Wardog
2013-10-27, 08:14 AM
Is anyone playing or played Star Conflict?
http://star-conflict.com/ (You can also get it on Steam).
I've been playing it for a while, but haven't seen any discussions of it here.
It's a free-to-play multiplayer space-shooter. (Often described as "World of Tanks in Space", but I haven't played that so I don't know how accurate the comparison is).
The designers seem keen on the "rule of three": there are three factions, three main ship classes, each with three sub-classes, and three damage types.
It's mostly PvP, but there are some PvE scenarios as well. Most of the game modes are variations of "controll the objective" gameplay:
Game modes:
Domination: There are three objectives. Each team starts with 100 points. Controlling an objective causes the opposing team to lose points; the more you control, the faster they lose them. First team to zero loses. You have unlimited respawns if you die.
Beacon Hunt: Like Domination, but only one beacon is active at any one time. You cannot respawn while your team controls the beacon.
Beacon Dapture: Like Domination, but both teams start with three beacons under their control. If a beacon is captured, you can't retake it. You have limited respawns. Win by capturing all enemy beacons, or destroying all their ships.
Detonation: Pick up a ball bomb. Fly to enemy base. Destroy base. Destroy all enemy bases to win.
Combat Recon: One member of each team is randomly selected to be the "captain". The captain gets a damage buff. Eveyone else gets unlimited respawns as long as the captain is alive. Destroy the enemy captain to win. (Or kill the most ships, if no/both captains are killed).
Factions:
There are three factions. Each faction has its own lines of ships to unlock, with their own bonuses, but you don't have to fight for a faction to do so. Completing missions for a faction earns Loyalty, which can be used to upgrade weapons and gear, and you can change faction (now, with no penalty) whenever you like. (Choosing a faction used to be much more significant, but isn't any more).
The Empire. Pretty much what you would expect from the name (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheEmpire). Has better armour and weapons, but tends to be slow and with weak shields.
The Federation. Ditto (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheFederation). Has the fastest ships, and balanced armour and shields.
Jericho. High-tech cyborg religious fanatics. (It makes sense in context... possibly). Good shields.
Ship classes:
There are three ship classes: Interceptors, Fighters, and Frigates. Each subclass has a unique special ability. They can also be upgraded with various active modules (give extra abilities when activated), modifiers (passive buffs and stat modifiers) and weapons, munitions (modify weapon stats), and missiles.
Interceptors:
Fast, agile, but (usually) fragile and with limited firepower. Can capture objectives faster than other ships.
Recon: Fast. Special module accelerates ship to super-speed for a couple of seconds. Gets the best bonus to capturing objectives. Very good at capturing objectives. Not so good in an actual fight. Also very good at crashing into asteroids. Available to Empire, and at higher ranks, to Federation.
Covert Ops: The fastest 'ceptor (not counting the Recon's special ability). Has bonuses to weapon power, and the special module puts a DoT on its target. Active modules for further boosting damage, or stealth). Available to Federation, and later to Jericho.
EMC: Slowest, toughest inty. Active modules debuff targets. Special ability grants temporary invulnerability (and immobility), and stuns any enemies nearby when it wears off. Availabel to Jericho, and later to Empire.
Fighters:
General-purpose ships with good balance of speed, toughness, and firepower.
Command: Tank/buffer. Slowest, toughest, and least firepower. Special ability gives it an extra, temporary shield that absorbs all damage at teh expense of energy. Active modules give defensive or offensive buffs to nearby allies. Available to Jericho/Empire.
Gunship: Medium speed, medium toughness, better firepower. Special ability gives temp bonus to speed, agility, and rate of fire. Empire/Federation.
Tackler: fastest but weakest fighter. Special ability is a cloaking device. Active modules are mostly debuffs affecting speed or damage resistance. Mainly designed for dealing with interceptors. Federation/Jericho.
Frigates:
Big, slow, tough, have specialised roles.
Guard: Tank / area denial / debuffer. Toughest ship, and has a special ability that boosts resistance vs. a particular damage type. (Unlike most special abilities, this is always on, and "activating" it just cycles between which damage it protects against). Special modules slow nearby enemies, zap nearby enemies, and shoot down incoming missiles. Jericho/Federation.
Engineer: Healer / drone controller. Periodically launches a guard drone that shoots at nearby enemies, and can be sacrificed to restore shields. Active modules heal nearby allies, or place barriers, repair stations, or warp gates. Federation/Empire.
Long-range. Slow, fragile, has more guns than other frigates. Empire gets a "sniper" frigate, Jericho gets a guided-torpedo frigate. A handful of LRF players seem to be really dangerous, but unfortunately most players tend to sit at the spawn point and do nothing to help capture the objectives. Empire/Jericho.
Weapons:
Each ship can be fitted with one weapon type (you can change between matches). I won't list all the types (there are several, with different ones for the different ship classes), but they are all fall into one of three damage tpes: EM (good vs. shield, poor vs. armour), Kinetic (good vs. armour, poor vs. shields), or Thermal (balanced against both).
I think it's quite good fun, although it can be annoyingly grindy at times. (When I started, you unlocked ships by advancing your faction rank, but now you have to level up individual ships to unlock the next one in the tree).
You don't have to pay anything to play, but you can use "Gold Standards" (which you buy with real money) to get various bonuses to credits and loyalty (the other in-game currencies) and synergy (ship experience), upgrade equipment, and unlock premium ships. There is a bit of a debate as to whether it is "pay to win" or just "pay to grind less" (everything you can get with gold standards you can also buy with credits/loyalty or get as random loot drops, except the premium ships which are equivilent to max-synergy normal ships).
http://star-conflict.com/ (You can also get it on Steam).
