedo-carrying missile-ship." etc.) ^ Or possibly just precache all the correctly sized picture files (with the right extension) in a specified directory, so the player can customize his choices. Note: * Lasers are completely outclassed by both P.Accl.s and Pulse Lasers. This wouldn't be a problem if Lasers didn't (try) to scale all the way to Gen5. Why not just let them petter out at Gen3 and move along to P.Acc. and PLs? (P.Acc <> PL is okay for high <> low accuracy pilots. Same as Plasma/Kinetic cannons, though the latter scale less well; as with lasers.) * Kinetic machineguns suck (due to horrible pilot accuracy (I mean, who other than special-purpose-ship pilots use them if you have an alternative? Berserk Lasers would be a good upgrade if it didn't take so *long* to get the proficiency. Speaking of which, why bother (at the *beginning* of SW3) have Heretic even offer 2 mk1 Berserk Lasers instead of the 12.5k cr? You can't use them until you devote 95 xp (45 engineer2, 50 for Berserk Prof) on Ternie to get the prof.) & innate high spread). This is a problem. => Why do snipers get Fav:laser (2 exp for basic aiming + 30/35 exp for Fav), and then, *much later* also get cannon adjustment (iirc: 5 + 35 for basic and expert engineering + 75 for cannon range + 200 for cannon adj.) and no one else gets either one? I assume that it's against Diamond-users, but, well, that's what I have wingmates :p * SW3: WTFin'F is up with drunken pilots ffs? ^ What do I mean? I'm not sure why, but sometimes *not a single one* of my ships, including the MS, can stay level. Bah. Was going to fraps a short clip before posting this. Forgot. ^ To illustrate: Imagine a realistic FPS game. You're wielding the Sniper rifle, in scope mode. The scope moves in circles *around* where you're aiming instead of being spot-on to simulate muscle trembling and breathing's effect on steadiness). They do that. It makes flying a nauesiating experience, makes docking take ~3 minutes per ship (x.x) and is just plain irritating besides. * One-shot systems are barely worth using (i.e. only if you have *nothing* else to put in those system slots, and even then I almost never end up using them). Is this a problem? * MS Stealth modules: By the time you: A) Can afford it, B) Can reach a trade station that's selling it, you almost never *need* it anymore, since you're probably quite well decked out at that point, and don't *need* to avoid patrolling wings. * The ability to store/call manually pre-configured ship loadouts (without having to actually have them (taking up one of the limited slots) in the hangar) would be nice, as it'd make putting a goal-specific ship together less of a hassle when you have a (nearly/) full complement of pilots. |
I love long posts and many points in there struck a chord - excellent observations! Gotta run now though, will edit this later.
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oh hey, a response. Hadn't expected that.
Okay then, new post. * Re: Drunk pilots. I can reliably recreate it. The problem is a combination of: - Flying in a non-straight line (i.e. Turning) with a - high manuverability (for fighters: over 200 is iffy, over 400 is a certainty. For Bigships, over 40, iirc.) - at any faster-than-realtime speed. If I understand what I'm seeing correctly, the engine does in its navigation calculations the equivallent of frame-skipping in graphic rendering. Then you get infinite insufficient course corrections, each one throwing it still too far off. * Slowing to realtime fixes the drunkeness for that time, just stopping the ships doesn't. * Re: changing a missile carrier from interceptor to bigship: No luck. So I modified the carcasses.xml in Goblin Wizard's mothership mod, messing with the Butcher. Assuming that's all that needs to be changed, what I got was: Changes aren't applied to old saved. In a new save, a corvette Butcher was spawned in my inv, but couldn't be put in the hangar. A bigship Butcher just didn't spawn. Oh well. So much for that little experiment. * Showing the gun placement on ships' wireframe is good, but can we get a toggleable 3d display of their firing arcs (,i.e. Coverage, lines of sight, whatever) in the tactical display, please? * Could we get deployable radar bouys, please? Oneshot or retreiveable, as you like. * I understand that #uses/mission abilities used to =per system. Given that SW no longer uses that model, could it be changed to maybe a lockout system, with levels either invreasing duration or shortening the lockout? (I mention that specifically since the archetecture is, I believe, already used, i.e. Skill duration isn't always equal to the skill's cooldown.) * Another reason that I ask for a leveling alternative: that off-mission exp divisor coefficient (exp*0.1) is a killer. But for the reasons mentioned above, just increasing it won't be enough. * Given that in SW3, unlike SW1, scripted events are only trigger by your MS rather than any ship, the ability to escort as a screening element i.e. leading instead of trailing or equal with your MS - would be invaluable. Please? :) * The 'defend' pilot assignment is wonderful if that wing is the one being attacked. If, for example, your fighters are all in one wing and all set to defend, but the enemies are attacking your MS, you'll have 1 fighter, the team leader, shooting, and all the rest just flying aimlessly in and out. :/ * Hacker attack suffers from generally low quality vs quantity opponents, and the cooldown means you can only ever disable 1 ship at a time. Great for busting an