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Star Wars: Shipbreaker.
Prequel: Hardspace, before the beams. Imagine having to hand cut things with a torch or blow them up, only then to have to attach a cable and reel the pieces into the appropriate maw. Harder, messier, new puzzles.
Sequel: Chop up asteroids and comets, avoid pirates, worry about fuel and air, upgrade your ship, and worry about possibly angry former or current Lynx employees mad at you over what happened in the shipyard. Find derelicts and strip them for parts and materials, tons of options!
I'd buy either of them!
StarWars: Shipbreaker
use the Force, Fifty two
This isnt the bunny you're looking for
But i hope they chance a few things.
- no timer while working on a ship. There just doesnt seem to be a real reason for one
- dont let us skip out of the debts
- a no story mode (dont know why, but a lot of people wanted to skip the story, so thats more of what others want)
Because it's a fake stressor. You FEEL like you have to hurry, even though it really doesn't matter, everything considered.
Plus it's used to pace the story. Without a timer, you'd be limited to 1 story event per ship, give or take.
I don't know if you've played in a while, but there's a free play mode without story, timer, oxygen or fuel limits.
That being said, I think most people wanted the option to skip through story EVENTS, i.e. fast forward through the conversations they've heard before. Nothing like having a long lecture, accidentally making a mistake, then having to hear it again when you abandon the shift.
I still think about this game, not about its story, but about how interesting and cool the mechanics of space deconstruction and careful disassembly works. I wish the devs had not stopped with 1.0 and made some actual DLCs like most simulator game to add layers of content onto the base game, give you a reason to stay with Lynx after the events of the story.
Now I'm just kind of hoping they make a sequel and ditch the super heavy-handed anti-corpo feel-good ♥♥♥♥ and focus on how hard and difficult the job is, and how gratifying it is to really scrap and clear a ship. Have some systems that features an independent shipbreaker, so that you actively need to pay for ships to scrap so you need to evaluate the worth of a scrap, sustain your shipbreaking by doing smart deconstruction, having larger penalties for every shift you take to strip down a ship (Higher cost of oxygen, resources, and dock fees). There's a ton of interesting features that could go into working as an independant ship breaking outfit - even hiring other shipbreaker, improving systems and hiring other ship breakers and such. Get reports on performance of other shipbreakers and either promote or fire them for incompetence when they ruin a reactor.
Of course, all configurable so people who just want to deconstruct in peace can, while others who seek to really push the hardcore simulation to the limit get more to chew on.
Ah well.
The devs specifically said they investigated multiplayer and quickly discovered getting all the potentially hundreds of object to match in both instances would be a nightmare. I think it's even less likely than a DLC or significant update.
Do spill the beans, what do you mean? I live for the schadenfreude of these muppets who ruined Shipbreaker.
Basically what Wiawyr said and while I am sure not the same Dev's they made Minecraft legends, just overall very 'eh' game as it is.
Basically they have shown a pretty big lack of understanding what makes a game originally good. So I full expect them to mess up a shipbreakers 2