I've been playing it for a while, but haven't seen any discussions of it here.
It's a free-to-play multiplayer space-shooter. (Often described as "World of Tanks in Space", but I haven't played that so I don't know how accurate the comparison is).
The designers seem keen on the "rule of three": there are three factions, three main ship classes, each with three sub-classes, and three damage types.
It's mostly PvP, but there are some PvE scenarios as well. Most of the game modes are variations of "controll the objective" gameplay:
Game modes:
Domination: There are three objectives. Each team starts with 100 points. Controlling an objective causes the opposing team to lose points; the more you control, the faster they lose them. First team to zero loses. You have unlimited respawns if you die.
Beacon Hunt: Like Domination, but only one beacon is active at any one time. You cannot respawn while your team controls the beacon.
Beacon Dapture: Like Domination, but both teams start with three beacons under their control. If a beacon is captured, you can't retake it. You have limited respawns. Win by capturing all enemy beacons, or destroying all their ships.
Detonation: Pick up a ball bomb. Fly to enemy base. Destroy base. Destroy all enemy bases to win.
Combat Recon: One member of each team is randomly selected to be the "captain". The captain gets a damage buff. Eveyone else gets unlimited respawns as long as the captain is alive. Destroy the enemy captain to win. (Or kill the most ships, if no/both captains are killed).
Factions:
There are three factions. Each faction has its own lines of ships to unlock, with their own bonuses, but you don't have to fight for a faction to do so. Completing missions for a faction earns Loyalty, which can be used to upgrade weapons and gear, and you can change faction (now, with no penalty) whenever you like. (Choosing a faction used to be much more significant, but isn't any more).
The Empire. Pretty much what you would expect from the name (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheEmpire). Has better armour and weapons, but tends to be slow and with weak shields.
The Federation. Ditto (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheFederation). Has the fastest ships, and balanced armour and shields.
Jericho. High-tech cyborg religious fanatics. (It makes sense in context... possibly). Good shields.
Ship classes:
There are three ship classes: Interceptors, Fighters, and Frigates. Each subclass has a unique special ability. They can also be upgraded with various active modules (give extra abilities when activated), modifiers (passive buffs and stat modifiers) and weapons, munitions (modify weapon stats), and missiles.
Interceptors:
Fast, agile, but (usually) fragile and with limited firepower. Can capture objectives faster than other ships.
Recon: Fast. Special module accelerates ship to super-speed for a couple of seconds. Gets the best bonus to capturing objectives. Very good at capturing objectives. Not so good in an actual fight. Also very good at crashing into asteroids. Available to Empire, and at higher ranks, to Federation.
Covert Ops: The fastest 'ceptor (not counting the Recon's special ability). Has bonuses to weapon power, and the special module puts a DoT on its target. Active modules for further boosting damage, or stealth). Available to Federation, and later to Jericho.
EMC: Slowest, toughest inty. Active modules debuff targets. Special ability grants temporary invulnerability (and immobility), and stuns any enemies nearby when it wears off. Availabel to Jericho, and later to Empire.
Fighters:
General-purpose ships with good balance of speed, toughness, and firepower.
Command: Tank/buffer. Slowest, toughest, and least firepower. Special ability gives it an extra, temporary shield that absorbs all damage at teh expense of energy. Active modules give defensive or offensive buffs to nearby allies. Available to Jericho/Empire.
Gunship: Medium speed, medium toughness, better firepower. Special ability gives temp bonus to speed, agility, and rate of fire. Empire/Federation.
Tackler: fastest but weakest fighter. Special ability is a cloaking device. Active modules are mostly debuffs affecting speed or damage resistance. Mainly designed for dealing with interceptors. Federation/Jericho.
Frigates:
Big, slow, tough, have specialised roles.
Guard: Tank / area denial / debuffer. Toughest ship, and has a special ability that boosts resistance vs. a particular damage type. (Unlike most special abilities, this is always on, and "activating" it just cycles between which damage it protects against). Special modules slow nearby enemies, zap nearby enemies, and shoot down incoming missiles. Jericho/Federation.
Engineer: Healer / drone controller. Periodically launches a guard drone that shoots at nearby enemies, and can be sacrificed to restore shields. Active modules heal nearby allies, or place barriers, repair stations, or warp gates. Federation/Empire.
Long-range. Slow, fragile, has more guns than other frigates. Empire gets a "sniper" frigate, Jericho gets a guided-torpedo frigate. A handful of LRF players seem to be really dangerous, but unfortunately most players tend to sit at the spawn point and do nothing to help capture the objectives. Empire/Jericho.
Weapons:
Each ship can be fitted with one weapon type (you can change between matches). I won't list all the types (there are several, with different ones for the different ship classes), but they are all fall into one of three damage tpes: EM (good vs. shield, poor vs. armour), Kinetic (good vs. armour, poor vs. shields), or Thermal (balanced against both).
I think it's quite good fun, although it can be annoyingly grindy at times. (When I started, you unlocked ships by advancing your faction rank, but now you have to level up individual ships to unlock the next one in the tree).
You don't have to pay anything to play, but you can use "Gold Standards" (which you buy with real money) to get various bonuses to credits and loyalty (the other in-game currencies) and synergy (ship experience), upgrade equipment, and unlock premium ships. There is a bit of a debate as to whether it is "pay to win" or just "pay to grind less" (everything you can get with gold standards you can also buy with credits/loyalty or get as random loot drops, except the premium ships which are equivilent to max-synergy normal ships).