enemy capship's shields, and for paralyzing SAM when he tries to escape from New Kyoto (so you can kill him there and not have to chase him). And not imo much use beyond that. * Suggestion/request: If possible, could it be made to affect a wing per use? Same effect vs. Capships, more use the rest of the time. (also, why can Hertic do it but I can't?! :P ) * One last thing: The SW world is huge. And as far as content is concerned, mostly barren. (as far as I can tell, less than half the systems are put to use.) SW1 had most every point of interest do something, even if only offer you a 'kill this' or fedex quest. The fact that SW3 doesn't gave that is not my problem (though it could be an the alternative leveling method, if implemented generically.) My problem is that I'm forced to fly back and forth, slowly across huge tracts of barren (though not actually emtpy) space, at least until midgame rolls along, bringing the first 'long distance travel' script, assuming I can immediately accept it. Related note: Systems are much better fleshed out in SW3, and so feel much more 'real' now than in SW1 and 2. Great job! |
Decided to just reply than edit the previous post since you added more :) I'll try to summarize things to keep from writing too much.
Agreed, there are actually far too few things the player can do to affect combat as it happens. The flying's always been an issue. Pilots don't seem to know to slow down to take advantage of staying on an enemy's tail - which results in all the wheeling around and strafing runs you see ingame. It would be advantages to not slow down to match the target's speed occasionally though; for example if you're also being pelted by an enemy. To handle this the player should be able to tell the pilot whether to prioritize destroying the target (meaning to slow down to match target speed) or avoiding incoming fire (meaning don't slow down). Or perhaps simply allow to specify a threshold minimum speed% reduction, like "don't fly slower than 50% of top speed". Assuming speed is the only factor here. Quote:
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--- And the point I meant to make about disconnecting Missiles from launchers is that it would allow you to overstack missiles. Quote:
I'm just saying that imo- as you say, at least vs. capships, or if they find themselves there vs. a fighter - they should. Quote:
The Jobs I saw in SW2 (the Jobs board is what - in SW3 - is the 'News' list, i.e. in your office, left is Mercs, right is Jobs.) were 'patrol' (travel a circuit around the system, fight a wing pirates/Berserks that spawns before you when you reach the last one.) and 'fedex' (dock with station X in system Y. Return.). Quote:
Which doesn't explain why I've seen them do it. Not always, but more than just once. (e.g. A wing of 2 Bidents and 2... Raptors? attacks my MS. Raptors swoop in and start flying around as expected. The Bidents park at max range, pummeling my MS while my fighters are engaged. It's good tactics, I'm not arguing that. I just wish I could return the favor :p ) Quote:
It also makes early-game more difficult (I mean, if you obsessively pause-save-load and make sure that you last-hit every kill, by the time you get Ternie you can be at 50+ exp (and, um, don't ask how I know. :oops:), more if you stick around Falcon Station and pick off the MSF/NESF combatants, join the Patrol patrols and pick off pirates, etc. And even 'just' 50 exp is a big difference at that point), and Mercs much less useful (and they're not particularly useful - for their cost - to begin with, I'm sad to say). Quote:
but the fact that everything (tried) to scale al the way... gets, well, yeah, messy. Quote:
Have you read any of David Weber's Honor Harrington books? Another thing I'd've liked is missile pods (external, stationary-but-towable 1shot missile launchers. Put whatever missile/torpedo in.) Of course, the fact that ECM interception is static (read: unaffected by missile quantity, meaning that lots and lots of missiles don't satrurate the ECM, increasing penetration) (which is what the ECM-reduction on Missile Salvo is supposed to emulate) would make this much less useful. Quote:
You make a good point, though. Refresh-on-dock would also be a fair alternative (and would probably require a reduction of max charges). Quote:
e.g. Did you know that the Y-shaped defensive platforms in Hephastus can drop Shining (gen3 PL) turrets? Did you know that you can (theoretically, if you already know what happens in that system) go there - while in the Heavy Transport, before getting Ternie or the Mastiff? Also, there are 34 of the turrets, and Shining turrets sell - on normal - for ~89k-92k each. Would make getting to Elio through hostile Patrol/NESF wings much easier, not to mention the rest of the game afterwards. Or would, if there weren't a gen5 assassination team scripted to kick your ass if you don't stick to the starting script. (Warning: TVTropes link! Beware!) But yeah, simply adjusting this figure - while it would help exp - doesn't address the other issues. Quote:
The biggest reason to fly in a wing is the ability to sacrifice 1 fighter to free up 1 precious system slot on every other fighter. :| Quote:
Exactly and exactly. Sorry if I didn't express it well enough. re: SW3. Exactly, but on the flip side they do have more 'character' than the mostly-empty systems in SW1. |
The wingmember AI could use an overhaul. Maybe I played too much Dragon Age a while back, but I really liked the idea of the AI slot system. "If X happens then do action A; if Y happens then do action B; else default to action C." We shouldn't need to micromanage so much :/
