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Other => Discussions => Topic started by: xenoargh on August 04, 2021, 02:15:36 PM

Title: Highfleet... ugh
Post by: xenoargh on August 04, 2021, 02:15:36 PM
Alex, Highfleet (https://store.steampowered.com/app/1434950/HighFleet/) is like every choice you've ever made that made Starsector clunky and rough-feeling, compounded and never, ever fixed. 

Every UI felt like, "hey, it works, move on" and every decision made, from, "let's not give players any useful information" to "let's implement the worst aiming system ever" is just... wow.  Like, for something this ambitious, the whole thing feels so rough.  I didn't even get far enough in to figure out whether the ship-building mechanic is utterly broken, balance-wise (almost certainly "yes", based on a few things I looked at, though).

I recommend playing it for a "what if I made all my systems deliberately obtuse" understanding of game design.  I don't recommend it to anybody just wanting a new game to play right now; for $30, this was one of the faster things I've ever decided to stop sinking time into, lol.

Yet it's all over YouTube and it looks like it's a bona-fide hit; SteamSpy thinks 100K units shipped. 

If Starsector doesn't absolutely wreck those numbers when it hits Steam, I'm going to be rather shocked; it's a far better video game.
Title: Re: Highfleet... ugh
Post by: Deshara on August 04, 2021, 02:22:02 PM
i was literally just starting that game up when i checked the forums & saw this post lol will be back soon with furious feedback or furious praise
weird preliminary complaint tho; idk what any of the options do. theyre toggles but i cant tell if theyre telling me the thing it says is what it's set to or if it's telling me that clicking the button will set it to that lmfao like, i cant tell when it says fullscreen if its saying its fullscreen or if clicking that will set it to fullscreen, & i cant tell whether its in fullscreen bc the game minimizes when i click off of it either way. weirdly ambiguous options. i could probably figure it out by googling what dithering is since thats the only immediately evident option in the menu, but, im not gonna do that
Title: Re: Highfleet... ugh
Post by: xenoargh on August 04, 2021, 02:48:03 PM
I suspect it's going to be one where the fans furiously defend it because "ooh, you can do so much stuff", and the rest of us just quit playing it or quietly refund it, because more features != better games, lol.

Honestly, for $30... I kind of expect it to ship with a reasonable amount of polish.  Like, better than, "meets minimal requirement for business case".  At least by the time I bought it, it had already been patched once; apparently 1.0 had a fair amount of CTD bugs  ::)
Title: Re: Highfleet... ugh
Post by: Deshara on August 04, 2021, 03:07:50 PM
i... wonder if the ppl who made this game know what "romani" means... im p sure they were just trying to allude to the roman empire, but man thats unfortunate lol
Title: Re: Highfleet... ugh
Post by: xenoargh on August 04, 2021, 03:28:28 PM
He's Russian. I think it's a deliberate triple-entendre; they're trying to roll up the Gypsies, the Romans and 'Murica into one vague image, lol. It is a little odd, though; "let's launch a pogrom against the Romani" would never fly in a game made in the United States, lol.

I totally agree with RPS's review (https://www.rockpapershotgun.com/highfleet-review) on this one. I think it's funny that they refer to Deadnought, which was another game I ended up excoriating in review.
Title: Re: Highfleet... ugh
Post by: Deshara on August 04, 2021, 03:31:47 PM
i hadnt even entertained the possibility that they did it on purpose. i tried to look up who made this but didnt find much before i got bored & gave up, but finding out its a russian specifically is, uh
Spoiler
https://www.youtube.com/watch?v=mQYWJ9xQQLg
[close]
Title: Re: Highfleet... ugh
Post by: Deshara on August 04, 2021, 03:46:22 PM
im really trying not to make this into a "deshara liveposts highfleet" thread but i find it interesting that the name Daud came up in highfleet for a superior very early. i wonder if that's a coincidence or if ss & highfleet both pulled the name from a common source. not sure who i'd have to ask about that

edit: okay so ive gotten my impression in & you know what this reminds me of? there was a roguelike game where ur character hijacks a steampunk mech of esoteric design & function & u have to figure out the hard way with no instructions how to operate it by yourself. i dont remember what it was called. thats what this game feels like, outside of the combat. & i really like that. i get why people wouldnt, but i do.

as for the combat, yeah coming from SS it does feel like a huge downgrade. judging by the performance of the enemies i get the sense that its, to some degree, supposed to feel like playing the lovechild of QWAP & lunar lander, but if the game had had buttery smooth combat that felt good to play i dont think anyone would have been complaining about it so that justification only goes so far.

also idk if this is my eyes but i find the ship customization stuff completely unscrutible. one of the problems with having the ship blend together to make a sensible cohesive whole where the individual parts of the ship just look like greebles on the general silhouette is that i find it completely impossible to make out what's what. my eyes just glide off of all of it. it feels like a color blindness test that i'm failing. the game thus far hasnt really given me the oppertunity to build a ship but, and this is the first time in my entire life i've ever thought this, im really dreading having to customize a spaceship

aside from that the one thing that i find completely objectionable is the mouse controls for the guns. it feels like a game that was made to be played on console, that wasnt made to be played on console. which is a problem. there is a degree to which it is okay to make players wrestle with awkward controls & the way aiming works goes just over the line
Title: Re: Highfleet... ugh
Post by: Alex on August 04, 2021, 09:14:31 PM
(I'll say, gamedev is hard and I don't want to criticize things in terms of design decisions and so on. That feels like it'd be presumptuous of me - so many things are likely going on behind the scenes. So I'll just talk about it in terms of my experience with it, which is <checks> at around 3.5 hours right now.)

So! I absolutely love how ship movement is handled in HighFleet. Yeah, very much lunar lander vibes, but then I totally loved that game way back when, too. And it feels so weighty, and the visuals are absolutely gorgeous. Doing stuff like dodging an incoming missile feels great. And I haven't resented needing to manually land ships fairly often - well, except for that one time when it blew up *after* the game already gave me control of the second ship I was trying to land, and so I had to re-do the landing and just land the big clunker solo so it wouldn't blow up post-landing. But I digress.

The mouse aiming, I have more mixed feelings about. I can see the appeal of that approach - it makes aiming more difficult in a way that requires building up skill to do well. But with even the slightest enemy fire hitting you glitching out the interface so you can't actually see the arrow at all - and with the huge bullet decals - that just feels like too much. But, if you set glitching to low in options, that actually takes care of the issues with the arrow, though not the bullet decals - heaven help you if you're in a corner of the playing field :) Overall, I think the combat feels pretty great and I wish there was more of it.

The ship design/refit screen, I bounced off it super hard. Maybe it's my failing, but I spent like half an hour trying to install a gun on a ship and could not get it to work. I'm not sure if the UI was bugging out - it's possible, since it does that a fair bit - or if I was just missing something fundamental.

