Friday, September 17, 2004

Independence War Paper Models Website

In Southern parlance, hot damn. The Independence War Paper Models website is now online.

Steve Robertson also answered a question about the models at the IW forum:



The Freighters were made using the original textures as a base. Hot4Darmat has tweaked them extensively, however. In fact he had to place each panel of the texture MANUALLY on the photoshop outlines as he couldn't get the textures to work in the paper model program.

The C-Fighter has been completely re-textured, as the textures on the original model weren't very detailed at all (It was after all very small on your screen). I'm fortunate in that I worked out how to get the model with textures into the editor.

Hot4Darmat also used the original, unmodified models, but I had to re-model the C-Fighter to make it buildable. I also added some extra detail that was present in the cut-scenes, but not in the real-time model.

A lot of work went into making the models, I hope you all enjoy building them. Let's see some photos of them when you've finished them!


Thanks go again to Steve Robertson and Hot4Darmat for the models and the site.

EVE Developer Chat Log

Eve-I has a log of the September 15 chat with Oveur and Kieron (and various other CCPers). Topics include the manufacturing process, blueprints, bloodlines, research, skills, and ship recharges.

EVE Online 14-Day Trial

As of September 14, Gamershell.com offers a 14-day trial version of EVE. Thanks Nick Kal.

Thursday, September 16, 2004

Interview with Jay Barnson of Rampant Games

Recently, I chatted with Jay Barnson from Rampant Games, developer of Void War. I want to thank Jay for the great answers and the quick turnaround. He also sent two screenshots (1, 2). Enough preface. On with the interview.

*

You’ve mentioned previously that development began on Void War in December 2002 but that it didn’t become the serious, day-to-day obsession in your life until Summer 2003. How long had you been thinking of developing a space combat title? Has the state of the genre and any of the genre’s recent releases altered your concepts? How have your concepts for the game changed over time?

I’ve been wanting to do a first-person, in-cockpit space combat game since I first discovered video games. One that I think of that really blew me away as a kid was a sit-down arcade game called Starfire—by Exidy, I think. They had speakers right behind you that rumbled the whole cockpit when you shot down the enemy ships (which as I recall looked close enough to a certain movie property’s enemy ships that they were lucky George Lucas didn’t pay them much attention). When I taught myself computer programming as a twelve-year-old, it was to make games, and doing a 3D space combat game was always high on the list of things to do. Many years later, when I first played Wing Commander and X-Wing, the idea was re-invigorated. In fact, that was the point at which I decided to make a go of making games professionally. When I finished college, that’s just what I did.

Void War’s design was inspired by disappointment and frustrations with other multiplayer space combat games. I had some buddies who enjoyed LAN games of combat flight sims and the few multiplayer space combat sims. We’d have such a great time with the missions and dogfights of the flight sims, but the space combat sims just left us feeling flat. One point of contention was the lack of physics. In flight sims, managing your “E” or energy—speed and altitude, rate and radius of turn, etc.—is EVERYTHING in a dogfight. That’s what made it fun and exciting against other players. But in space combat sims, you just kinda point at the enemy and shoot. We thought that just adding some degree of Newtonian physics to the games would solve everything.

We were wrong, as a point of fact. But it was a good starting point.

I also rebelled against the trend of increasing complexity. As the genre has evolved, so has the task-overload for players. It seemed that the games kept giving players more and more things he had to control, rather than giving him more things he could do with what he already controlled. Does that make sense? Kind of a breadth-versus-depth issue. My concern is that the increasing complexity and difficulty of controls were scaring off potential new players—which meant the genre could only shrink. So with Void War, we tried hard to keep the number and difficulty of controls to a minimum. And wherever possible, we tried to prevent the player from making mistakes due to ignorance.

An example of this was the missiles. A missile guides in on a locked target. So what happens if you fire without having a lock? Originally, the missile just fired straight ahead. A lot of players, new to the genre, didn’t understand about locking a target, and wondered why their missiles never hit anything. My first response was to say, “Hey, learn to lock a target before you fire a missile.” But then I thought about it, and said, “The player’s rushed and new. Why shouldn’t the game—or the ship—automatically figure out what he’s trying to do and just DO it?” So launching a missile automatically locks the target most directly in front of you, and new players don’t get frustrated anymore.

There are six ships available in Void War. Can you list the ships and give some specs? Is there any particular influence you can cite regarding ship design?