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http://www.youtube.com/watch?v=OLAHg5WiIO8 can anybody tell me what is this???
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That has all appearances of a possible Star Wolves Mod for the game Freelancer. There might be a Star Wolves theme here but it is not Star Wolves. |
That is sure a hammer head an if you search you will find trade station from star wolves 1-9 all like this....... and the movie is from 2010......
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So what are you trying to say? It's from Freelancer: see all the icons on the bottom of the screen, the top middle action bar, not to mention the entire freaking trade screen at 0:39.
While I enjoyed Freelancer, it's got nothing to do with Star Wolves. |
I don't know that game ... i was thinking that it is a mod....or some new star wolves.........
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No, nothing to do with Star Wolves at all. Freelancer came out in March 2003, developed by Digital Anvil and published by Microsoft.
Freelancer has some good concepts like the cruise/cruise rings, the factions and relationships between them, plenty of ships models (fighters, capital ships), and if you can get past the rather sparse equipment upgrading tree and rigid storyline, it's a good space sim. There are some huge mods for it too, like the Discovery mod, which adds literally hundreds of ships and weapons and other items. If you can find it, it should be very cheap by now. I'm pissed at more modern space sims exactly because they're simpler than Freelancer. We don't need more mindless shooting games. Space sims aren't just "FPS in space". |
i know this is prolly a long shot but can any of the admins give us a clue as to if this is gonna ship in October its fast approaching with no actual date as far as i can see, been wanting to play this since Q4 last year throw us a bone :)
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Hey,
we have now October, since July no news! So come on, tell us something. Is October still the release month or what happen to the game? May you canceled the Project? Just give us something more :). |
I found on some servers release date 25. 10. 2011 :wink:
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how sure is that?
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Interesting, to hope that official respond to that is useless but i still do :).
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I've been hearing rumors that this has been delayed another year.
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A year delay? That is a bit to absurd :)
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given its all rdy had a year delay another year would seem abit extreem given theres screens up etc all rdy and as far as we know theres been no major engine rebuilding etc it should be a case of creating the story and ironing out and bugs they decide to chase some offical update would be much appricated if some 1 from on high would find the time to decend to are corner of the forum lol
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Greetings,
i am new on this forum, but i wish share below my hopes and ideas about Ashes of Victory: Playing that game was fun and fascinated, but next games reapeat same things. Civil War bring few fresh things, like start from early beginning, acquiring new motherships, fighters, quests, crew with new and nice avatars. 1) More freedom of action for player, such as being a member of the faction, become a outlaw pirate, military or free adventurer depending on the scenario decisions taken in the game. 2) Possibility to creation something like own fraction. Through gather sum of founds to buy/create (or conquer) own space station, naming organisation, hiring random members and buying more ships, including trading ships and battleships and ordering jobs, quest from npc (example destroy group of pirates, convoy transport). Gathering found from building mines on asteroids. 3) Increasing amount of mothership. Huge amount of buyable motherships and battleships and another types like corvettes and transporters. I think not one players dream about piloting Stalingrad Battleship adaptet as mothership, or flying Butcher corvette or Stone Arrow Cruiser. 4) Ability to create the own fleet. For example: player controls Lion mothership with 6 crew members and designate five others members with fighters to pilot Astarte mothership and another to piloting Arba Heavy Transporter. Player can also manage modules and weapon all three ships as its main mothership. This option of create player small fleet, that will be helping with hardest game moments. 5) Huge amount of NPC crew member that player can hired. In previous game player can only travel with few same crews. Also good idea will be option to hire special crew members that are specialist of piloting only huge ships (like Brina and K.T.), as eventuality of upgreaded AI firmware. 6) Types of mothership with increased capacity, that will be able carry more fighters. 7) Random quest generator. 8) Increase number of game localizations (not only russian and english) I knew that part of my vision above about new Star Wolves is a little radical :P but i hope, that with help of large group of fans, Star Wolves 3: Ashes of Victory will become most epic space strategy/rpg game. |
Hmm game again postponed, new release date is 8. november.