The radio intercepts etc - I like the concept, but anything that makes me click and drag with the middle mouse button is just so physically uncomfortable for me that I can't get into it. I love the feel of the UI, though, and the idea behind it. And the what-to-recover-post-combat thing is really neat. And just in general, the heavy-UI aesthetic is good and I appreciate how hard they've leaned into it.

Overall, so far... mixed feelings, I'd say, but more on the positive side? I'm not sure if I'll find a way to make progress in the campaign that feels fun, or if you *have* to do the radio intercepts manually to do alright. Right now, honestly, I'm wishing there was a "just jump into the combat" way to play it. I definitely need to spend more time figuring out the campaign, though... I just don't know enough about it. That's part of why I want more combat - I'm reasonably comfortable with that part of the game and just want to play it more :)
Title: Re: Highfleet... ugh
Post by: Deshara on August 05, 2021, 04:29:22 AM
i like the lunar lander thing too. i think the docking sequences, with the camera getting really unhelpfully close to the ship, is an amazing way to really contextualize the ships. I found myself wishing starsector would have the same sort of thing, just a really gratuitous money shot of your flagship as you drag it into a station's wetdock. also opening the game with a lunar landing docking sequence was a really good way to introduce the movement mechanics IMO. i was a bit weirded out by the game starting with a lunar lander minigame but upon realizing that actually the whole game was gonna be that i was quite pleased with it

ive figured out the refit screen & how the controls & everything for it works, was able to refit the huge cruiser the game starts you with into a strata strike cruiser. but having said that, i still am completely unable to actually look at a ship & figure out what it's made out of enough to actually refit a ship shy of completely scrapping it (& having myself grounded for days on end as a result). if there was a button that made the armor & hull invisible so you could see what was underneath without having to mouse over every tile (and even then most of the time it highlights the hull itself) i'd find it a lot more usable but as is  :-X

i have a mouse where the middle button is a separate button just under the scroll wheel, and clicking in the scroll wheel just toggles it between clicky scroll mode & frictionless scroll mode (when my SO gets upset & yells at me absentmindedly flick it without realizing it & it makes them drastically more upset for it lol zzZZOOOOOOOOOoooooooooooooooommmmmmZOOOOOoo--). ANYWAY, the moment I opened up the SigInt screen, clicked one of those dials and then turned it I went, "Oh, NO. I feel so bad for anyone who doesn't have my exact mouse." But since I have the exact correct mouse, I can say the SigInt stuff is basically (otherwise) perfect. The signals being on a timer with degrading quality over time is :chefs kiss: mue perfectimisimo. Also the fact that most of what comes through on it is inane chatter (Id know all about that) makes it even better. Thinking about it, it reminds me a bit of the neutrino detector in SS, which I also enjoy way more for all the false positives. something about spying on radio transmissions that really Feels Right when you're just getting unwanted info on people's water shipments & the pulse frequency of the next star over. theres also a natural frustration to, intercepting perfectly transmission after transmission talking about people's milk deliveries, then intercepting an important piece of military intel but the only piece of the broadcast that was important got lost bc u didnt do it well enough -- which I love. It makes me strain myself to do better every time I get a signal, which makes me laugh when I get from it perfectly decoded gossip about the local pet groomer

also i like the world they're building. i was worried with the romani empire that they were just gonna go straight "italy circa 2,000 years ago", but they didnt & im very pleased with that. It reminds me so much of Deserts of Karahk that when I looked up the dev & saw that his youtube channel has the Deserts of Karahk credits saved to it I sat through the whole credit sequence to see if he'd actually worked on the game (didnt see that he did tho)

while typing this i tried to screen an enemy warfleet with 2 full strata cruiser's worth of cruise missiles, did it wrong & the entire volley looped back around & targeted my own fleet LMFAO 10/10 would incinerate my own fleet with a barrage of nuclear warheads again. Oh! The way that the game handles campaign-level long range strikes by loading in a combat map with the target fleet & the missile & just treats it like a mini-battle with the game's normal combat mechanics is really neat & a very good idea


I'm quite enjoying it thus far. It's awkward, but it's an awkwardness that really captures the feeling of commanding an old warship. Sometimes in a bad way, but mostly in (IMO) good ways. I think i've circled back around on my litmus test from earlier; I don't think I'd enjoy the game as much if it were a smooth, frictionless experience. Wiping my own fleet with a poorly fired barrage of cruise missiles feels right. It makes my fleet feel like something that shouldn't be in the hands of an idiot (read as: me), which makes them feel more real & compelling -- for me anyway

edit: i had to get out of bed to come add, i can't stop noticing this; when the ships are parked with their legs down, don't a lot of the smaller ships look like the mechs from ghost in the shell?
Title: Re: Highfleet... ugh
Post by: Sundog on August 05, 2021, 06:38:50 PM
If Starsector doesn't absolutely wreck those numbers when it hits Steam, I'm going to be rather shocked; it's a far better video game.
Agreed! Only real hiccup I foresee for Starsector when it hits the shelves is players finding ship movement controls counter-intuitive. I still strafe the wrong way sometimes when my flagship is facing downward.

Highfleet has a lot of rough edges, but I'm enjoying it quite a bit. It's very similar to Starsector in the ways I care about most.
But, yeah. I deffinately see where you're coming from, xeno. Playing Highfleet makes me all the more appreciative of Alex's commitment to explaining every aspect of Starsector as clearly as reasonably possible.

And the what-to-recover-post-combat thing is really neat.
Yep! Post battle salvage is one of the few things I think Highfleet does better. If Starsector didn't already have a perfectly serviceable system in place I'd suggest that you do something similar. Based off of what I've seen so far, I also think the strategic layer of Highfleet is much better than Starsector's, but that's not what Starsector is really about/built for, so it's not a fair thing to compare.

The only thing Highfleet has that I think Starsector needs is a fair and effective way to discourage fighting the same battles until a flawless victory is achieved. I've griped before about how I think iron mode and save-scum mode are both poor fits for Starsector, and I think something similar to Highfleet's morale penalty for retrying a fight could solve my complaints. I've given a lot of thought to the best way to create something like that for Starsector, so I'd be begrudgingly willing happy to draw up a detailed suggestion, if you think it's something that should be addressed.
Title: Re: Highfleet... ugh
Post by: Alex on August 05, 2021, 06:54:46 PM
Yep! Post battle salvage is one of the few things I think Highfleet does better. If Starsector didn't already have a perfectly serviceable system in place I'd suggest that you do something similar. Based off of what I've seen so far, I also think the strategic layer of Highfleet is much better than Starsector's, but that's not what Starsector is really about/built for, so it's not a fair thing to compare.