Well, the specs are currently in flux, as we’re constantly tweaking them for balance. The ships differ in a lot of ways. You have thrust and turn “power” relative to their mass. You also have what I jokingly refer to as “space drag”—your ships do slow down in Void War’s version of space. Not realistic, but more fun. Then you have hull strength and shield strength—when your shield goes down, your hull takes damage, and when your hull goes away you explode. Shield regeneration rate. You have a maximum speed for each ship—another concession to gameplay over realism, but it works. Blaster configuration is actually pretty significant in the game—whether your weapons cycle one at a time (giving you a rapid rate of fire) or fire all at once (bigger punch) and how they are spread. The firebolt, for example, has more of a “shotgun” configuration—four blasters positioned far apart which all fire at once. It’s very easy to hit, but you can only fire slowly, and it’s hard to hit with all four shots at once. But if you do, your opponent will be hurting.

Each ship also has special abilities, which really make them unique. The Renown has a “vampire” attack, which drains power from a nearby enemy ship to augment its own. The Nighthawk has a “hyperspace” ability, which is kind of a “panic button” borrowed from several classic arcade games (not to mention the original videogame, SpaceWar!). It teleports the ship to a random location. My favorite trick in multiplayer is to fly directly towards a pick-up in the Nighthawk which is right in front of a dangerous obstacle. I hit hyperspace right before I collide—if my timing is right and the connection isn’t too laggy, I’ll hyperspace out to safety and leave whoever was chasing me to deal with smashing into the side of an asteroid.

We’ve broken the ships into three categories—beginner, intermediate, and expert. The beginner ships are the Firebolt and Intrepid. These two ships are slow, experience lots of “space drag” so beginners won’t have to fight inertia so much. Knowing how beginners tend to play, these ships are also geared more towards offense and getting into ‘slugfests’—they have powerful hull armor and very straightforward offensive special abilities.

The “Advanced” ships are very fast and nimble, slide a lot due to inertia, are a little more fragile (though the Tempest regenerates shields at an incredible rate), and have special abilities that are a little more subtle. But they can fly circles around the less advanced ships—though you’ll need a great deal of skill to be able to fly them effectively.

The “Intermediate” ships include the Nighthawk and the Renown. They fall in-between the two extremes.

Guns will be primary weapons and from my understanding, must be used to complete any kill. What other sorts of weapons are available? Are there any counter-measures?

Guns are the main attack in Void War, by design. We wanted it to be a game about gunnery, not lobbing missiles at long range from behind space stations. But guided missiles are fun, so we didn’t want to get rid of them entirely. The solution was to make missiles that have a debilitating effect, rather than a lethal one.

Easier said than done. We brainstormed as a group to come up with different effects missiles could have that would be powerful but not overwhelming. Except for the explosive missile, they all have temporary effects—the duration based upon how crippling the effect is (the most crippling missile—the EMP—has the shortest duration of only about five seconds). In the end, we settled on five types of standard missiles:

EMP Missile: Completely wipes out a ship’s controls and sends it spinning
Warp-Web Missile: Slows a ship’s acceleration and turn ability
Ion Disruptor Missile: Wipes out all stores and regeneration of a ship’s special ability
Leech Missile: Prevents a ship from regenerating energy levels (for shields, engines, and blasters)
Explosive Missile: Standard damage-dealing missile

We were worried about introducing a new control for countermeasures, and so instead the main defense is simply to dodge the missile (or dive behind cover). Since we already had controls to roll the ship, we also added a chance for missiles to lose tracking of you if you confuse them in a violent roll. This added another layer of depth to the game, as only skilled players can really control their ship in a roll like that.

There are pick-ups in maps. What types of pick-ups? Will these pick-ups be available only in multiplayer or in single-player as well?

The pick-ups are in all modes. There are pick-ups for each type of missile. There are also two defensive pick-ups. One is a “hardened shield” pickup which cuts all damage to your ship in half and also prevents any of the debilitating effects from working against you while it is active. The other is the “Stealth” pickup, which takes you off everyone’s radar and makes you impossible for missiles to track.

There are two “healing” pick-ups, for lack of another term. One recharges all of your ship’s systems (GREAT when you are still under the influence of a leech missile), the other repairs damage to your hull (the only way your hull ever gets repaired).

There is one other type of pick-up that only appears late in the campaign game.