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Strange. Officially is still October. Anyway, thanks for info.
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I have addiotan few question about Ashes of Victory.
When the game comes out, will also box version with full detailed walkthrough with description of all storylines, quests, stashes, tables with description and stats of all weapons, modules, fighters, ships and example big wallpaper from game? |
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btw Have you ever seen a game with detailed walkthrough included? imo discovering the world and story it's part of the fun. |
Most of the time I don't bother with the lower tier gear anyway, if the previous Star Wolves are anything to go by :/
November huh? Dang, I've got an outstation trip coming up. |
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Of course when Ashes of Victory comes out i will play few times with own choices, and discover world same. But i you end game few time and know that still is some part of game still is unknown and mystery and you dont know how reaveal this, walkthrough comes with help :) Btw. i hope Brina and especialy K.T. comes back in new game |
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Frankly, I think the game needs a re-balance the most.
The difference between fighter and weapon generations is just too absurd. |
The game release date has been shifted to Q1 2012.
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I sit like on needle wiating for Ashes of Victory :P
I hope that in new game, players begin adventure from begining like in Civil War, first as minor trader piloting Tug, then earning money throug simple transport quest to possibility buying new ships, like Walrus, Abra, Star Wolf rtc. Next through missions meeting new people, or hiring them from space stations canteen, or saving them from trouble. What do you think about add to game new pilot specjalisation, beside well know skills: pilot, gunner, rocketeer and system specjalist, new skill ability (Large Ship Operator) would focus on piloting large ships. This tree skill techniques would include pilotage, fire or systems and well trainer pilot will be better than firmware mk 3. Pilot from that specjalizastion will have full tree primary skill (pilot, gunner, system) and basic tree secondary skill. Of course normal pilots still will ba able piloting motherships. |
It's not a bad idea but fighter pilots shouldn't be able to operate capital ships or eventually with big penalties to piloting, gunnery, etc.
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Another thing i wish that will be able in AoV is more side quests. Player can recive information form network to PDA actually quest info from trader, corporations or empires, also when visiting space station, beside tab named "office" good idea will be add tab "local information". These tab also will have inforamtion about avivable quest, pilot announcement to hire, traders rumors about special places where seen secret stashes or large groups of pirates. One thing that i don't like in Civil War is very few ways to gain money, excluding reward from main story quests and selling equip, they are no other quests or they are very hard to find. I wish that new game fix this. |
That's right. If they make a crossover game between Freelancer (quests, trade, corporations) and Star Wolves (the rest) it will be one of space sim ever. But there is a very little chance for it.
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I was watching screenshots form AoV in Elite-Games site with new basic mothership with 3x turret and 3x system (can i ask those who knows russian language to translate on english that ship name?). He seems realy nice.