Hmm - I think the games are different enough that it doesn't make a lot of sense to compare, yeah. E.G. the post combat salvage is a neat thing in HighFleet but I don't particularly think porting that system over to Starsector would be a good idea. For HF, it plays within the larger context of small-scale campaign time pressure that's present throughout. And the strategic layer... it's just apples and oranges, really! It does some neat things at the expense of a lot of freedom; again a fine choice to make, just one that produces a very different result.

(And likewise for detachments; I think they work in HF largely because of how limited movement is - which is fine! but, right, very different. And I'm not sure how much they really add to the game - there's the cool factor, but it's also just a bit of a chore. I suppose it's another take on "why wouldn't you always deploy the biggest ship", which in Starsector's case is handled differently. Maybe I'll see more of a use for them later in the campaign, aside from just using them always being the right choice when approaching your average ... city? outpost? town? whatever the right word for 'em is.)

The only thing Highfleet has that I think Starsector needs is a fair and effective way to discourage fighting the same battles until a flawless victory is achieved. I've griped before about how I think iron mode and save-scum mode are both poor fits for Starsector, and I think something similar to Highfleet's morale penalty for retrying a fight could solve my complaints. I've given a lot of thought to the best way to create something like that for Starsector, so I'd be begrudgingly willing happy to draw up a detailed suggestion, if you think it's something that should be addressed.

Counter-point: the morale system in HF only works because of you can't really load/save freely. If you could, you'd just reload anyway, right? Regaining fatigue again plays into the time-pressure thing and it takes a while, so it's a significant penalty. I almost think that system is there in the first place *because* you can't load/save freely and the game needed something that could stand in for it... which it's quite good at, since you get sort of a set of "lives" (that you can slowly regenerate) for the course of the campaign.

I will say that it felt weird to me that you lose a campaign resource for a meta-action like restarting a fight... but, I mean, games do gamey things sometimes, so, ok, fine!
Title: Re: Highfleet... ugh
Post by: Sundog on August 05, 2021, 07:43:43 PM
(And likewise for detachments; I think they work in HF largely because of how limited movement is - which is fine! but, right, very different. And I'm not sure how much they really add to the game - there's the cool factor, but it's also just a bit of a chore. I suppose it's another take on "why wouldn't you always deploy the biggest ship", which in Starsector's case is handled differently. Maybe I'll see more of a use for them later in the campaign, aside from just using them always being the right choice when approaching your average ... city? outpost? town? whatever the right word for 'em is.)
Yeah, completely different systems for different goals. The ability to detach a smaller fleet could be useful for a handful of situations in Starsector, but it would cause so many problems that don't apply to HF, due to the simplicity allowing players to manually control all fleets at once. I really like both schemes, but they're not compatible at all.

btw, I wasn't convinced Highfleet's fleet-splitting feature would be useful or interesting at first either, but now I absolutely am.

Counter-point: the morale system in HF only works because of you can't really load/save freely. If you could, you'd just reload anyway, right?
Right, but that's an accidental, assumptive straw-man argument  :P
It doesn't apply to what I had in mind, which I've been planning (as a feature for ruthless sector) for many months prior to the release of Highfleet.

Regaining fatigue again plays into the time-pressure thing and it takes a while, so it's a significant penalty. I almost think that system is there in the first place *because* you can't load/save freely and the game needed something that could stand in for it... which it's quite good at, since you get sort of a set of "lives" (that you can slowly regenerate) for the course of the campaign.
Absolutely.

I will say that it felt weird to me that you lose a campaign resource for a meta-action like restarting a fight... but, I mean, games do gamey things sometimes, so, ok, fine!
Fine, yeah, but not good. Ideally game mechanics like this have some sort of lore explanation, like expending a resource to grow a new clone or somesuch. I think one of the (many) reasons Dark Souls was so successful was that it did this well.
Title: Re: Highfleet... ugh
Post by: Alex on August 05, 2021, 07:52:13 PM
Right, but that's an accidental, assumptive straw-man argument  :P
It doesn't apply to what I had in mind, which I've been planning (as a feature for ruthless sector) for many months prior to the release of Highfleet.

Ah! To me "similar" meant sharing in that meta-action-for-campaign-resource quality, since that felt like the main feature of that. I mean, how else are you going to restart a battle? "It was all a dream!" (or, more charitably: "well, that simulation didn't go well, let's try it for real this time!") via a story point, perhaps? :)

(Edit: and, I really need to get further along in HF's campaign. There's a fairly strong "but I don't wanna do the radio intercepts" element involved in learning more of the campaign mechanics, though, so I'm dragging my feet a bit...)
Title: Re: Highfleet... ugh
Post by: KDR_11k on August 05, 2021, 10:48:44 PM
Counter-point: the morale system in HF only works because of you can't really load/save freely. If you could, you'd just reload anyway, right?

I think if you give players a reasonable way to deal with losses without completely crippling their campaign most will likely use that system over save-scumming. I mean, a lot of story point actions can theoretically be done by save-scumming as well but having an SP option makes it feel more legitimate to use that.
Title: Re: Highfleet... ugh
Post by: Sundog on August 06, 2021, 12:11:00 AM
Ah! To me "similar" meant sharing in that meta-action-for-campaign-resource quality, since that felt like the main feature of that. I mean, how else are you going to restart a battle? "It was all a dream!" (or, more charitably: "well, that simulation didn't go well, let's try it for real this time!") via a story point, perhaps? :)
I'm fairly confused by this whole thread of conversation. It's somewhat off-topic anyway...

(Edit: and, I really need to get further along in HF's campaign. There's a fairly strong "but I don't wanna do the radio intercepts" element involved in learning more of the campaign mechanics, though, so I'm dragging my feet a bit...)
Oh, god, don't remind me... Thank you for not adding a bunch of obtuse mini-games to Starsector. I like the landings, conversations, and salvage minigames just fine, but I think I'm going to start ignoring all radio intercepts as a 'self imposed challenge'
Title: Re: Highfleet... ugh
Post by: Deshara on August 06, 2021, 04:16:06 AM
tbf there is a button to skip them
Title: Re: Highfleet... ugh
Post by: SCC on August 06, 2021, 05:03:09 AM
It sounds like I should play Highfleet just to know how to improve Starsector.

I will say that it felt weird to me that you lose a campaign resource for a meta-action like restarting a fight... but, I mean, games do gamey things sometimes, so, ok, fine!
Where there's a will, there's a way as well.
Flux Grid Rebuilders:
Disabled ships are ships which can no longer fight due to unstable flux grid, which will explode immediately after the salvage screen. Until then, they can only move around. It's possible to use Flux Grid Rebuilders to stabilise those ships and bring them back to operational capacity. However, if you do that, the enemy will likely do the same.
This explains how you use in-universe resources for out-universe things (restarting the fight in this case).