The pick-ups were a hard design choice. My dev team and testers kept suggesting ideas for pick-up items in the game. This drove me up the wall! “This isn’t a first-person shooter,” I protested, “It’s a space combat “sim” with a taste of realistic Newtonian physics! Nobody’s going to take it seriously if it has pick-ups!”

After fuming over it for a few months, I realized they were right. Did I want Void War to be taken seriously or did I want it to be FUN? Fun had to win out. Once I added pick-ups, they COMPLETELY changed the game. The pseudo-Newtonian physics combined with small objects you WANTED to collide with added a whole dimension to gameplay! It was amazing. And of course it started a lot of complaints about it being too hard to grab the pick-ups, especially in the advanced, twitchier ships. BINGO!

Tell us about the campaign. How many missions are included? Are there any branching points in the campaign?

I want to say around twenty-three missions in the campaign… I don’t have the game in front of me right now to double-check. It’s not branching…that would be something for a larger game (one I sure wouldn’t mind doing in the future…) We had a lot of fun with the storyline. Originally we were going to do something serious and conventional. I played with a lot of ideas, but needed to keep it very simple. I had trouble creating something short and simple that wasn’t also hackneyed and cliché. In the end, I just said, “Ah, screw it. Let’s have FUN with clichés.” So we have a somewhat tongue-in-cheek plot. Maybe not laugh-out-loud comedy, but definitely erring on the side of fun.

In single-player, will the player ever have wingmen, or will the player fulfill the role of one mad pilot against the universe?

Mostly one mad player against the universe. He does have an ally towards the end of the game, but she’s got her own problems to deal with, so the player won’t get much help from her.

Did you have any gameplay goals in mind for the campaign that would make Void War different from other space combat titles?

The focus for the whole game was to do a game about DOGFIGHTING—the thrill of one-on-one combat which could be taken to many-versus-many. Flying and fighting. I wanted to pull the focus away from conflicting mission objectives, management of multiple flights, and complex systems. In a sense, we’ve ended up with something that is kind of a hybrid between a first-person shooter and a space combat sim—the best of both worlds. While I think there could be room for a more complex, mission-based Void War game in the future with the really unique space dogfighting “core” that we have, I wanted to concentrate on the basics and really make that shine.

Void War: Crunchy or chewy?

Crunchy. Way crunchy.

You’ve spoken quite a bit about the hybrid flight engine and the reasoning behind using one (namely to force combat to depend upon the person’s skills and not the machine’s skills). What’s been the response from your testers? Is there a learning curve for players who have never had experience with a Newtonian engine and the capabilities of that kind of engine? Is the engine adjustable in single-player (i.e., can the engine be dumbed down)?

The original concept that excited people was to take the physics from the classic arcade game, “Asteroids”—just enough of a realistic “feel” to make it cool and different. When we actually got that going, though, it turned out to be a lot less fun in 3D, when you can’t see the whole battlefield. Even guys who were proponents of the idea admitted that it wasn’t much fun. I toned the physics down a little and made it easier to control.

I added difficulty levels which have a slight effect on the dynamics (mainly, they reduce the damage you take from impact against obstacles when your flying skills aren’t up to snuff). But mainly, we addressed this problem with the three categories of ships. The beginner ships are very forgiving and easy to fly. When you are comfortable flying those, you can move on to the Intermediate-class ships, which have a lot more “slide” to them. The advanced ships are definitely for players who enjoy a challenge, but they compensate for that by having really amazing speed and maneuverability.

The battlespace contains various obstacles, such as gravity wells, which can also be used as potential weapons. What other obstacles will figure into maps? And are these typically included in campaign missions?

We re-use battlefields pretty freely between the campaign and multiplayer maps. We also have little anti-gravity repulsors which are sort of the opposite of hypergravity wells. They push ships back. We have space stations, asteroids, a space “junkyard” of sorts, the scene of an old battle with the wreckage of a capital ship, and some single-player missions with moving, destroyable asteroids. We have a colossal asteroid mining town on the side of an asteroid, with tunnels inside the mine you can fly through. And more—including an obstacle that shoots back…but that should give you an idea of how Void War doesn’t actually have much “void” in it…

I’ve seen nothing regarding modding. Will players be able to create new maps and missions or modify ships and weapons?

