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For example you could definitely build a satellite or a small boat.
Based on everything I've looked at and read, I think you're right, I don't think its all that useful of a comparison. I was initially surprised by but have come to really enjoy how granular in detail Stormworks can be, but everything I've read about FTD tells me I'll love that too but for different reasons.
Anywho, thanks for all the discussion (exclamation point)
Yeah, they are both fun for different reasons, but I’m finding that I might prefer From the Depths due to more strategy, and the scenario editor (which I still can’t figure out how to make good terrain…)
Personally, Stormworks seems to have taken a downfall in terms of quality. However, it is still moderately enjoyable, and to my knowledge the only good water-based building sim. Firstly, from an engineering perspective, Stormworks is fantastic. I was able to build something functional rather quickly, however it depends on how you define functional. You could easily build a solar-powered box boat, helicopter, or plane (if any, the aerodynamics are terrible in SW). However, making a boat or helicopter which is able to avoid collision, is also pretty easy, or difficult if you're new to that I suppose; difficult if you have not learned the basics.
TLDR: Stormworks is a non-linear sandbox openworld engineering game, in contrast to the seemingly linear design-and-combat FtD. Stormworks encompasses the ability to create more advanced creations, in a dynamic and interesting openworld. Despite it's bugs, "bad" developers, and challenge, it remains a complex engineering game (not sim, game). I strongly recommend StormWorks if you have interest in such. However StormWorks is a engineering-focused videogame, any goals and gameplay you have to create yourself (unless you do multiplayer roleplays or conquest-based servers). While in FtD you design a seemingly complex vehicle, in my opinion less complex compared to Stormworks; as in Stormworks you have the ability to vastly improve your vehicle utilizing "Microcontrollers," and within Lua and Logic Gates, opposed to FtD's seemingly restrictive Lua.
TLDRTLDR Stormworks is an engineering-based videogame and has an emphasis on such. FtD is a blend between engineering and combat. Stormworks is a sandbox, extremely nonlinear compared to FtD. If you want engineering, go Stormworks. If you want gameplay, go FtD. If you like both, go FTD. Unless you do MP, Stormworks lacks really any gameplay (and no, Stormworks has no or very little Search and Rescue compared to what it was).
I consider FtD a water-based building as well, so I think “one of the”. But, the point remains (:
True, but I do feel it’s physics is too simplified where it shouldn’t be, and not simplified where they could get away with it (granted, I’m a person who loves precision, and feels KSP could use more realism, so… yeah)
True. It has contracts, allegeldly…
Well, depends how you play it. I almost exclusively use design mode, so it’s open-world.
In a way, it’s both linear and non-linear. And, while the goal is combat, you don’t have to follow the goal. I mean, in stormworks, people don’t follow the goal, after all, what’s the point of a luxury yacht?
True, true. But, once again, design mode!
In FTD, you can use breadboards. They use the classic “drag and drop” design, making them smaller and more powerful than microcontrollers. Then, ai breadboards are can connect to the AI which can do complex things without LUA
You can use LUA, and it allows more powerful things, but you can also use LUA in stormworks. If anythingy, you can do more without LUA in FtD than you can in stormworks!
Never seen a Tl;Dr with a Tl;Dr! Nice. I’ll have to remember that when I have large Tl;dr’s[/quote]
Not quite. Stormworks is a sim/ quest game in career mode, and FtD is a sandbox in design mode. Depends how you play. If anything, as the “sandbox” is just infinite money and stuff to you in Stormworks, it’s less sandbox has you keep getting missions, and then get yelled at for not doing them!
Indeed. However, in designer mode, FtD is more sandbox-y than Stormworks ever is!
And, in the campaign, you can re-design your ships at any time in FtD, so in that way it’s more sandbox. Then more win conditions, and so on!
Well, this is a complex question.
FtD has a more in-depth story/ campaign, but that is more sandbox than even Stormworks with “creative”. And creative mode is much more creative, as you won’t get missions, then get yelled at for not doing them…
Stormworks has tried to be 100% one genre, then added another and tried to do both, and then… so it has become a “Jack of many trades, master of none”. Meanwhile FtD has always tried to stay with just one or two genres, so while it’s not a master at either, it is much more fleshed out, and it is more sandbox-y
I could go more in depth, but I don’t have the time right now. Imo, FtD is better. (Ive been contemplating changeing my review to negative on Stormworks, and that’s not a change I do lightly!)
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Stormworks states to be a sim/quest game. However, realistically it really is not. If you ever played stormworks for an extended period of time, or if you played it pre-1.0, you would realize how its' "quest" system overall is extremely lackluster. Now, I am not saying it is not there; I am saying what is there, is significantly less and personally, worse, compared to what was there before 1.0 (which they removed). Technically you can install workshop quests, so that should fill the gap. Which then hope there is not a clustersome of bugs or lag.