FGRs have to be tuned to specific ships to recover them efficiently, with just a single FGR. It's possible to use untuned FGRs, but they will burn out before reconstructing the entire flux grid, necessitating use of multiple FGRs to finish the process.
This would simulate Highfleet's over time morale recovery.

Oh, god, don't remind me... Thank you for not adding a bunch of obtuse mini-games to Starsector. I like the landings, conversations, and salvage minigames just fine, but I think I'm going to start ignoring all radio intercepts as a 'self imposed challenge'
I even recall Alex going "if I can't make a good minigame, I won't make any at all".
Title: Re: Highfleet... ugh
Post by: Alex on August 06, 2021, 11:01:19 AM
I think if you give players a reasonable way to deal with losses without completely crippling their campaign most will likely use that system over save-scumming. I mean, a lot of story point actions can theoretically be done by save-scumming as well but having an SP option makes it feel more legitimate to use that.

I think that's a fair point! But the implementation in HF feels about halfway to save-scumming anyway, so I think it'd be a harder sell in the presence of being able to save/load more freely.

(I really wish you *could* save/load whenever, except for in battles, of course. These days when I'm playing a game I want to be able to quit it pretty much immediately, not be tied to it until it decides to save...)

I'm fairly confused by this whole thread of conversation. It's somewhat off-topic anyway...

Ahh, I think we started talking past each other at some point without realizing :) Still not sure where it went off the rails, but, regardless :D

tbf there is a button to skip them

Right! I think I kind of immediately discounted because it gets you a worse result.

(And, this does seem like a conceptual problem. A button to "skip a chore and get a worse result", not really a fan of. I can see how it might've happened, though - and if the "worse result" is good enough to play the game out, then it's not that big a deal. I'll have to just jam it every time and see how it goes.)

Where there's a will, there's a way as well.
Flux Grid Rebuilders:
Disabled ships are ships which can no longer fight due to unstable flux grid, which will explode immediately after the salvage screen. Until then, they can only move around. It's possible to use Flux Grid Rebuilders to stabilise those ships and bring them back to operational capacity. However, if you do that, the enemy will likely do the same.
This explains how you use in-universe resources for out-universe things (restarting the fight in this case).

FGRs have to be tuned to specific ships to recover them efficiently, with just a single FGR. It's possible to use untuned FGRs, but they will burn out before reconstructing the entire flux grid, necessitating use of multiple FGRs to finish the process.
This would simulate Highfleet's over time morale recovery.

A worthy effort :)
Title: Re: Highfleet... ugh
Post by: Sundog on August 06, 2021, 04:56:08 PM
(I really wish you *could* save/load whenever, except for in battles, of course. These days when I'm playing a game I want to be able to quit it pretty much immediately, not be tied to it until it decides to save...)
Pretty sure Highfleet is one of those games that auto-saves any time you make any decision, no matter how trivial. Capturing fleet HQ cities just creates a checkpoint save that you're allowed to travel back in time to.
Title: Re: Highfleet... ugh
Post by: Deshara on August 06, 2021, 06:14:20 PM
tbf there is a button to skip them

Right! I think I kind of immediately discounted because it gets you a worse result.

(And, this does seem like a conceptual problem. A button to "skip a chore and get a worse result", not really a fan of. I can see how it might've happened, though - and if the "worse result" is good enough to play the game out, then it's not that big a deal. I'll have to just jam it every time and see how it goes.)

i felt the same way until i realized that most of what comes in over the sigint is either nonsense or completely irrelevant to my fleet's situation, then it clicked in my head that a lot of the time i can infer from what im doing whether i care about what's on the other end of the short-wave, at which point if the game didn't have the auto-resolve button i would just ignore those signals, which would get me into the habbit of ignoring the signals. whereas with the button I'm still pulling down the sigint display & getting a result from the mechanic, and still making calls on whether or not i should try to intercept the message so even when I'm using the skip button I'm still engaging with the mechanic on some level.
reminds me a bit of the autoresolve button in total war games; there just are too many battles of little significance to demand that players micromanage every one, so the game is drastically improved by the ability to skip some content.

(I really wish you *could* save/load whenever, except for in battles, of course. These days when I'm playing a game I want to be able to quit it pretty much immediately, not be tied to it until it decides to save...)
Pretty sure Highfleet is one of those games that auto-saves any time you make any decision, no matter how trivial. Capturing fleet HQ cities just creates a checkpoint save that you're allowed to travel back in time to.

its definitely not lol i've been alt-f4'ing out of bad fights. it's really giving me flashbacks to this one space mount&blade game that some people around here might have heard of... lmfao
Title: Re: Highfleet... ugh
Post by: Alex on August 06, 2021, 07:05:03 PM
Pretty sure Highfleet is one of those games that auto-saves any time you make any decision, no matter how trivial. Capturing fleet HQ cities just creates a checkpoint save that you're allowed to travel back in time to.

I believe it saves when you get to a city. So, say, if you get to a city, then fight, buy some things, etc, you can't quit without losing progress until you get to another city, as far as I understand. And definitely not if you're mid-flight somewhere. It doesn't help that it doesn't tell you when it saves...
Title: Re: Highfleet... ugh
Post by: SCC on August 07, 2021, 02:58:05 PM
I have played Highfleet a bit now. It feels like a flipside of Starsector. Starsector has many practical aspects to it (combat is deeper, fleet combat is a thing, there are many more weapons and unique abilities), while Highfleet has many flashy things about it (story, presentation, minigames), but are pretty similar games at their core. You just go around and shoot stuff.

Radio intercepts make me wonder "why can't I simply grab the needle with my mouse and point it precisely the way I want to?", since it wouldn't really be such a big advantage over having to scroll and drag.

But with even the slightest enemy fire hitting you glitching out the interface so you can't actually see the arrow at all - and with the huge bullet decals - that just feels like too much. But, if you set glitching to low in options, that actually takes care of the issues with the arrow, though not the bullet decals - heaven help you if you're in a corner of the playing field :)
My solution to this is to give up and wait until the holes and glitches pass. The guns reload in the meantime. It does let me appreciate that you flashbang us only when some ship blows up...

About ship customisation - I think messing around in shipworks section in the main menu will help a lot. In the campaign, you're stuck with too much risk initially to experiment. Minimalist UI there also helps, since you'll naturally notice the ship stats on the left and see what components you are missing, which you can add one by one, without any already-there parts obstructing you. It took me maybe half an hour to create a ship that flies and shoots, the biggest issue being that the editor crashed sometimes and that it's just so slow to add many parts at once.