We’re going to be releasing mod support in stages. Modding was too important for us to rush. It’s something we want to do with our own game—expand it, grow it, add new campaigns and maps, etc. So we spent a bit of time trying to make Void War easy to “grow” post-release, with an automatic update utility built into the game, version checking, making sure people are playing with the same version and mod, etc. Initially, modding will be limited to adding your own models, music, and (some) ship characteristics. Later we’ll be able to add all-new battlefield and campaigns. I don’t know if we’ll ever be able to figure out a way to add new special abilities, missile behaviors, or pick-up types. But we’ll be working on it.

There will be a free-for-all (deathmatch) and team-versus-team modes in multiplayer. Can you describe some of the team modes?

Team-versus-team is really a team-based version of free-for-all.

What is the maximum number of players allowed in the same match?

Thirty-two. It might get a little laggy without a pretty beefy host with a lot of bandwidth, though.

Will joysticks and/or gamepads be supported, or is Void War playable only via a mouse/keyboard combo?

All of the above. I really just play with keyboard and mouse, but I had a big supply of gamepads and joysticks from a previous life… Well, that, and I’m a flight sim fan. And a bunch of people were up in arms at the merest SUGGESTION that I didn’t need to support joystick and gamepad. So I caved under the pressure—and besides, it was the right thing to do.

Is multiplayer peer-to-peer only or does it include a dedicated server mode?

Rampant Games hosts a matchmaking service for all Void War players, but we won’t run an official dedicated server for the game, like a massively multiplayer game. If you want to make your game open to the public, you just set the game to “public” and host a game—anyone else can see your game and join it online. In fact, just last week we added a pure-server mode for anybody who wants to host a dedicated game server themselves.

Greedo shoots first. Hans shoots first. Greedo and Hans shoot, err, first. What do you think Lucas will do next with the infamous Mos Eisley cantina scene?

ARGH! George, you got it right the first time! Just leave it alone!!!!!

Perspective: Are both first- and third-person allowed? Do you have a preferred flying style? Is there any point where a person might be forced to fly in third-person, or is this just included for the more console-y gamer types?

It’s actually pretty handy when you are trying to get your bearings—you can look ahead and behind in third person. There are some levels where that’s really necessary (the asteroid mine comes to mind…)

Mostly I play in first person. It’s too hard to aim in third person.

Let’s talk HUD. Can it be configured? What sort of information will the player find on the HUD?

Nope. It’s kept VERY simple. You’ll see your ship state: current power levels and hull strength, your quantity and type of missiles, how many special ability uses you have in queue, any special conditions currently active on your ship.

You also have a radar display, score, chat box (in multiplayer), important messages and warnings, a velocity indicator, and a “gravity” indicator (letting you know when you are being pushed around by some external forces).

If you have a target locked, you’ll see some basic target information (shield and hull status) superimposed above his image if he’s on-screen, or an “off-screen indicator” to show you where to turn to find him otherwise.

On some of the screenshots and in the trailer, there is an area in the right side of HUD that appears to be missing data. Is this an area where details about a target would be listed?

The bottom row is for showing your special ability usage. The area above that is a special status indicator. If you get nailed by missiles, you’ll see that area get pretty busy as you get leeched, EMP’ed, and warp-webbed all at once…

Will the player have to engage in any sort of power/energy management?

Yeah. There’s my concession to complexity of controls—though we tried to make it very simple. You have three energy-using systems: Shields, engines, and guns. You can re-prioritize them by the use of three mode keys: “Offensive,” “Defensive,” and “Flight,” corresponding to guns, shield, and engine. That determines your top priority. You swap the second and third priorities by hitting the key again. Testers have found it a very simple system that works really well!

In multiplayer, will players be able to paint their ships or apply skins to stand out?

Not yet, no.

How many multiplayer maps will be included?

Seven, initially.

You created your own engine. What aspect of that engine are you most proud of?

The fact it works.

I’d done some engine development in my past life as a game developer working for major studios, but this was my first time creating the whole thing from scratch. All the cool bits that you think of when you develop an engine can be whipped out pretty quickly—it’s all the work involved in supporting it that is such a pain. Importing file formats, tracking down bugs.

Now that you’re approaching the end of the development cycle, is there anything that you would have liked to have include that didn’t make it into the game?

Plenty. But that’s what free updates, expansions, and sequels are for, right?

