Hi all!
I read about this game from RPS and was sold immediately. I pre-ordered yesterday and spent many hours with the game already. These are my impressions after finishing all the missions except Dire Straits and Predator or Prey.
The parts I love:- Deep tactical combat! Different weapons types, ship positioning, buildup and releasing of flux, turning shield on and off, etc, etc. So much to do during fighting. Taking down enemy ships is very satisfying
- Awesome ship art! Unique style with just the right SciFi feel
- Great AI! Both enemy and friendly ships fly and fight intelligently. Smaller frigates circle around and harass bigger ships.
- Very immersive mission descriptions. Can't wait to immerse myself all the lore in the campaign.
Some comments on other parts of the game- In some missions I had to spend most of time in the Command screen to make sure my fleet does what I want them to do and stay up to date with what's going on. All the fighting becomes abstracted and I don't get a feel of what really happened. What friendly units kicked ass? Against which enemy ships? How did they win or loose? You only get a notification on the top of the screen when a wing gets destroyed or a ship gets disabled. I could move the camera to that spot but then I can't command the flagship. There is just so much going on and I want to take it all in! Unfortunately that is not possible right now, at least not for me. I want to command a ship AND know what's going on in the rest of the battlefield in more detail.
Maybe instead of just pause and play add quarter and half game speeds? Ability to open PIP screens that follow other ships? Recording of a battle to replay afterwards? More detailed granular notifications? Ship is at 50% hull, fighter wing down to half its squad etc. More detailed debriefing where you see the kills of each wing/ship? There is so much going on, I almost wish this game was turn based

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- Assignments, command points and all that was totally confusing at first. Even after going through the tutorial. Especially since for some reason the counter for command points was outside of the visible screen area when I ran in full screen. I could see the number when I ran the game in windows mode. Before that I was completely confused why I couldn't give any more orders or create new assignments. To clarify this maybe add some icon or -1CP text to show assignments subtracts command points.
This system is definitely different from how I expected the command screen would work. In a way I like the limited number of orders forcing players to make choices. On the other hand it doesn't feel completely natural and for now I am trying to figure out what the AI will do and try to "game" into doing what I want it to do. For example when I want an interceptor wing to race to a waypoint but the AI chooses a frigate that is further away to go there instead. I don't want to assault it since that would make the AI send more ships/wings there. The current set of assignments don't seem to be enough. Yes I can give direct orders but I might need to use up several direct orders just to undo what the AI does before I can assign the ships I want.
- Capturing Nav buoys and comma relays adds strategic layer into the missions but sometimes I just want to a big slugfest between two fleets without worrying about capturing these points. That doesn't work on any of the missions since capturing these locations are so important. Will the campaign battles also involve capturing victory locations? I hope not. They probably make sense in certain types of battles but not all.
All in all the game is already fantastic in this early state. I can't wait for the open campaign with crew, customizable weapon slots and all the other goodness. I just came from playing SPAZ and Captain Forever/Jameson but this game scratches the space fleet combat itch in a way that the itch hasn't been scratched before since Star Wars: Empires at War. Great work guys!
PS. I was greatly surprised this game is written in Java!! I do Java coding for work but never imagined you could create this types of games with Java. I was so curious that I took my Java decompiler to look at the code. Not to steal it of course XD but to see how to create a game in Java which has always been a dream of mine. You will probably be happy to hear that the obfuscator did its job. I could look at the code of all the classes but it was just not worth it to figure out the dependencies between all the clases. The engine and all the meaty internals of are hidden behind all the OOOOOOOO's the obfuscator generated

. It would be awesome parts of the campaign and could be extended and new weapon types created through some sort of an API in the future. I am sure many would jump on the opportunity to create more advanced mods. I am thinking about some of the total conversion mods for Mount & Blade that creates entire new campaigns and enriches the game with mechanisms. Well that is for later, first we need a vanilla campaign

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