The only thing Highfleet has that I think Starsector needs is a fair and effective way to discourage fighting the same battles until a flawless victory is achieved. I've griped before about how I think iron mode and save-scum mode are both poor fits for Starsector, and I think something similar to Highfleet's morale penalty for retrying a fight could solve my complaints. I've given a lot of thought to the best way to create something like that for Starsector, so I'd be begrudgingly willing happy to draw up a detailed suggestion, if you think it's something that should be addressed.
I haven't gotten the morale penalty yet (I don't even know what morale does), but the quick and easy battle restart is so useful. It can be off for ironman mode or whatever, but if you want to enjoy playing the game, it's really good.

Hmm - I think the games are different enough that it doesn't make a lot of sense to compare, yeah. E.G. the post combat salvage is a neat thing in HighFleet but I don't particularly think porting that system over to Starsector would be a good idea. For HF, it plays within the larger context of small-scale campaign time pressure that's present throughout. And the strategic layer... it's just apples and oranges, really! It does some neat things at the expense of a lot of freedom; again a fine choice to make, just one that produces a very different result.
I don't think choosing between getting one thing and losing other things is something that wouldn't fit for Starsector.

(And likewise for detachments; I think they work in HF largely because of how limited movement is - which is fine! but, right, very different. And I'm not sure how much they really add to the game - there's the cool factor, but it's also just a bit of a chore. I suppose it's another take on "why wouldn't you always deploy the biggest ship", which in Starsector's case is handled differently. Maybe I'll see more of a use for them later in the campaign, aside from just using them always being the right choice when approaching your average ... city? outpost? town? whatever the right word for 'em is.)
Switching fleet compositions in SS isn't directly limiting for my movement capabilities, but it does put a damper on my enjoyment of the game whenever I need to do it (well, I don't actually need it, but resource management demands I do it, since it's optimal), enough that I can't imagine not trying to obtain the Janus device as soon as possible. Or sometimes cheating anyway, because between cheating supplies and fuel to make grocery shopping with a warfleet free and spending a lot of time swapping between that warfleet and a shepherd or two, going around the sector looking for stuff, then going back to that warfleet - yeah, I will cheat instead. MY time is a limited resource. Admittedly, this calls more for fleet templates than splitting fleets, but splitting fleets encourages fights I would never take otherwise, and I like fighting in SS, so I wouldn't mind that one happening, either.

Title: Re: Highfleet... ugh
Post by: Sundog on August 07, 2021, 03:27:36 PM
It took me maybe half an hour to create a ship that flies and shoots, the biggest issue being that the editor crashed sometimes and that it's just so slow to add many parts at once.
Shift+LMB allows you to place the selected part multiple times without re-selecting it. The game never mentions this, of course. That would be too easy.
Title: Re: Highfleet... ugh
Post by: Deshara on August 07, 2021, 05:08:14 PM
that helps but -- idk if this is just me somehow but the parts are so sticky. clearing 1 tile requires 4 clicks, 2 of which need to be moved off to a blank part of the screen, and also those clicks have to be really far spaced out. im sure theres some coding reason for it, but my god does it feel bad lol
Title: Re: Highfleet... ugh
Post by: Nick XR on August 07, 2021, 07:31:48 PM
I recently watched the TV show Avatar: The Last Airbender and I felt a bit sorry for kids who had watched it and then thought that other TV shows would ever come close to being that good.  I feel like Starsector is Avatar here in that it has created sky high expectations for any game that is remotely like SS.  Reading the reviews of Highfleet I simply think, "Well why didn't they just polish the game for 5 years, what's the big deal".

Totally spoiled.
Title: Re: Highfleet... ugh
Post by: Linnis on August 11, 2021, 02:14:56 PM
The only thing Highfleet does better is the Visual effects and Sound effects. UI style is also cool, fitting the janky steampunk style.
Title: Re: Highfleet... ugh
Post by: Sundog on August 11, 2021, 05:55:24 PM
While I appreciate Highfleet's over-the-top sounds and visuals, it definitely neglects user experience considerations for the sake of style. I prefer FractalSoftworks' philosophy of making everything as stylish as it can be without interfering with clarity and usability.
Title: Re: Highfleet... ugh
Post by: SCC on August 12, 2021, 10:06:47 AM
The only thing Highfleet does better is the Visual effects and Sound effects. UI style is also cool, fitting the janky steampunk style.

It's more of a dieselpunk, really. Or whatever fuel you've got, gas turbines aren't picky, it just has to burn. Speaking of that, I think the dev wanted to be smart and used liquid methane as the fuel in the game, since it sounds futuristic, but fuels that are gas in room temperature typically suffer from having poor volumetric energy density.

While I appreciate Highfleet's over-the-top sounds and visuals, it definitely neglects user experience considerations for the sake of style. I prefer FractalSoftworks' philosophy of making everything as stylish as it can be without interfering with clarity and usability.
It's remarkable how Highfleet and Starsector have a go at "ship combat, fleet leading RPG" and diverge on some points.
While both HF and SS had ship combat since the beginning (or at least I assume so for HF, since Hammer Fight was Koshuntin's first game), SS went all out on it, while HF's seems to have been considered only a part of the experience since the beginning and it's simpler, but there are many more things going on in the campaign (radars, radio eavesdropping, elint, operational range missiles). In SS, it's primarily from getting place A to place B.

SS's combat visuals are pretty utilitarian, but they give you quite some information on what's going on; ship and weapon identification is possible. HF's visuals are more atmospheric, with lots of smoke and sparks, but UI has to help you out on many matters; you need red line indicators to know where the enemy is going to shoot, you need ship previews in the corners to know the condition of your or targeted ship, since you can't really see those things otherwise.

And yet, SS is the flashier one in one aspect: campaign backgrounds. In HF, you spend all your time looking at blueish minimalist map or yellow desert, while SS can get quite scenic at times.
Title: Re: Highfleet... ugh
Post by: Sundog on August 12, 2021, 04:40:47 PM
[snip], but there are many more things going on in the campaign (radars, radio eavesdropping, elint, operational range missiles). In SS, it's primarily from getting place A to place B.
I dunno. I think there are a similar number of things going on in the campaign layer of both games, just at different levels of detail. Starsector has simpler sensor mechanics, but it also has terrain and campaign abilities unrelated to sensors.

And yet, SS is the flashier one in one aspect: campaign backgrounds. In HF, you spend all your time looking at blueish minimalist map or yellow desert, while SS can get quite scenic at times.
That's a good point! Highfleet's visuals could be greatly improved with a world map texture to replace the blueish grid.
Title: Re: Highfleet... ugh
Post by: Cosmitz on August 12, 2021, 09:35:37 PM
I played Highfleet for a few days, and all the time i was thinking "man, i'd rather be playing Star Sector". Glad to see the thread here. :))

I was really hyped for it, the gameplay looked amazingly rad and of all the things in the game, the heavy UI/Carriergroup type of interface is totally my jam. I even enjoyed the RP aspects/random events and generally the factions systems, but jesus christ the gameplay is atrocious.