We’re treating Void War as a living project. It’s done and finished and cool as it is (and hopefully *knock on wood* relatively bug-free), but we intend to keep enhancing it as long as people keep buying and playing it. When I started working on Void War, it was because it was a game that I WANTED TO PLAY. So I’m my first customer. (Gee, I sound like a Hair Club for Men commercial.) I expect we’ll keep improving it to make it even more of the game that LOTS of people (I hope) want to play.

When do you expect to release a demo? Will it include single-player and multiplayer modes?

Within the next week or so, if all goes well in testing. Which is a little iffy, considering I foolishly added some major last-minute features. But hopefully they’ll be worth the delay. The full version will be released at the same time.

The demo will include an abbreviated single-player campaign, two playable ships, sixty minutes of single-player time, and multiplayer in three battlefields. The multiplayer is limited to five minutes at a time, but doesn’t count towards the sixty total minutes of single-player.

Void War will only be available for purchase online. Has pricing been decided yet?

$24.95, though we are planning on discounting it for early adopters the first month.

Will Void War be available only on Windows machines?

Unfortunately, yes. The engine is all DirectX based. I’d love to port it to Mac—or have someone else port it to Mac—but there’s no plans for that right now.

Your FAQ lists the following as requirements:

800MHz Intel/AMD
GeForce 1 or above
OpenAL-compatible soundcard

Are these still the standing requirements? What about other specs—memory and hard drive space, for example?


It’s hard to call on memory, because the operating system takes up such a widely variable footprint. You’ll probably need about 100 megs over and above whatever your OS uses for best performance.

Hard drive space—I haven’t checked recently. The full version is about 18 megs compressed in the installer. So it’s minimal.

Ramming: Viable option or a waste of time?

What? That’s no way to treat an expensive space vehicle!!!!!!

(Actually, the Tempest is REALLY good at that, since its special shield makes it invulnerable to collision damage while it’s up. But you didn’t hear that from me. I’d NEVER engage in such dishonorable means to win… Really… Well, almost never. Not THAT often, at least.)

Is there anything else you’d like to say about Void War?

It’s just been a really wild experience working on Void War as a small, “indie” developer. None of us work full-time for Rampant, so it’s been almost a hobby project for us, allowing us to take some crazy risks with experimental gameplay. But we got to satisfy some of our own creative demons for this game, rather than the demands of some guy in a suit telling us what his numbers show the market is currently buying. It’s been a great experience for me, and in the end I feel really pleased with the result. Sure, I’d love to throw in more expensive content, dozens more levels, and a lot more features (and hopefully we’ll be able to do some of that), but I think we’ve got a tightly focused game that really succeeds in providing an awesome, satisfying, and unique experience for the player.

And give me more people to shoot at online… :)

Media:
Screenshot 1
Screenshot 2

Void War: Screenshot 2


Void War: Screenshot 2

Void War: Screenshot 1


Void War: Screenshot 1

Ian Martin Speaks

As previously reported, Ian Martin has a slice of forum at Captain Zedo's. He's answered a few questions regarding Hardwar:

Hardwar 2:
We did have a design for Hardwar2 which was never really pursued. I don't have a copy of that which I think only extended to a couple of pages of ideas anyway - it was a prequel I recall, before the society collapsed.


"globe.shp"
It was probably a shape from our first game, Slipstream 5000, which featured a globe of Earth during the startup screens.

We may have experimented with the globe in the sky (which always seemed blan to me) at one stage, possibly to turn into a hazy Saturn through the fog; I recall creative disagreements about it. Incidentally the water was originally a similar colour to the sky - technically correct of course but not obvious that it was h20, so blue it became. Blame me for that.

No there were no plans to move HW1 into space!


Software Refinery
I don't have any contact with anyone involved in the project, but there were 2 programmers and one artist principally responsible, plus the designers, musicians, sound effects etc that came via Gremlin.


The Forty-five Degree Roll
I think that the general consensus was that Hardwar should not be a flight sim - there are too many world limits to allow that anyway. The moths may be regarded as transport helicopters, perhaps not the best thing to do barrel rolls in.

The Swallow does not really belong in Hardwar, as I stated elsewhere - it comes from a demo in which it would have had full flight capability.

For the People, By the People: Thursday

Battle of Endor:
Once upon a time, there was a freeware Star Wars game. Then, a Star Trek fan made a modification and called it "The Invasion of Cardassia". Star Trek and Star Wars. Hand in hand. We're deeply moved, too.