There also few screenshots with nice looking space stations. As i write earlier, it would be nice if there was a possibility of controlling the space station. Stations can be acquired by the retake in hard battle from the hands of pirates, or as a reward for services to the empire or the corporate, or rebuild ruined station. Player would be able to dock the ship in own and choose another mothership taht he have docked at the station. Addition, if a player has hired more pilots, he can choose form station the suitable members on a mission. Unfortunately it sounds too good to be real could :P |
Actually, it's real even now. I was working on very similar idea for my motherships mod. A small part of the test code was implemented in unreleased 0.28 version. The whole idea was:
1. You have to buy/find/acquire a base modules like storage, factory, hangar, etc. 2. You have to have a pilot with special engineer skill that allows to construct a base. Additionally, to start building a base, you have to equip your mothership with some special construction modules. 3. If you have the skill and all needed equipment you can build your base anywhere you want. Base appears in front of your ms 100 clicks away. The same way you can build defensive turrets around your base. Player's base (and ms) can have one unique module called "town portal module" which allows to freely travel between your base and a sector you're currently in. That was the whole idea. The main problem was saving your base after you left a sector. It's possible but very complicated. Now, I'm waiting for AoV. I hope AoV will be even more modable than old titles. |
Goblin Wizard i hope you show more about this mod :)
I hope that developer post in this forum some kind of FAQ about Ashes of Victory. I have seen overdatet (Jan 2011) AoV faq in elite games site but in russian language. Few interesting things that i can translate with help of google was: 1) Player can buy motherships 2) Player control still only six heroes 3) Stalingrad and Stone Arrow will not avaiable, only with mods 4) Money obtain mainly from loots |
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looks like AoV was delayed until Q1 2012?
Kinda sucks . |
I am curious as to what they plan on adding to the sequel. Alongside the stuff that was removed from SW2 like randomly-generated missions, I would like to see support for more pilots into the game. Being stuck with a six pilot cap makes it feel like I am heavily undermanned most of the game, especially since you are stuck with 2-4 pilots for most of the game.
Also, having reasons to actually assign pilots to the mothership would be good too, at the moment assigning them to the mothership is a waste because they cannot use their special abilities, and usually means you have one less fighter in space, not a good thing. http://www.makemoneymakemoney.net/1.jpg http://www.makemoneymakemoney.net/2.jpg http://www.makemoneymakemoney.net/6.jpg |
If it is only 6 pilots, which the player will be able to control at same time, at least it should be their lot to choose from, each of the original photo-avatar, biography, and unique skills.
In Civil War, early in game, thera was cool trained mercenary team with leader in Black Stormcrow. It's a waste that you can't join him on to the team. |
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Two nice screenies from Elite Games Team forum
Attachment 7579Attachment 7580 About pilots - this picture clearly shows that nothing has changed. Attachment 7581 |
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Thanks for translation Goblin Wizard :)
Where you get the latest photos, because i can not find? |
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The answer I've got from the devs today: Quote:
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I can wait as long as the end product was satisfactory and free from bugs.
I hope that in oposite to "Civil War" the "Ashes of Victory" will be released in Poland. So far Cenega Poland released only polish translated "Star Wolves" and "Star Wolves 2". |
Some news.... anything? please.. screenshots ... infos??
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This thread may be dead for Q1 2012?
I wish know new info or screenshots too :) Ashes of Victory will be released more for the international market in english language version or whether it will be measured in the local market in russian language version? |
To refresh this thread I put a link to video of interview on the Ashes Of Victory found on youtube. In the background and durning interview you see pieces of the gameplay.
http://www.youtube.com/watch?v=kDZRYKgzg6s Interview is in russian language. |
I hope, that developer give us a perfect gift for christmass as english demo version of Ashes Of Victory.
As it says in the christmass, some wishes come true :) |
Demo would be nice. I'd like to see what new engine is capable of.
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If you are bored waiting for the new Star Wolves incarnation, you may be interested in this little thing.
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Info one of the users posted on the Elite Games Team forum:
Звездные волки 3: Пепел победы Дата выхода: II квартал 2012 Дата выхода в России: весь год 2012 ====TRANSLATION==== Star Wolves 3: Ashes of Victory Release date: II quarter 2012 Release date in Russia: the whole year 2012 Source here. |
Second quarter? Meh, we've been waiting this long.
It's a sad reflection on the genre (space sims) though, all this waiting simply means we couldn't find anything else to move on to. |
SO um - any updates at all - Been following the facebook page but nada there. At least throw me a new screen shot or somehting please :)
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Thx for the link but.. hmm.. How would you call someone who calls such a video "gameplay"?;)
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The project is frozen
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got a source for that abit of info?
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ye sorry if it sounded rude just u hadent provided a link or anything or given where u got the info from so just wanted to know where the info came from :) rather sucks though been waiting ages for it:(
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As q1 comes to an end I feel the need to kick someone at 1c in the pants.
/kick |
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Goblin Wizard, respectfully, I disagree. I have a ton of respect for the mod and community work you do for this series but it is 1c's job to promote the game and keep the fan base informed and in that respect they have failed miserably.