For one thing, i entirely abhor the 'send one ship at a time versus five enemy ships plus ground support'. It feels like i'm playing a full Star Sector campaign with the older Hyperion where you could solo fleets. It was challenging, and sometimes fun, but would i want to play like that as a default? God hell no. I have ZERO idea what the guys in charge of Highfleet were thinking with the 1 vs all system. They have the AI there for handling ships, obviously. I just have no idea why, or at what point in the development they decided to remove fleet on fleet combat and make this very clunky 'hyperion' system. It skews the game to such a level and tier that of course the subreddit is hyping up the Lightning as the fast/nimble/allbattlesnowtake10minutes ship. You go in and fifty missiles are firing at you, and you're dodging four other ships, while YOUR ENTIRE ARMADA OF DOOM is sitting offscreen eating potato chips. What? And maybe, MAYBE, it would have been ok if you could relatively effortlessy and easy swap ships somehow, like how swapping fighters in fighting games work. But even then, jesus, just bring all my ships in what the hell.

Then there's the reticle thing. I love the actual movement and dynamics of the ships, but the reticle thing? What the hell were they thinking. It wouldn't even be TOO bad if you could zoom in, but you're piloting a flee fighting other flees bouncing around and popping off some spitter which already has spread in it. And you can't even aim.

The aim reticle allows the player to learn a lot of cognitive skills regarding the game systems in terms of projectile speed, spread and just the 'feel' of weapons. There is NONE of that in highfleet. Compare nailing that out-of-range heavy blaster shot on a Hound, to.. whatever the hell's going on in Highfleet. It's terrible, feels bad, and makes me not want to play the combat. I also hear it gets worse, with aircraft attacking your fleet (well, your flagship since of course) and other such things like cruise missiles.

PS: Retrying combat, even though it feels like an 'out of game' event, actually lowers your crew's morale. ... Wow.

----------

Ship construction is also something i bounced really hard off of. You can't zoom in, AGAIN, and you're building on 'layers' that are never really clear, and there's some relation to space/distance from things to other things, and it's rarely clear how stuff fits together and whether they're actually together after that. Like Alex, i tried to do some modifications like guns and whatever, and nope.. also the fact that there's no way to 'sim' your ship after designing it... you could do it in the main menu Shipworks but it feels like five extra steps for something that should take one. Also no grid button so you know what clicks on to what and how?

It just feels extremely granular for no good reason.

Also, my god, Star Sector's weapon groups feel like a call from heaven. In Highfleet i need to what, use half my keyboard to fire my guns, that's aside from the special systems and whatever? Makes me want to never fly big complicated ships.

-----

I hate the landing. Like, i like the general concept of it, but at the very least, i wish i could 'reset' just the last ship i fail to land, NOT THE ENTIRE SEQUENCE OF FIVE SHIPS I JUST LANDED. It feels like landing should be somewhat optional, but it ends up being very important, especially as you're fighting with a single ship most time and you use that as the basic assaulter, and when it gets damaged, you need to repair it quickly on the ground. Again, i love the way it looks and how it's done but jesus christ man.

-----

Also chiming in on the mouse-drag-messages-tune-in-thing. It feels terrible, like it's on some axis i'm not seeing and interpreting Y coordinates as some tangential X coordonates or wahtever and overshoots. No idea, feels bad, they should feel bad. And the mouse scroll speed should be capped logarithmic, not linear. Linear works for fine tuning but i just wish i could do the entire thing with my mouse scroll. Hell, have the thing move to the next active element, as not like there's any other options, and you just don't have to move your mouse, and just scroll wheel the entire thing. Again, makes me not want to engage with it.

-----

In the end, it feels like what xeno said, "Alex, Highfleet is like every choice you've ever made that made Starsector clunky and rough-feeling, compounded was never, ever fixed." There's a great, GREAT, game under all those issues, but it just feels like they're almost not even issues, but actual choices made during development, and that's worse.

I love the ease of splitting the fleet and the logistics of setting down and landing and the detail in going stealth and the information warfare that's going on, the 'carrier command' style of detail to logistics and generally the entire strategical layer is really cool. I like the roguelikey events and the factions and roleplaying in it, but it's just too bad the meat of the game is just something i'd rather not play.

And that's not touching on the nitpicky and annoying issues in regards to the UI which is down to execution, not design. The review on RockPaperShotgun, and i quote:

"Some of it is down to the controls, which are maddeningly inconsistent. Let me copy an example directly from my notes: "when I click on a module in my cargo in an attempt to attach it to a ship, it instantly sells. If I click and drag, nothing happens. How am I supposed to use the stuff in my cargo? To move my fleet I right click, but when I create a splinter group and right click with that, it deselects them instead". I have more notes like this than I'm willing to put a number on."

On that note, i'm sure none of you realised you can 'PAN' RIGHT the Supplies screen, where you buy fuel, to buy special ammo and missiles. Seriously devs? Seriously? Anyway, for anyone that still wants to give this a fair shot, the manual for the game is here: https://cdn.akamai.steamstatic.com/steam/apps/1434950/manuals/HighFleetManual.pdf?t=1627748221
Title: Re: Highfleet... ugh
Post by: SCC on August 12, 2021, 10:53:51 PM
I dunno. I think there are a similar number of things going on in the campaign layer of both games, just at different levels of detail. Starsector has simpler sensor mechanics, but it also has terrain and campaign abilities unrelated to sensors.
I guess SS also has fleet manoeuvring (and abilities) going for it.



I just have no idea why, or at what point in the development they decided to remove fleet on fleet combat and make this very clunky 'hyperion' system.
"It worked for Star Control/Pirates!, let's not reinvent the wheel", maybe? I also don't see any evidence that the dev ever thought of the entire player fleet fighting at the same time.

Also, my god, Star Sector's weapon groups feel like a call from heaven. In Highfleet i need to what, use half my keyboard to fire my guns, that's aside from the special systems and whatever? Makes me want to never fly big complicated ships.
You can be using half your keyboard to pilot the ship (which I don't mind, but hotkey sheet somewhere in the game could be nice), but for guns use only 2 mouse buttons. And to think 5 weapon groups in SS was sometimes not enough...

On that note, i'm sure none of you realised you can 'PAN' RIGHT the Supplies screen, where you buy fuel, to buy special ammo and missiles. Seriously devs? Seriously?
I caught up on it because the game loves panning. Panning in cities, in shipworks, in supplies...
Title: Re: Highfleet... ugh
Post by: TaLaR on August 13, 2021, 01:05:50 AM
I strongly suspect even if fleet vs fleet was an option, it would have been a badly sub-optimal one. Something you'd only use against easiest opponents. AI doesn't seem to really dodge, for one.