Please check TFN's page for requirements, screenshots, and for more about the mod. (Thanks go to Omniscaper on the HLP forums for the heads up.)

Freelancer:
Lancers Reactor has word of HardCMP v1.0.0, a hardpoint editor for ships and other objects.

Starshatter:

There are new hyperspace screenshots at the B5: Hold the Line forum.

DarkSpace Developer Update

Faustus has penned a new thread at the DarkSpace forums regarding lag and disconnects.

SWG: Jump to Lightspeed preview

IGN has a preview of the upcoming space-combat expansion to Star Wars Galaxies. It talks mostly about making the Ithorians playable characters.

Source: Blue's

Elite Starfigher video

The official website for Elite Starfigher has been updated with a new gameplay video. I'm guessing it's the 'trailer', but I'm not entirely sure. Damn me and my lack of foreign language knowledge.

Source: Blue's

Wednesday, September 15, 2004

Star Trek Online Interview

HomeLan Fed speaks with Perpetual Entertainment's Joe Keene about Star Trek Online. Most of the interview is very general, with Keene not willing to discuss specifics so early in the development of the game (it's not due for release until 2007, after all), but there is confirmation that there will be some type of team space combat.

Vega Strike: B5 Gorith Fighter

etheral walker has posted a pic of his Narn Gorith fighter, which will presumably one day make an appearance in B5 Universe, which is a Vega Strike mod.

For the People, By the People: Wednesday

Freelancer:
Lancer's Reactor features of the Asgard Stock Exchange (which runs only on the Asgard server), an LSF Trent costume, and the launch of the Bettlenet server.

Homeworld:
B5: The Great Wars has scooped up CnlPepper's EA Omega model.

Additionally, they have word of screenshots of Meurig's (Homeworld: Freespace) EA Explorer.

Elite Starfighter screenshots

There's some screenshots of Elite Starfighter on their official website. The site's in German, but pictures speak a thousand words - it sure is purdy.

Source: Blue's News

Tuesday, September 14, 2004

Star Wars Galaxies: Jump to Lightspeed Screenshots

SWG Warcry has posted some new screenshots of the new Jump to Lightspeed expansion. You can have a gander at them here.

Pardus Goes Alpha

Pardus, an online multiplayer space strategy game, has gone alpha. About Pardus:

Pardus is a Massive Multiplayer Online Browser Game (MMOBG) playing in a future where traders, pirates and other pilots of various races and factions strive to gain wealth and fame in space.

The game is being worked on by Austrian students of the Vienna University of Technology since summer 2003. It is programmed in PHP, with a MySQL database running in the background. Our main motivation comes from the joy of working as a team to create a project of such a great setup. Also the programming and the opportunity to learn and to realise our combined ideas in a game give great satisfaction.


For more about Pardus, check out the official site and the manual. Thanks MOO3 Guardian.

Dynaverse.net Releases Client Side Patch Installer

Dynaverse.net has released a client side patch installer; this installer is required for players who want to use DNet for Empires at War and/or Orion Pirates campaigns.

Ask Ian Martin Forum

Captain Zedo's now hosts an "Ask Ian Martin" forum, where you can ask Ian Martin questions about Hardwar (as I state the obvious).

B5 EA Omega Model

CnlPepper has posted pics of his EA Omega model at the B5: I've Found Her forums.

More Jump to Lightspeed Beta Slots

Star Wars Galaxies Vault is offering an undisclosed number of beta slots. To win a slot, you'll need to slide a piece of fan fiction or fan art their way. Best entries win slots.

ATFW Retro: UFS Vanguard

The following preview was originally posted in November 1999. I visited Red Storm in October of that year, and I was really looking forward to Vanguard. I found out for certain the next year at E3 that Vanguard would never come to be. This is one of the few previews of the game that ever surfaced in Vanguard's short lifetime.

The preview starts in a fictional mode and segues into a more standard format.

I've also posted the media given to me by Red Storm.

*

I recently attended a top secret command briefing with United Forces specialist Juan Benito on board his flagship, Red Storm. Juan shared highly classified information regarding the United Forces on-going struggle against the Hierarchy of Man (HOM), as well as giving me a good look at the ships and weapons I'll have at my disposal when I take command of my own United Forces Starship next summer. I've smuggled these documents and information back to our flagship, ATFW, for potential UFS captains.

