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2015/01/27 13:36:39
Subject: Re:Battlefleet Gothic - RTS Game Announced!
The news that an adaptation of Games Workshop’s Battlefleet Gothic was in development made for happy reading last week but solid facts were thin on the ground. We knew that the game would be real-time rather than turn-based, which was cause for concern in some quarters, and that four factions would be available. Now, following a meeting with the developers yesterday, I have all of the details necessary to soothe concerns. Armada is packed with clever ideas and I’ve dissected them below.
How does a dynamic campaign including possible Exterminatus orders on planets that fall under enemy control sound? How about captains with skills that develop over time and personalities that can lead them to disobey orders? Of course, this being the grImperium, anyone showing disobedience to a superior’s commands can be executed, restoring order. The chain of events that can lead to an individual execution or a planetwide Exterminatus seem like they’re key to an understanding of the game Tindalos are hoping to make. Armada isn’t aiming to be a direct digital adaptation of the Battlefleet rules but it won’t be a linear RTS wearing borrowed insignia and uniform from a popular mythology.
The two aspects outlined above – the possible fates of planets and of captains – help to explain how campaign and combat will work, and how they’ll capture the flavour of Warhammer 40k.
First, let’s cover combat. It’s realtime, with no turn-based option, but the pace will be slow enough to allow for careful planning, as befits the hulking great ships that are at the heart of the game. Naval battles are the inspiration, so manoeuvring into position to launch broadside attacks or ramming or boarding actions will be more important than being able to monitor and operate hundreds of weapon systems simultaneously. Apart from your Admiral’s ship, every vessel in your fleet will respond to the changing situation during a mission without waiting for commands from on high. While you can directly intervene, the fleet should be able to handle itself thanks to a set of behaviours assigned before battle commences.
You’ll choose those behaviours yourself, and can alter them mid-mission if necessary, which should provide a sense of control without the need for rapid micromanagement. As an example, Tindalos showed a set of disengagement options, instructing a captain to pull out of combat when his ship had taken a certain amount of damage. Perhaps you want him to disengage early because you’ve spent a fortune upgrading his weapons systems, or because the crew are particularly talented and should definitely live to fight another day. Whatever the case, as soon as the threshold is reached, he should activate his warp drive and scarper.
A particularly brave captain might refuse the order, however, insisting that his crew be reduced to space dust rather than retreating. At this point, you have a choice – allow him to follow his dreams of glory/death, or put your foot down and force obedience. If you choose the former course, dissent within the ranks will grow and other captains will become more likely to rebel against orders, but if you rattle the chain of command, a ‘Blame’ point will be assigned to the captain. If he accrues three, he’s for the chop, publicly executed to set an example. All glory to the Emperor.
Executing a captain means that all of his experience and skills are lost, which is a bad thing. But, on the flip side, all dissent vanishes when an execution takes place, so all other captains should be a little more obedient, at least for a while. It’s not clear how many personality types the final game will contain but the friction between player-set behaviours and occasional disobedience should make the scale of battles easier to manage while ensuring there are difficult choices to make as conflict develops.
The campaign map should offer something similar – difficult decisions, along with fleet management, rather than linear progression. It’s a dynamic simulation of the war for the Gothic system. All four factions will be in play – Eldar, Ork, Imperium and Chaos – but while all are available in multiplayer and skirmish modes (the latter not yet confirmed but likely), players will always control an Imperial fleet. There’ll be a two player cooperative option as well as the single player mode, and the campaign map is dynamic, with non-player Imperial fleets in action alongside the invading forces.
Rather than gathering territory and expanding your power, the main objective at the beginning of the game will be to defend what is already yours. The whole system is under Imperial control when the game begins and you’ll be zipping about in an attempt to protect planets from the three enemy factions. If a planet does fall under the control of the Orks, Chaos or Eldar, the Imperium might set a date for Exterminatus, destroying the entire population and removing any resources generated by the territory out of the game. Movement on the campaign map is turn-based and once an Exterminatus order is set, a turn timer will tick down next to the planet. If you don’t reclaim it before the timer hits zero, it’ll be eliminated.
Armada’s end-game concerns Abaddon the Despoiler and his Black Legion, and there will be specific missions that relate to understanding and vanquishing the Chaos fleet, but the other factions will have their own story missions as well. While they won’t be playable during the campaign, multiplayer will support all four factions and just as in single player, your fleet can be customised and will be persistent from one battle to the next. Characters gain experience and skills, and ships can have new equipment added, including weapons and other subsystems. There’ll be around sixty possible upgrades for ships and, deliciously, Chaos vessels can use any Chaos Mark to alter the appearance and abilities of their vessels.
During combat, specific systems can be damaged, disabled and targeted, and repairs will cost either money or require time out of the fray. If a ship’s warp-drive is knocked out, it’ll be unable to escape combat but if disaster does strike, the crew can be evacuated. There’s another difficult decision to be made – abandon an expensive ship to save a talented crew, or hope they can hold out until the tide of battle turns in your favour.
While boarding actions are possible, ships cannot be captured. Sending in the marines is a method of taking down overpowered ships without trading broadside blows – scuttling rather than stealing. Like everything else discussed, Tindalos backed up their decision with reference to the original tabletop game and the fiction of 40k. Whether they’ll succeed in all their ambitions is impossible to say and the game won’t be released this year, but their passion for and knowledge of the license isn’t in any doubt. Thankfully, they’re unwilling to use the license as a crutch to prop up a reskinned RTS.
It’s early days. I’ve only seen a basic prototype of two fleets in battle and mock-ups of the campaign screens, but Armada has enough good ideas and smart mechanics to be a great space strategy game, regardless of the license. Chaotic cathedral ships might well be the icing on a particularly delicious cake.