Aiming is definitely trickier than necessary, but tolerable if you enable long aiming line (off by default) and set glitches to low.

There are lot of clunky design decisions (like visual design generally trumping usability) and simply bugs, but I think core of the game is really good. Not Starsector-good, but I can't play just one game forever, right?
Title: Re: Highfleet... ugh
Post by: Pratapon51 on August 13, 2021, 02:59:13 AM
I bought the game and while I feel that Highfleet would have benefitted greatly from a half-year EA period, enjoy the core of the campaign. Comparisons to SS's polish feel both apples-and-oranges as well as a little unfair, as SS has had the opportunity to benefit from many years of feedback. At any rate, patches seem to be frequent (if undocumented here and there) and the devs are generally responsive, so I've got faith the game will be in a much better state in several months.

I do wish fleet vs. fleet was a thing, so I'd have a reason to arm and armor support ships, but having seen how often the enemy AI kills itself through friendly fire....  :o
Title: Re: Highfleet... ugh
Post by: Cosmitz on August 13, 2021, 03:42:48 AM
enable long aiming line (off by default)

Saw that in a video eventually. Somewhat better, but still, jesus christ. Felt like it was added like "fiiiine, here you go, it doesn't even have graphics, it's a longer line, enjoy plebs".

Quote
I do wish fleet vs. fleet was a thing, so I'd have a reason to arm and armor support ships, but having seen how often the enemy AI kills itself through friendly fire....

I did just notice it's at most 1 vs 3, but it still feels like it's aiming towards those super 'hyperion'-y builds. A bigger ship will just get entirely shot up since it can't really dodge.

Quote
I bought the game and while I feel that Highfleet would have benefitted greatly from a half-year EA period,

If anything, i don't think more time for them to do their thing would have helped. They needed to iterate more.
Title: Re: Highfleet... ugh
Post by: Pratapon51 on August 13, 2021, 09:47:20 PM
Some enemies use proximity shells which will often chip away at super-nimble craft. That said, the AI's telegraphed aim is still avoidable even by are latively hulking ship. APS + walls of 37mm PD fire take care of what can't be dodged, and whatever gets through still needs to get through armor and structure.
Title: Re: Highfleet... ugh
Post by: SCC on August 15, 2021, 07:18:47 AM
So, Alex, did you see anything you'll get inspired by? I'm looking mainly at the story/overarching goal department.
Title: Re: Highfleet... ugh
Post by: Alex on August 15, 2021, 04:53:13 PM
So, Alex, did you see anything you'll get inspired by? I'm looking mainly at the story/overarching goal department.

Gotta be completely honest - not a knock on HF at all, but I've been super absorbed working on Starsector stuff and haven't touched it since my previous post in this thread.
Title: Re: Highfleet... ugh
Post by: SonnaBanana on August 15, 2021, 06:06:12 PM
So, Alex, did you see anything you'll get inspired by? I'm looking mainly at the story/overarching goal department.

Gotta be completely honest - not a knock on HF at all, but I've been super absorbed working on Starsector stuff and haven't touched it since my previous post in this thread.
Aha, you must be planning something really big!
Since skills are done, what's next? Contact content?
Title: Re: Highfleet... ugh
Post by: Deshara on August 16, 2021, 03:56:23 AM
.

i always get the sense that you barely play any vibdeogames bc ur always working on SS lol its a bit like watching an Amish guy build a fabulous car; you try to talk to hm about how it's similar or different to other great cars & he just looks at you blanky & shrugs bc he doesn't drive lmfao
Title: Re: Highfleet... ugh
Post by: Sundog on August 16, 2021, 11:41:32 AM
Heh, I think this is the first time I've read a complaint about a developer working on their game too much  :P

I disagree with Alex about plenty of things, so I think I understand where you're coming from, but I don't think your analogy is fair. Starsector is proof that Alex has enough gaming experience to make a good game. Playing other games might inspire him or change his mind about certain principles of design, but he can't play everything, and he can't (for example) perpetually rebuild the economy simulation from the ground up in pursuit of perfection. There's only so much time.
Title: Re: Highfleet... ugh
Post by: xenoargh on August 24, 2021, 05:13:01 PM
On the "splitting fleets" thing... this is a feature SS should have. The way it works now, where you can't even grab your local Defense Fleets to join you in a battle, remains problematic, imo. This is something Mount and Blade got largely right.

Anyhow, several patches later, HF still feels... unpleasant to play.  Really, I feel like this is something where they could've simplified their systems and ended up with a much better product, but didn't, because, "hey, it works" trumped, "but is it actually fun".
Title: Re: Highfleet... ugh
Post by: Deshara on August 25, 2021, 03:18:49 AM
This is something Mount and Blade got largely right.

oh my god the feeling of having a swirling maelstrom of armies orbiting your army in M&B is so good
Title: Re: Highfleet... ugh
Post by: InfinitySquared on August 25, 2021, 03:42:08 AM
I quite enjoyed Highfleet, to be honest.

It's probably a subjective thing, but I found the combat gameplay to be very engaging and I quickly got used to the lack of a crosshair. Corvette fights are quite hectic. I don't quite understand how WASD to move, space to fire missiles, F to fire flares, C to fire counter-missiles, R to change ammo types, and B to deploy fire suppressant is too many keys? Starsector uses just about the same amount of keys, even slightly more and it's just as natural.

As for the 1v3 fights, IIRC the dev felt that including friendly ships would cause a lot of frustration for players, as a mistake made by the AI would mean losing expensive components or a ship entirely. I don't entirely agree with that, as the enemy AI seems smart enough for the most part, but it's easy to get enemies to friendly-fire into their peers.

Ship construction felt versatile too, once I got the hang of it. The in-campaign shipwork screen doesn't really bother me all that much: there's not enough time to construct an entirely new ship from the ground up, so I just use it to do minor refits or to replace missing parts.

I was able to come up with this flagship replacement after a few days. Granted, this guide helped quite a lot in figuring out the mechanics: https://steamcommunity.com/sharedfiles/filedetails/?id=2567187029 (https://steamcommunity.com/sharedfiles/filedetails/?id=2567187029)
(https://preview.redd.it/o4m8be548vi71.png?width=855&format=png&auto=webp&s=56741e6a4afeb7cf7a9180e206f1dcfbd87d499e)

The aim reticle allows the player to learn a lot of cognitive skills regarding the game systems in terms of projectile speed, spread and just the 'feel' of weapons. There is NONE of that in highfleet. Compare nailing that out-of-range heavy blaster shot on a Hound, to.. whatever the hell's going on in Highfleet. It's terrible, feels bad, and makes me not want to play the combat. I also hear it gets worse, with aircraft attacking your fleet (well, your flagship since of course) and other such things like cruise missiles.