Just the Facts
The year is 2512, and a large portion of our galaxy has been colonized by the human race. The Allied Cultures and its military branch, the United Forces, find themselves at odds with another government, the Hierarchy of Man (HOM, Hierarchy). While the AC is a democratic conglomeration of independent human governments (i.e. the UN with teeth), HOM is a quasi-fascist, religiously fanatical government bent on conquering the galaxy and destroying those who do not share their beliefs. HOM also has a very collective mindset; add that to their fanaticism and willingness to go all lengths to spread their ideology, and it's clear that both the AC and the player face a very dangerous foe.

Over the course of the game, the player will function as captain of three different starships, beginning with the Gladiator Class Frigate, then the Guardian Class Heavy Cruiser, and, finally, the Warrior Class Dreadnaught. Each ship promotion brings an increase in size, power, and weaponry. At the beginning of each mission, the player will receive a briefing from Rear Admiral Josef Kolenko. Once the player's orders are received, the command officers may give advice pertaining to the mission. Your bridge crew consists of First Officer Commander Mercedes Chen, Tactical Officer Lieutenant Commander Fletcher Tarrant, Engineering Officer Lieutenant Commander Dorian Lucas, Navigation Officer Lieutenant Cassandra Eden, Communications Officer Ensign Julian Santiago, and Marine Officer Major Raja Chandra. Each officer has a unique personality and strengths and are also invulnerable throughout the game. You'll need to depend on them to ensure that your missions are successful.

The game, while following a very strong plot line spread out over four episodes and twenty missions, will also have "bubbles of non-linearity" where the player will have more freedom to explore the system. The non-linear experiences (i.e. reconnaissance, feint attack on a enemy base, etc.) can also result in making the primary event mission easier to achieve success. This game is definitely not nearly as open as Elite, but you also have more opportunity to explore than in Independence War.

What Does This Button Do?

Put your joystick away for Vanguard. All movement and orders are orchestrated through the use of the mouse and keyboard. Since the player is not actually firing the weapons or steering the ship (this is a starship captain sim and not a fighter sim), the mouse-keyboard combo is basically a necessity.

The game is split into three main interfaces-the Tactical, Navigation, and Engineering Interfaces. Each interface plays a distinct role, and all three are critical to ensuring that your commands, tactics, and strategies are a success. The Tactical Interface (TI) is used during starship combat, while the Navigation Interface (NI) is used for strategic reconnaissance. The Engineering Interface (EI), which is optional, allows you to tweak ship systems' power levels and to conduct repairs.

Blow It Up

The main focus of the TI is your starship. You have a 360-degree field of vision from a third person perspective. You may survey the field of battle while your ship is centered and prioritize targets. Once you're ready to take on a HOM ship or two, you may switch to Advanced Targeting Mode by clicking on any ship in the area. ATM will focus the viewscreen on a chosen enemy to easily allow you to target subsystems, to watch as the ship disintegrates, and to even watch the destruction of the ship. One of the visual benefits of using the ATM is the use of multitexturing, which basically drops three layers of skins on the ship. As the ship takes damage, a deeper layer will be exposed. Also, debris is belched from the ship once it's damaged. Instead of simply dissipating after a few minutes, debris may stay in the same general area of space for the duration of the game. Massive chunks of debris may even cause catastrophic damage to your ship, so it's something you'll definitely have to keep an eye on during battle.

To actually reign destruction on your enemy, you'll have to set weapons as hot. As captain, you have the ability to set your targets (it is possible to fire at multiple targets), but the player will not actually fire weapons as in a first-person space-sim (unless you're up to firing each weapon manual to keep up with an enemy ship that is using its full crew to fire back at you). In general, you'll need to place your faith in your crew to actually make the shots. Weapons available include standard laser cannons, railguns, warheads, mines, and the directed energy projector (DEP), a weapon that allows you to drop enemy shields from a distance.

Weapons packages will also be available to the player. Much like Starfleet Command, you'll be able to preset weapon packages and bring them to bear on your enemies either through hotkeys or mouseclicks. Weapons have different effects, so you might want to put together one package to heavily damage the shield while another to cause hull damage once the shields are down. You will also have defensive weapons in your arsenal to help protect your ship against bombardment.

