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Post by gedzilla on Jul 25, 2019 17:24:15 GMT
My favorite was when i got vesta overkill for the first time, i loved it. I spent hours battlimg it out. It was the first time it felt like a true battle, with the outcome really in doubt.
My least favorite was probably sometime in the sandbox, waiting (fruitlessly) for the enemy to DO SOMETHING ALREADY!
What was yours ?
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Post by airc777 on Jul 25, 2019 18:13:18 GMT
Least favorite aspect is plotting intercepts against repeatedly dodging opponents.
Second least favorite is any situation in which my designs effectiveness is severely limited by the performance constraints of the simulation. (Frame rate, crashing, high time to kill, ect..)
Favorite part is probably that moment in the core gameplay loop when you're toying around with the sliders and you discover a new combination of materials for a module that unexpectedly works really, really, well. Most recent example I have was probably switching from railguns with vanadium chromium steel or zirconium copper rails and very long barrels to ferritic stainless steel and much shorter barrels.
I sat here for a minute trying to come up with my favorite part of the combat or of maneuvering or planning, but I'm honestly drawing a blank. The campaign delta V puzzles are only interesting the first time through and the combat all feels same-ish when you are playing at power scales and efficiencies where missiles and flares and ciws and heavier payloads just quit working against lasers and extreme velocity railguns. Maybe I'm just an unimaginative person.
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Post by cipherpunks on Jul 25, 2019 20:04:41 GMT
Least favorite, apart from what airc777 said in first sentence above, is the absence of precise orbit/time manipulation possibility, e.g. no way to fine-tune w/o carefully using a special breed of mice (I had to buy Logitech G502 which has flexible speed controls, h.recommended). It doesn't even has prograde/retrograde/normal/antinormal/etc HUD indicators... Also, can't match speed in combat, can't operate relative vectors at all, except eyeballing blind (pun intended). Second least is serious performance issues a.k.a 0.2 FPM (frame per minute) or less. Often that's the game breaker. Third least fav. is the fact that CoaDE unvierse seems utterly dead: can't fly away from mission space and try to hide from pursuers around another planet/asteroid, no private/commercial traffic/convoys, so I can't grab their goods; no space stations except as mission targets; no need to restock food/no crew hunger; that kind of thing. Feels alpha, really.
I like the possibility to edit ships/modules/materials most. Yet to properly edit-in some good A.I. settings, though, but that may be my own problem.
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Post by airc777 on Jul 25, 2019 20:19:19 GMT
Third least fav. is the fact that CoaDE unvierse seems utterly dead: can't fly away from mission space and try to hide from pursuers around another planet/asteroid, no private/commercial traffic/convoys, so I can't grab their goods; no space stations except as mission targets; no need to restock food/no crew hunger; that kind of thing. Feels alpha, really. This is a game very much tailored to engineers and not a game tailored to strategist. That is still great in it's own right, but it would be nice if it could do both. If engineering time for new modules could be worked into the campaign, or if certain factories building the ships for certain missions only had access to a certain tonnage of each material and fuel and fissiles, or if there were any stealth or information warfare modeled, or some just mundane tasks like commerce raiding, all of that would help the immersion.
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Post by AtomHeartDragon on Jul 25, 2019 22:31:37 GMT
Least favourite? Bugs. Lag. Lack of any QoL stuff in the editor. UI. Lack of multi-intercepts. Dim-witted AI. Low res astronomical objects textures and collision models.
Most favourite? Mostly everything else. Most of all that someone finally took a shot at seriously simulating space combat.
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feld
New Member
Posts: 45
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Post by feld on Sept 18, 2019 14:33:26 GMT
<puts on flak helmet> Least favorite: the fact that the developer's blogs contain information in the assumptions sections that indicate that they didn't have access to all of the information that they needed and thus the simulation actually fails at its stated design goal: to DISCOVER what space warfare might be like under realistic conditions. Because the dev either wasn't aware of or had to ignore some of those conditions in order to make the project work. Also the fact that I could have helped if I'd been aware enough at the time to know the project existed and point them to all the stuff I've spent the last 24 years or so collecting.
Most favorite: EVERYTHING ELSE. The simulation (I won't call it a game) is a wonderfully accurate simulation of space warfare within its design assumptions and constraints. I really don't even mind questionable AI and UI issues because it forces me to discover what the details of that space warfare are like and that is, for me at least, the fun.
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GSUI5051
New Member
Waiting 4 next CoaDE update
Posts: 10
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Post by GSUI5051 on Sept 18, 2019 15:39:13 GMT
It depends on HOW DO YOU DEFINE "PART"
Favourite Part: the entire game simulator
Least favorite part: lags and gun rpm. If you wonder the guns in CoaDE can't shot faster than 3600 rpm, there's one reason: 60 fps. In reality, you can easily find 6000 rpm guns. Do you know the guns on A-10 "Warthog" and CIWS?
If you regard each module in CoaDE as a "part" (just like those in KSP), it depends.
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Post by EshaNas on Sept 19, 2019 2:23:37 GMT
Least Favourite part: the story and human setting. How Earth got mangled felt really contrived and did Earth *need* to be mangled? Like in Orion's Arm or Eclipse Phase, I don't think it needed to be. Also the lack of parts/designability.
Things that urk me: modding was always a wrangle and I gave up a year ago.
Favorite part: BATTLING. ACROSS. SOLSYS. Sure you need a supercomputer to have the whole system at times (but do you really need it? Battles are small tactical things. Solsys is when you need a strategic view, even with torchships). The fact this section of hard scifi exists.
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Post by AtomHeartDragon on Sept 19, 2019 6:21:31 GMT
Also the lack of parts/designability. ?
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Post by EshaNas on Sept 19, 2019 23:32:46 GMT
Also the lack of parts/designability. ? Cosmetically, something more akin to KSP, which is what I sprang from right before COADE. It's a minor thing.
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Post by airc777 on Sept 22, 2019 23:12:17 GMT
Cosmetically, something more akin to KSP, which is what I sprang from right before COADE. It's a minor thing. You can make whatever, it's just practical and pretty do not necessarily correlate.
AtomHeartDragon's Homeworld style cosmetics OP, plz nerf.
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Post by AtomHeartDragon on Sept 23, 2019 18:26:00 GMT
AtomHeartDragon's Homeworld style cosmetics I feel flattered.
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