Aircraft and cruise missiles don't actually appear in the main combat. Instead they're sort of a minigame where you have to engage them and only them alongside your fleet. Different guns also have very different playstyles.

You don't have to land anything to access the city screen either.
Title: Re: Highfleet... ugh
Post by: ViktorShahter on March 29, 2022, 02:53:58 PM
This is surprising how I randomly find it by just using Google, but... actually, after reading I have what to say.

First of all: lore and world in the game. Developer of this game is from Russia (I'm an Ukrainian) and he once said that he orthodoxian who really believe in God. And of course that's shows up in some parts of game. This is like Stalker or Metro: you can play the game but there is something what can understand only a true member of slavic culture. Romani Empire is a reference to Russian Empire in times of Alexander II Romanov (here is why Romani not a reference to Rome but for Romanov dynasty). Shown world for me looking like reference to Afghanistan with all this multicultural nations and differences in seeing a Romani dominance over Herat. So to understand this game totally you must be familiar with slavic culture and history.

And also I had been shocked when I saw here comparing SS and HF. This is very different games. HF more like submarine sims. If you played Silent Hunter, Dangerous Waters, UBOAT, Cold Waters, etc, you can easily see some kind of similarity. Economic system here compared to UBOAT, global map more like simplified Dangerous Waters gameplay. All this game looking simplified in comparation to other game. Look into shipyard onto the parts for building your ship. You have few variants of light guns, few variants of heavy guns, one rocket, few strategical rockets, two planes and... that's all? Look on the interface. Everything just fits on one screen: passive and active reconnaissance, rocket and planes launching interface, radio-interception stuff, etc, it's all fitted on your screen and accessible in few clicks. If you look on Dangerous Waters – there are so much buttons to push and so much stuff to use. Mechanics? Yeah, if your radar find something, you don't have a nice marker on map unless you draw it by yourself. But do you at least once count a distance between two points and, using time what passed between it, count speed and approximately point of your rocket/fleet/planes intercept this contact? Of course no! You can, yeah, but any sense? Your planes/rocket find target by itself, your fleet can be controlled, so there is just no point for that.

Fights really close to SS but not so. Of course they're simplified: not so much mechanics, not so much difference in weapons and ships and more and more and more... Much people hate aiming arrow. Well, how do you think game can be with good crosshair? But with this arrow fights feel so adrenaline and epic when you trying to shoot your enemy and avoid those missiles. This is just a reasonable part of game design and I totally agree with it. I can explain battles in HF like moving from newest aircarrier/cruiser/destroyer to WWII battleship. It's old and rusty, it's weapons incomparable with high-tech rockets, guns and planes. But when you, after listening ASMR loading of your 180mm guns on "Sevastopol", shoot a whole pack of "gifts" into a unprotected part of their heavy cruiser, you receive so much adrenaline and satisfaction that can't be received from any from those modern toys. Also this gameplay reminds me those old simple casual games where gameplay based on simple action itself not on the rich mechanics.

So summary what we get:
+ atmospheric game with dozens of small highly-cultural things things
+ good combination of simulation parts and casual gameplay
+ some hardcore on hard difficulty
+ lore what comes not from direct speech but from short parts of dialogs
+ pretty interesting story like for me (yeah, it's not gorgeous but I was intrigued at some points)
+ good bunch of "diplomatic" mechanics
- not so deep diplomacy (can be better with all those invented mechanics)
- some mechanics just missing like ground forces or crew management
- cities are to faceless (they have literally no difference)
- not so many hard-to-achieve easter eggs (and they're not influencing a storyline)

So for one dev this game is pretty good and perspective project. And it mustn't be compared to SS or treated like clone or something. It is self-sufficient enough on my opinion. And I wish dev to make a sequel and improve his game.
Title: Re: Highfleet... ugh
Post by: Schwartz on April 28, 2022, 04:45:10 AM
Art style is absolutely gorgeous, and that's really all I know about it. It's still on the list.
Title: Re: Highfleet... ugh
Post by: Linnis on April 29, 2022, 11:55:24 AM
The art is very high class and makes the game feel much more immersive than SS. The gameplay effects are also much better.

Gameplay wise SS is so much better it's not really comparable.
Title: Re: Highfleet... ugh
Post by: Euphemismus on April 29, 2022, 11:13:21 PM
Okay, as a huge fan of both Starsector and Highfleet, and someone that thinks both games are exceptionally brilliant game design, and also someone who does game design, I had to make an account just to ramble on this.

Starsector's whole space-trading-and-combat-game thing lends itself to a much larger and fleshed out world - Starsector is, ultimately, a larger game. However, I feel that the argument that Starsector somehow has deeper combat is looking at Highfleet in Starsector's terms - damage types, weapon loadouts, shield/armor, fleet composition (or, well, the very existence of fleet combat), etc. Highfleet's real beauty, however, is in it's extremely fleshed-out survivability onion.

(https://i.redd.it/0f2krrrqjjp71.png)

Starsector's strengths are numerous, but they lie almost entirely within the "don't be hit" and "don't be penetrated" layers. And while "mobility in 2D space" + "shield/armor/hull interactions with HE/Kinetic/Energy/Frag/EMP damage types" is a pretty deep exploration of those two layers, the others layers are still present and I still spend time with them. I just don't really have all that many consequential choices when dealing with them.

I think the most obvious comparison is in electronic warfare. Starsector's sensors are entirely abstracted away as a single system with two variables (sensor strength/profile) - which, though they add depth by interacting with each other, really just boil sensors down to "when can you see the enemy" and "when can the enemy see you". I'm not making all that many choices moment-to-moment. Meanwhile, Highfleet's four different systems (radar/IR/ELINT/visual) not only interact with themselves, but also each other - and they are always relevant and consequential in the strategic layer. At every moment in game, I am practicing radar discipline, triangulating ELINT signals, sending scout planes, and forming strike fleets that are capable of sudden strikes. If I pick up an IR signature, I can deduct from context whether it is likely to be a trade fleet, and then make the decision of either trying to intercept it in flight, where it can detect me unless I use highly specialized interceptor ships; or trying to follow it until it lands at a city and loses its detection advantages.

Don't get me wrong, I have ultimately enjoyed Starsector for more hours than Highfleet, and I would probably tentatively say I prefer the former to the latter, and these lessons of game design don't easily transfer from one game to the other. But I just wanted to bring attention to the one area where Highfleet really shines in its design.


Also - while I will admit to a subjective aesthetic preference of Highfleet's cold-war-punk semi-hard-scifi over Starsector's pew-pew laser guns, I will not defend the parts of Highfleet's UI/UX that are made by and for crab people.