Judging from your FtD perspective, it definitely seems more sandbox than StormWorks. I use sandbox loosely, however StormWorks seems more sandbox in the terms of mission/level design and all that you can do (unless that is considered open-world).
In depth, breadboards seem more simplified than Microcontrollers, however I never used one in FtD so I cannot speak on such. In regards to micro-controller's (or breadboard) necessity, StormWorks--depending on what you are building--is very dependant on micro-controllers, which is both good and bad;i enjoy the challenge, but then again game bugs and lag messes with the MC depending on complexity. FtD seems far less dependent on breadboards but still as advanced with supplied build options.
StormWorks does not really have a goal. S&R (Search and Rescue) has gone down the drain. Honestly the most apparent goal is combat between you and AI; but the developers broke the AI and removed them (afiak). Where as FtD has a set goal, seemingly combat and conquest, which I mean obviously you can avoid, but then what else is there to do? I know FtD is combat-geared, but personally you cannot have a true combat game if you disregard logistics.
StormWorks is an engineering game. Not a physics engine or similar. If wanted, play KSP.
Personally, by water-based engineering game, I meant in terms of both engineering and immersion. FtD seems like an empty waterworld compared to StormWorks which seems unique. The environment StormWorks has is fantastic.
(now, not a response but an addition)
In terms of quality, FtD seems superior compared to StormWorks. The quote you mentioned, which I forgot (and poorly tried to implement here), “Jack of many trades, master of none," is my main reason StormWorks is rather terrible. Especially with the mound of unfixed bugs and community disregard. With that alone, FtD seems far better quality, it is not being ruined by its own developers lol.
Indeed, it has just enough that when using it as a sandbox it can get a little annoying, but can’t do it as a quest game either…
Indeed! While I understand (and agree) with the first statement (extended period of time) as I used to play that game a lot, I’m not sure what you mean by that “especially before 1.0”. How do you mean?
Hmm… so that’s what those are for!
Indeed. To be fair, I’m not the normal player (of any game)
Hmm… that is true. I mean, from the depths does have a planet editor, and with that you can make custom maps, quests, ect. But, it’s a pain to use, especially if you want a custom world! So it’s very hard to make one like that, but if done right, it can be very in-depth!
And, I would say that, based on your definition, building wise FtD is more sandbox-y, but custom mission wise Stormworks is more sandbox-y (not because you can do more, but because it’s much simpler to make)
It might look that way, but that’s only partly true. For some things, you are going to be working hard. Yes, there is a PiD piece. But you will need to preform math on your ships orientation for the PID to work right!
Although, I haven’t played Stormworks in a while, and I do preform FtD, so I’m kinda biased. However, from what I remember, it did a lot of the math work for you. I don’t think there’s a PID park in Stormworks, but if so, I think the inputs aren’t too hard, or it requires LUA…
True, for advanced builds, microcontrollers are almost needed.And if you aren’t using custom ones, it can take a lot of the non-custom ones!
Kinda. However, for advanced behaviors, you need them (a lot of the pre-built ones have at least an AI block, and a good amount have some breadboards. So, yes, the pre-made ones can do a lot, but that’s because they use these features!) The in-game AI can do a lot, but if you want armor that auto protects gun barrels when not firing. Or if you want some fancy firing. Or manipulate weapon shapes to change the cannon type rapidly. Or…
Then, in the campaign, without using at least AI, you can’t easily do it as you can only controll one ship, and it’s very hard to controll more than a few weapons. With the AI you can have fleets.
But, there’s only so much (albeit quite a lot) you can do with AI. But, you can’t use anything to its full potential without breadboards too.
Yeah, but that’s the thing, they provide pieces of each goal that get in the way of whatever the new one is, but it averages to haveing no goal, just annoying fragments.
Well, like me you can build whatever you want (most people still build war-based things, but it doesn’t have to be. If you want, how bout making a luxury yacht! Useless in campaign, but it looks cool.)
And, there is some diplomacy, so you could try to play the game peacefully (you would probally still need to have weapons as the factions start hostile, but you could certainly prioritize diplomacy. One win condition is to get all relations to be positive! Another is to destroy everyone…
While I haven’t worked much with it, I know vehicles need “rescourses”, and those need to be transfered by being near other vehicles. Normally you build small vehicles, but if you have something latge, it will need some sort of rescourse carrying drone (or the useage of “commodities”, in which you inefficiently convert materials into another form that can teleport, but you have huge losses…
True, true…
True. FtD does need some detail for the physical world.
Yeah. It’s not yet a “Jack of all trades, master of none”, is that it isn’t enough to (in my opinion) be worthy of “all” , so I tried to change it to be applicable, hence many trades.
same here, this (and the quality) is the ultimate reason I prefer FTD (:
Took maybe 600 hours to setup a satisfying unit roster (major updates were frequent back then - had to update and introduce new systems over and over)