One of the more revolutionary features of Vanguard is the way shields operate. Instead of just pumping more energy to the shields to keep them at 100%, you'll have to keep a close eye on the rate the shields absorb and dissipate energy. If the shields absorb too much energy, the ship will basically implode and you'll be out of the game. If you allow the shields to fall, only a thin hull will separate your ship from enemy fire. Laser cannons, although otherwise weak weapons, can be used by your enemy to add to your shield energy. Large stars also can cause your shield rate to greatly increase. Needless to say, shield management is a very important aspect of starship combat.

I Wanna Fly Away. . . .

In the NI, the player is able to scope the scene and to basically get a strategic feel for the area. the player can cruise behind a star to both absorb energy for shields and to escape sensors while the damage control teams work on the ship. Sensors cannot pass through bodies such as planets, but keep in mind your sensors will also be blinded.

Not all of the action occurs in space. As captain, you'll have three shuttles available for planetary landings. Twenty team members are allotted per shuttle, and there are six crew types as well as twenty variants of equipment to send on missions. You may also send select officers on missions; experience points are awarded to those who take part in missions and survive. The officers are more capable as they gain experience points. However, these same officers are also very mortal (as are all of your ship crew besides the six chief command officers), so you could possibly lose a valuable officer during a conflict, as well. If you lose too many crew members, it's game over, but you will be able to replenish your ranks at starbases throughout the galaxy.

While your crew members are on the ground, don't assume you'll just kick back in your comfy captain's chair and down a cold brew. You will be required to monitor them and to assist them in a any manner they may need. For example, you may have to blast an enemy base from space in order for your crew to meet mission objectives. Or you may need to send additional equipment or other specialists planetside to complete a mission.

I'm an Engineer, Too

Getting cozy with the SI, while optional, could definitely make the difference from being a good starship captain or a great one. The ship can actually run itself and your damage repair teams will automatically prioritize systems during battles, however getting your hands dirty can make your ship much more efficient. Not only can you set damage repair priorities, you can also tweak the power settings for all of your systems, from sensors to weapons.

The player will also have the ability to use stances, which are energy configuration presets. Obviously, you'll want to allocate more power to different systems depending on the situation. A stance will bump weapons to a high level during a red alert and give more power to sensors during a yellow alert, for example. The game will ship with preset stances but will also allow the player to set their own.

How Does It Handle?
While not employing Newtonian physics (which I'll fully admit somewhat bummed me out just a bit), Juan assured me that the capital ships in Vanguard would handle as a capital ship should-meaning slow turns and bulky motion. The faster-than-light drive (FTL), called Nova, takes approximately 25 seconds to charge, and you have to be sure you're clear from gravity wells to enter hyperspace. This means no quick get-away if you're getting slammed.

And in the Other Corner. . .
Although there was no running demo available, Juan shared some ship specifications and diagrams. By far the most frightening ship I've ever seen in my gaming experiences would have to be the HOM Missionary Class Capital Carrier. This monster is over 5000m wide and 2000m long and has three bays for launching multiple HOM capital ships. If such a ship sounds like a challenge to you, rest assured that you will have to take one of these out during the game, although it will be crippled in the mission (thankfully). The HOM ships are generally larger than UF ships and more numerous, thanks to their efficient cloning factories, but are also less technologically sophisticated than their UF counterparts.

Extras
You'll have an opportunity to upgrade your ships during the duration of the game at starbases. You'll have to make choices about which systems to bolster, since you're only three upgrade slots per ship. The Swordsman Class Repair ships are also available to dock and resupply your ships periodically.

As most games offer these days, both a mission editor, Genesis, and multiplayer support will be included. Genesis will be unsupported and will most likely not allow for graphics manipulation, but players will be able to create new campaigns and build on the rich universe. Multiplayer will support up to eight players and will be client-server based.

Will Vanguard become a highly successful attempt at the starship captain game? With a strong plotline, a solid design with some innovative features, and great ships and weapons, It's quite possible it will be. I'll definitely be looking for this game when it hits store shelves (August 2000).

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Links to media:

Vanguard
ACN Gladiator
ACN Guardian
ACN Patriot
ACN Swordsman
ACN Defender
ACN Warrior
HOM Missionary
HOM Tormentor
HOM Tyrant

ATFW Retro: UFS Vanguard


UFS Vanguard: Hom Tyrant

ATFW Retro: UFS Vanguard


UFS Vanguard: Hom Tormentor

ATFW Retro: UFS Vanguard


UFS Vanguard: HOM Missionary