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Managing the upkeep of the planes, managing the morale of the base crew, defending your airfield and sending out your pilots on missions is all part of Ground of Aces as well and most of that is already in the current alpha.
Our devs are now working on implementing attacks by the Luftwaffe and defense features like anti-air guns into the game.
I really like the resource management as a base. Feels way more rewarding to build a base and keep it running
Yeah lots of discussion went around in this post last year: https://steamcommunity.com/app/2308690/discussions/0/4511002848509404921/
Sometimes this is the problem with being the developer and publisher.
I see the need for farming resources to be a thing, but instead of cutting down trees on your airbase you should get resources from protecting close by infrastructure from air raids. As your airfield grows you will be able to protect a bigger area and therefore get more resources. Physically farming wood etc. just feels weird and like a totally wrong focus for a game that should revolve around managing an airfield.
Imaging a aircraft carrier simulator where you would need to catch fish, mine underwater iron deposits and recover driftwood in oder to build aircraft ...
Agreed 100%... next...
The gameplay loop SHOULD focus on building and running a WW2 airbase and sending out planes to do things. That's the premise. That's the point that people are trying to make. Sending a WW2 fighter pilot out to forage for water and clay or farming produce is a detachment between the setting and gameplay, and it detracts from the immersion. From last year, my suggestions for the devs were this:
-The survival aspect of this game is weird for the setting. The better suited loop would be to order in the majority of raw resources from outside by truck/train and have onsite production chains that result in production and maintenance of working planes. The planes then provides defence to your external logistics, allowing bigger shipments or advanced resources from further afield to get through to you. While this is going on, you have events and missions to challenge that loop and engage the player.
-It's WW2; have land vehicles. For instance, I'd fully expect an airbase to have trucks or mechanical aids for building, fuelling, rearming, moving supplies and people. It would also allow for greater strategy, such as dispersed vs concentrated production and storage, sending a team to collect far off resources or loading up a truck with building materials before heading out to a new construction.
-War time threats. The bigger you get, the bigger threat you are. This would lead to air raids, which would be countered with camouflage (building materials and trees providing a small stacking bonus so more trees equal more camouflage), counter intelligence, 'going dark' (no production, but threat lowered), air-to-air and ground-to-air combat. These raids and combats would lead to plane crashes, search and rescue, salvage, medical triage, fire fighting and ammo/fuel detonations. Enemy spies and the morale mechanic could lead to food or medicine theft, sabotage to planes or production equipment, and increased threat through intel being revealed. This would lead to the player having the choice to build a 'stealth' base, spread out amongst the trees and catering to smaller planes, or a larger base that is able to defend itself against these threats, but costs more in the way of manpower and resources to maintain.
-A mechanical difference between building materials. Expanding on the idea in the last point, tarp/wood/brick might have scaling camouflage at the expense of lower resistance to flames and bombs.
What this game needs in a win-scenario and scoring system. Does it end in 1945?
What would really make this game is some kind of AA shooting mini-game during attacks on your base.
Hopefully the devs can tank the missed potential and can get back on track with the 2nd game and not go under.
Other folks here are having gripes that aren't at all appropriate for an Alpha, but a Bomber Crew take is . . . . bad.