This is where GWs marketing strategy seems totally schizophrenic to me. Why release this now? Why give the rights to someone to produce this long after you have canned the physical game it is based on?
I get that there is still interest in BFG (I never played it but Ive heard good things). If they were not totally insane then they would have a big box game at the very least of BFG ready to go around the release date of this game.
Pete Melvin wrote: This is where GWs marketing strategy seems totally schizophrenic to me. Why release this now? Why give the rights to someone to produce this long after you have canned the physical game it is based on?
I get that there is still interest in BFG (I never played it but Ive heard good things). If they were not totally insane then they would have a big box game at the very least of BFG ready to go around the release date of this game.
Fools.
GW has absolutely nothing to do with any WHF or 40K game... They only get paid the licensing fee and as long as GW gets paid, they couldn't care less about what the developers produce.
Hmm... Kinda worried about the rebellious Captains. Hopefully they'll do a good job on the AI or that could be rough. A bad run of Captains could lose you a bunch of upgraded ships(if that's how they implement it).
If the above is realised this will hopefully be towards the better end of recent GW licenced games. Sounds both ambitious and promising, I hope it turns out as good as it sounds.
This message was edited 2 times. Last update was at 2015/01/27 14:01:46
Pete Melvin wrote: This is where GWs marketing strategy seems totally schizophrenic to me. Why release this now? Why give the rights to someone to produce this long after you have canned the physical game it is based on?
I get that there is still interest in BFG (I never played it but Ive heard good things). If they were not totally insane then they would have a big box game at the very least of BFG ready to go around the release date of this game.
Fools.
GW has absolutely nothing to do with any WHF or 40K game... They only get paid the licensing fee and as long as GW gets paid, they couldn't care less about what the developers produce.
It's also mentioned that this game won't release this year at the least, so if GW were to take interest in what they're producing they've got time to throw something together.
This certainly sounds very promising, but also very ambitious. Hopefully the devs can deliver on all these promises. I do look forward to additional content like other races, and, hopefully, Ramilies Star Forts.
"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me." - Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks
Pete Melvin wrote: This is where GWs marketing strategy seems totally schizophrenic to me. Why release this now? Why give the rights to someone to produce this long after you have canned the physical game it is based on?
I get that there is still interest in BFG (I never played it but Ive heard good things). If they were not totally insane then they would have a big box game at the very least of BFG ready to go around the release date of this game.
Fools.
You are so right. Such a wasted opportunity. You'd think that, company floundering as it is, disappearing sales, etc. that even a simple boxed game tie in would be a nice draw. Get people who're hooked on the computer game playing the tabletop game. Instead, opportunity after opportunity is missed. Well done GW, trebles all round!
Nvs wrote: Anything less than Homeworld with BFG models and I'll be supremely disappointed.
Well with the Homeworld HD Remaster coming out next month and this game down the line... a savvy modder might be able to make that happen. (Also, there is already a BFG mod for HW2, but that was ages ago so I dunno if it's still around).
In the first 10 minutes they mention Steam Workshop support (meaning modding). They also worked with people from the modding community who kept the old games going so there should be some nice tools for modders to use. I think it's going to be releases at the end of February (with an online-multiplayer beta) so go on and have fun modding it into BFG!
2015/03/17 07:28:31
Subject: Re:Battlefleet Gothic - RTS Game Announced!
Gah, I won't be getting this. Not because I don't like BFG. Quite the opposite. It'll make me want to buy a new fleet and, as GW in their infinite wisdom and crack business acumen canned the miniatures, this leaves me with ebay. I refuse to pay those rather bizarre prices... Soooo, no new BFG minis for me means that playing the game is, to me, pointless.
Bravo GW, proper joined up thinking there... Still, if you don't want my money, Hawk Wargames and Andy Chambers will soon be filling that void (or causing one in my wallet, whichever way you look at it)...
Considering the guys probably just hammered together the engine to be able to take moving pictures complaining about not seeing models is a bit.. early, don't you think?
That game is in the very earliest stages I'd wager.
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Admittedly I did not read through the rest of the responses to see if anyone else had pointed this out:
It's quite ironic that GW killed off specialist games and yet now those very IPs are being used in a medium that could theoretically draw people to tabletop gaming... Yet the games they're representing are gone.
Wow. Not only am I excited for the bfg game - been wanting one forever - but I also find out the games I loved and had given up hope of ever seeing again are back and better then ever. HW remaster looks just awsome. This thread made my day
jojo_monkey_boy wrote: Admittedly I did not read through the rest of the responses to see if anyone else had pointed this out:
It's quite ironic that GW killed off specialist games and yet now those very IPs are being used in a medium that could theoretically draw people to tabletop gaming... Yet the games they're representing are gone.
Yeah no kidding. The clunky, unwieldy main games remain tabletop while the more fluid and beginner-friendly specialist games have been phased out. Good thinking there, GW...
Uninspired teaser trailer imo. The Warp gate is just plain poor, just rip off the DoW2 one if you have to.
And it didnt show a lot for a trailer barring some ships moving through an asteroid field.
Hopefully more is shown in the coming weeks.
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
Pete Melvin wrote: This is where GWs marketing strategy seems totally schizophrenic to me. Why release this now? Why give the rights to someone to produce this long after you have canned the physical game it is based on?
I get that there is still interest in BFG (I never played it but Ive heard good things). If they were not totally insane then they would have a big box game at the very least of BFG ready to go around the release date of this game.
Fools.
You know, unless they had no interest in maintaining the BFG line of models and games, and were just content to license the property out for easy money.
Unless that.
Marneus Calgar is referred to as "one of the Imperium's greatest tacticians" and he treats the Codex like it's the War Bible. If the Codex is garbage, then how bad is everyone else?