If you send all your Vipers out to fight the Cylon, don’t land them and jump, no Vipers next time time. ![]() Bear in mind, everything you do, everything you loose (ships, munitions, fighter) stays that way on each jump. Examples would be you jump into a system that can repair your ships and restock and/or a system with a massive armada of Basestars at the start of the match.Įach jump you also collect scrap (no need to gather it, it’s automatic) which you then can spend on repairs and restocking if you jump into a system that offers those services that is. Some can be minor for both, such as this sector has been mapped so you spool up faster or Cylons reinforcements arrive faster or it could be very good and/or very bad. Each sector you jump to will have pluses and minuses for you. If you’re in a rush and you jump before you sensors can read what the next sector is you may find yourself in the frakking deep. ![]() If you’ve played FTL or something similar you see the mechanics here.Įvery time jump into a system, all the ships start to spool up again to jump for the next sector but all ships spool at a different rate along with the more jumps you do, the longer it takes to spool up. It takes 10 jumps to get to the Caprica and each jump you can choose where you would like to go from two choices. On TV, Battlestar Galactica was all about memorable characters, intricate politics, and gripping moral quandaries, none of which make the jump to this game. Now you three (you, Samantha, and Helena) must bring them back to Caprica safe and sound, all the while Cylons hunt you after every jump home. By the time they get there the colony is destroyed and all that is left is a few civilian ships. Samantha and Helena Agathon lead a fleet with 10,00 soldiers aboard to bring the fight to the Cylons. ![]() The basic story of this mode is as follows.Ĭolonial fleet has gotten intel that the Cylons have a possible staging ground out past the “Red Line” (maximum safe jump range) near an outlying mining colony. But it would be nice to have effective artillery all around.Those giggles you get when you’re the last warship to defend civilians…then lose because you’re nowhere near as badass as Bill Adama. Of course, the use of PCMs and other weapons - as well as distance and evasive tactics - can blunt the impact of Cylons appearing to your rear and far below you. That's why diving is so repetitive, but necessary. Some of the ships do, ie the Jupiter-class battlestars and Cylon Basestars-types, but too many don't. Any starship properly equipped for space combat should be designed to deal with a threat from any point. Some ships, Colonial and Cylon, have no weapons facing below or behind. However, I think one of the factors that has not been dealt with in this game - knowing the threat - is 360 degree positioning of weapons in all directions. In space, a threat from any point is even greater. Navy fleet at sea, there is a threat from other ships from any point of the compass all around, a threat from above by cruise missiles like the Harpoon and aircraft as well as a threat from below from submarines and torpedoes. As in actual combat, but particularly in space, the enemy threat could come from anywhere - above, all around and/or below your own position.and at varying distances. The new FTL "Jump" set-up is also very realistic in three-dimensional space. If I do end up writing a review it would be positive but with quite a few cons listed. However I would apologise for the word laziness, I could and should have used a less antagonistic word and to be honest the word does not describe the drawbacks i've found with this game accurately. ![]() Such as ship selection, inability to group units and set formations to name a few. Also the encounters are still predictable, it does not make a difference which direction the ships are facing at the start.Īlso the laziness comment was not related to this one dynamic, it was related to a quite a few drawbacks in combat which seem to make this game a micro management nightmare. See lytleclan's comment below to see one example on how you could have interpreted player feedback. Rather than laziness, this was added due to player feedback. We received a number of comments that this make encounters too predictable and repetitive, so we changed it so that the starting positions are different each encounter. Originally posted by Black Lab Games:Until the last update, all encounters started with the fleets facing each other.
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