They have a forum they never update an in lieu of using the forum they made a facebook page that they haven't posted to since July of last year. The only news we get is obscure refrences and rumors. I understand they have numerous projects they promote but they need to understand the space sim/space rpg market is starving and SW3AOV is one of the few things we have to look forward to. |
You are right about publisher's duties but in this case it's not about it. Freezing the project was the effect of internal development team problems. 1C is not responsible for them.
As usually the problem is money. If devs get some cash they finish the game. If not..I don't want even think about it. So.. if you want to play this game someday pray for a big pile of cash :-D. |
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Hmmmm the project frozen... hmmmm... This isn't good.... I think i will make a sw .... Release date: 30.02.2013..... The game's name is "Star Wolves Episode 3 The Phantom from Opera 11.50 " The principal personages are : Ace Obi Wan Norris, Padme Astra and Rambo Ventura....and aaaaa hmmmm... Anakin Corleone...
PS: Please delete this post... :-|:-|:-|:-|:(:( |
We're waiting
I'm tired of waiting for the releasing date! As Globin said the developers get financial problem... I hope you pass through this hard time and show us The Ashes of Victory- the greatest space game ever!
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Star Wolves 3- Ashes of Victory, release date : Q1 2012... Please pronounce that the release date is undefined. At least, show us you care for...
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Well it is a month later and not a peep.
Wake me when it's ready. |
Guess Ill just keep checking every month.
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oh look another month and I'm still the last post, see you all in July.
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AoV was cancelled. It's official. No reason to ask every month.
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What! When did that happen?:confused:
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I assume the moment when the 1C said that will not give money to finish the game. It was not announced fully officially but I've got this info from one of the devs so it looks like true for me.
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It got cancelled?! MFW.
Ugh. The only vaguely scifi-ish game on the horizon is an XCom remake, but even if it rocks, it's no space sim. Here's where I grumble under my breath that they should've finished the story scripts before working on polishing the engine >__> Well that pretty much kills this place for me. I'll probably be trolling the Torchlight 2 modding forums sometime after it launches (I don't believe in preordering / buying on launch day), but other than that, I dunno. Nice knowing you guys. I hang out at the Windows 7 forums under the same nick, so drop me a message there in the highly unlikely event anyone wants to contact me. So long, and thanks for all the fish. |
On AoV facebook one of the users find site with some info:
http://games.gamepressure.com/game_info.asp?ID=14954 and someone write in response to a question that AoV is cancelled: "Well no i asked 1C and they sade that its on hold not that its cancelled." There is glimmer of hope. I really most wait for this game. |
Hm...i saw a lot of times now that Kickstarter can be really a opportunity. Maybe that is the way how we can have the genre alive. I love space sim's, especially Privateer type and Star Wolves type but i not really like that 4X types these days. I love Masters of Orion but the new one are far too much customization and too less action.
If some1 has a connection to the Dev's may try to talk about, I think i am not the only one who would like to spend his money to get the games ready and make some more of it :P. Maybe a really good Privateer remake :P. |
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With all due respect Goblin Wizard, as long as they have an open forum and a thread stating it is in development, i feel the need to point out that they need to give us some firm confirmation. I agree with tylerdyr. Kickstarter is a wonderful program and they are fools not to take advantage of it. I, for one, would donate with the promise of a discount on purchase. Cheers, see you in August! |
TAKE MY MONEY!!!!!!!!
:cry::cry::cry: |
Happy August all!
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Hello Lotrek,
I was already missing your posting regards |
Please release this game, i wait for AoV better than for Diablo 3.
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More than one hundred years have past since the human expansion in space SW AoV was finally released... The game was made by InoCo and published By Triada... All true gamers from known space are now playing it... We have to wait for q4 2240 AD....;)
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When preorder will be in Cenega i buy instant :) Thx for continuation
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Hello September AKA last month of q3 2012. Perhaps Q4 will have some info. Cya all then. |
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A lot of people read this forum.... But just a few answer... |
Game was cancelled. If you look to at www to games the AOV disappeared from there.
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Oh... This is nice ... i am waiting for it from 2010 and now they cancelled it ... :!::sad::x:x:x:x:x:x:cry::-|:shock::shock: I wont buy 1c games anymore... and i will upload all 1c games that i have bought.....
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