Children of a Dead Earth

Children of a Dead Earth

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Jestersage Oct 6, 2016 @ 10:18am
This compare to Kerbal
Aside from N-body and combats, how are the two games differ? I am thinking of getting this on the next sales.
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Showing 1-9 of 9 comments
Zarincos Oct 6, 2016 @ 11:06am 
Well, exploration isn't really an element of this game. The missions take place near any of a number of different celestial bodies, and while they look decent they're all just background. Designing your own modules in this game gives a lot more customization than KSP, though the actual ship-building is slightly more limiting, with, for instance, only really being able to build up, not out. The burns on maneuver nodes in this game are also automatic, with available auto-intercepts of enemy fleets if you're close enough. The games are ultimately quite dissimilar, as this one focuses almost entirely on combat and module design. The maneuvering is also a fairly large part of the game, though I don't personally consider it a main focus despite some of the missions being centered entirely around it.
Last edited by Zarincos; Oct 6, 2016 @ 11:24am
wooaa Oct 6, 2016 @ 12:48pm 
If you like bullding space ships and orbital mechanics, this game may be for you. KSP has both of those in spades, and quite a few players of this game also like KSP.
But, there are a few important differances. First, is that the orbital mechanics are a bit more complex. there are times when lagrange points and orbital pritubation are a chalange.

Second, there is more automatsion in flying. You basicly have mechjeb by defult. The computor can handle simple things like ciruclerising your orbit and if you get your orbit close enought to your enemy, the computor can take care of the final steps for the intersept. You also know exactly how much deltaV you have. however, this does not meen that the game flyes it self. you need to adjust your orbit and inclanation as needed, the computor just take some of the load off.

Ship design is much more complex. You can use stock parts, or make them from scratch. This game has a VERY detailed physics simulation, so taking into acount tensile strenght, density, and melting point is a consideration.

if you are intersed in the game more, check out the wordpress site of the dev, it gives a good idea of what gameplay is like. https://childrenofadeadearth.wordpress.com/
unwinged Oct 7, 2016 @ 3:46am 
I'd say that only similarities is that both revolve around spaceships and you can design your own ships. Other than that they are very different.

CoaDE is made to be as realistic as can be (and sacrifices gampley for common players) and focuses on commanding space ships in combat. Also it is NOT "open-world" game. You have few designed missions to complete and sandbox mode where you choose celestial bode where ships of your choosing will fight.

KSP is made to be fun game (and sacrifices some realism) and focuses on piloting your ships to explore.
XcessiveNinja17 Oct 7, 2016 @ 10:40am 
- No direct ship piloting. This makes a lot of things easier, but some other things harder.
- No atmospheric or land operations.
- You can design components, such as engines, fuel tanks, weapons, etc. You also choose which materials that they are made out of.
Hazy Hexagon Oct 27, 2016 @ 11:52am 
Originally posted by Jestersage:
Aside from N-body and combats, how are the two games differ? I am thinking of getting this on the next sales.

Really, there isn't as much customization of the actual ship in this game. Since the developer is insistent on only using Cylinders as ship design, youll be limited to what you can make out of cylinders. But, in terms of what you can actually do in the editor there is a lot more small details to edit and math to take into account, and you can create stuff from scratch like your weapons and body. As of now, this is more a puzzle game with a campaign where you have to figure out the correct manuevers and decisions to make based upon the scenario your own in the campaign. Like how to use a retrograde orbit to fling yourself into orbit with an enemy ship so your facing the right way, because if you approach them the opposite direction in orbit you may fly by way too fast. But if your using missiles, using that orbit would be very effective because they will be going extremely fast at the target and harder to dodge. Your on a zoomed out orbital map where you make adjustments to the orbit similiar to KSP's sliders, and once you intercept or make contact with the enemy then it zooms into a 3d environment where you fight with the enemy by ordering your ships around and targeting different parts of their ship. The combat is pretty fun, sometimes frustrating but certainly satisfying to win.

Theres a sandbox mode where you can set up your own fights and stuff, im not honestly sure if i'd say its worth the asking price yet. I think it is if you love this kind of game, and i've enjoyed my time with it, but im also waiting to see where the game goes. Id watch a couple gameplay videos man, thats always the quickest way to see for yourself.
ulzgoroth Oct 27, 2016 @ 4:11pm 
One small-yet-significant distinction: you can't slide maneuver nodes along your trajectory in CoaDE. On the other hand, it has some very useful features like being able to plot your trajectory relative to a target and to get a planar projection of your trajectory.

...Plus, you know, being pretty thoroughly different games as others discuss.
Cifu Oct 30, 2016 @ 7:55am 
In short: The KSP is an enjoyable, lovable little game, with relatively good graphics and scaled back reality (600m/s delta-v for a kerbal in space suit?!?), ergonomic and easy-to-understand GUI and so on. Oh, and you have TONS of addons, so you can make the game what you like.

The CotDE it a simulation program, come with a not user-friendly GUI, very-very basic graphics, very hard campgain (oh, and you have to done it to get the ship and module designer).

The CotDE only worth it's money, if you interested in space warfare. Very-very deeply...
Darth Dinkerino Oct 31, 2016 @ 12:32pm 
The games are not very similar to each other. I'd say that similarities end with the fact that both games take place in space, and both allow ship customization, albeit very different systems.

Probably the largest difference between the two is their respective playstyle. KSP is always real-time, and the general focus involves designing ships to fit whatever mission you wish to perform. It is a very open-ended game. On the other hand, CoaDE is only in real-time during combat, which takes up a very small segment of playtime in the long run. All maneuvers are turn-based, and the focus is on completing the campaign, which is extremely structured and consists of a handful of missions. Once the campaign is completed, you can play around in the sandbox mode or try to beat your high scores on the campaign missions. Even the sandbox mode is very structured, and mainly revolves around short segments of maneuvering and quick battles that resolve themselves in a single pass. CoaDE really lacks any continuity, whereas the entire purpose of KSP is continuously building up your space program.

KSP gives you a large set of modules to play with, and allows you to combine them to create ships. While some designs obviously work better than others, you're generally allowed to create any style ship that you want. CoaDE gives you a rather small set of modules to build with, but continuing with the campaign unlocks the module designer, where you can create an infinite set of modules to use in your own designs. The module designer is incredibly complex, and probably the most rewarding part of the game in my opinion. It allows you to play with a variety of mathematical parameters for components ranging from lasers to nuclear reactors. While it can be overwhelming at first, you'll learn through trial and error how to effectively create your own designs. An important point to note is that the creator of CoaDE decided to restrict the shape of ships to those that he feels would be the most mathematically feasible; as a result, all ships are a variant of either a cylinder or a cone. While that sounds very restrictive, there are still infinite combinations of ships that you can create. I cannot stress enough how addicting the ship/module designer is. You will spend a lot of time there once you unlock it.

Orbital maneuvers in (stock) KSP are all manual, whereas CoaDE maneuvers are all automated. Barring special circumstances that you encounter in some missions and some sandbox situations, the maneuver that you plot will be the exact maneuver executed by your fleet. CoaDE also allows for changes in maneuver perspective; You can opt to display your orbital path as relative to a moon, a planet, the sun, an enemy fleet, etc. This is very helpful, sometimes even necessary, for completing some campaign missions, although some people think that this encompasses a form of "Cheating," as it often can simplify achieving intercepts to a trivial degree. While I personally do not mind the feature, it's important to note.

Combat in CoaDE revolves around intercepting (or being intercepted by) an enemy fleet, and destroying them with the fleet at your disposal. The combat UI can be very confusing, and the lack of a pause button sometimes leaves you helplessly unable to react, or even unaware of what is happening to your ships or the enemy. While this sometimes detracts from combat, I have found combat to be very fufilling, as no two encounters ever really play out the same, barring extremely imbalanced fleet composition or weaponry.

Overall, they are not very similar games at all. If you like the thought of a very scientific space combat simulator, one that strives to provide what the author believes realistic space warfare would be like, I would encourage you to buy the game without a second thought.
cantab314 Nov 12, 2016 @ 3:20pm 
I'd say there are strong similarities between Kerbal Space Program and Children of a Dead Earth, but they end up having a different feel. KSP is an open-world (open-solar-system!) sandbox and lets you build a space program with ships and stations being persistent over time. It also puts you in hands-on control of your spaceships. CoaDE is split into discrete scenarios each starting with selected ships in orbit, with no persistence between them and no 'grand strategy' elements, and it also lacks the direct hands-on piloting of Kerbal. The game structure makes CoaDE feel more like a puzzle game with each campaign mission presenting a certain problem to solve.

If you liked Kerbal, chances are you'll like CoaDE, but it's not "Kerbal with guns".
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Date Posted: Oct 6, 2016 @ 10:18am
Posts: 9