NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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BigBeardedBadger Mar 2, 2023 @ 4:13am
1
That's a nope from me - Here's Why
The navigation of everything is off

My recommendation is to be able to have all decisions, courses for missiles, ships, etc "correctable". I don't mean, I have to plot the whole course over again from scratch but amend each way-point individually.

They need to appear on screen and have binds to either highlight or turn off.

For example....

I've set my movement plot course and heading
-i can see a way point (a)xX for both AND edit it them the CTRL+RMB)
Now if i need any adjustments i can just click those way-points and move them individually, instead of re-plotting the whole thing from scratch

I can press "bind" to hide or bring up way-points, and they are all colour coded

The same thing needs to happen retrospectively for the missile design. The missile design is pretty good with the current system but, if you put in way-points that are persistent and adjustable it makes the whole thing so much more user friendly.

I'm lazy with my macro - I have big move plans, but don't want to have to macro and re plot every 1 second.

In all honestly the games mechanics are just frustrating... and again i could "git gud" but even if i did put in the hours the mechanics would still be frustrating .... Do i want to play a game that is frustrating on that kind of level? Nah cuz that not fun.

i've played allot of spaceship games across all genres... i get what your trying to do , and i dig it, but the way uve designed it... it feels... frustrating, un-intuitive.

I really think the way-points been added that are able to be adjusted in a 3D space is a must for your game.

Now, in saying all that ... your tutorial took like 3 hours for me and OG gamer to do and "get the basic hang of" .. especially the space-bar sphere system its not really given enough tutorial explaining, and i got the hang of it but using the system even when i had the hang of it felt frustrating due to not having adjustable way-points and having to re plot so many different things ... the reason i say this is i requested a refund and its been over 2 hours.... hmmmm.....

If i cant ... ill git gud, but ill find it frustrating.
Last edited by BigBeardedBadger; Mar 2, 2023 @ 4:19am
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Showing 1-15 of 19 comments
BigBeardedBadger Mar 2, 2023 @ 4:26am 
Oh i did say in op but must have deleted or something, I do like the game, and the concept. Apart from the above the game is cool and i wouldn't not recommend it. But being as old as i am i can tell pretty quickly if a game is my kind of game. This was almost... which means it made it past a EXTENSIVE screening of games, and experience in buying games.

So GG rating.
Name Mar 2, 2023 @ 8:59am 
Navigation and plotting in this game is pretty terrible not going to lie. The game doesn’t show you downward angles or angles in general when moving, common I will click somewhere that I want to go with the camera centered and focused on the ship - only to click somewhere else in the complete wrong direction.. super annoying.

But back on topic.. having the ability to modify missile way points in real time using the tactical view would be amazing. Like if I wanted to perform a curve maneuver for instance I could drag a waypoint and the next one in front and offset them from one another.

Despite the frustrations here, this is still an amazing game.
Durendal.exe Mar 2, 2023 @ 9:14am 
Originally posted by Ghojo:
I suggested that already a few days ago. The current missile navigation is awful, especially when you want to fire two or more different types of missiles - or want to use the same path again.
Reworks to firing mixed missile salvos were a thing mentioned in the most recent devlog as being part of the next round of updates. Can't wait for it to be easy to mix in decoy carriers with the other missiles. They're too damned expensive to use to cover most things if used en masse.

That said, the ability to move waypoints around for ships would be pretty nice. SupCom had a good system for that. Though generally speaking I find I don't change plans often enough for this to come up repeatedly. Decisive action is key, and all that.

Originally posted by Catharsis:
The game doesn’t show you downward angles or angles in general when moving, common I will click somewhere that I want to go with the camera centered and focused on the ship - only to click somewhere else in the complete wrong direction.. super annoying. .
I'm not sure what you mean here. There's five or six different position/range/angle indicators
https://imgur.com/a/H6RDlWq
you've got
>Azimuth on compass to mouse cursor
>Elevation on compass to mouse cursor
>Range as a red band
>Relative elevation plane projected onto terrain, capture points, and map boundary
>Range to any given target
>In sphere/angle placement, also the exact bearing to target. (Though not to friendlies, but that comes up basically never.)

It takes some getting used to processing all of it at once, but there's a lot of information there to use when moving or placing waypoints.
Name Mar 2, 2023 @ 4:49pm 
Originally posted by Durendal5150:
Originally posted by Ghojo:
I suggested that already a few days ago. The current missile navigation is awful, especially when you want to fire two or more different types of missiles - or want to use the same path again.
Reworks to firing mixed missile salvos were a thing mentioned in the most recent devlog as being part of the next round of updates. Can't wait for it to be easy to mix in decoy carriers with the other missiles. They're too damned expensive to use to cover most things if used en masse.

That said, the ability to move waypoints around for ships would be pretty nice. SupCom had a good system for that. Though generally speaking I find I don't change plans often enough for this to come up repeatedly. Decisive action is key, and all that.

Originally posted by Catharsis:
The game doesn’t show you downward angles or angles in general when moving, common I will click somewhere that I want to go with the camera centered and focused on the ship - only to click somewhere else in the complete wrong direction.. super annoying. .
I'm not sure what you mean here. There's five or six different position/range/angle indicators
https://imgur.com/a/H6RDlWq
you've got
>Azimuth on compass to mouse cursor
>Elevation on compass to mouse cursor
>Range as a red band
>Relative elevation plane projected onto terrain, capture points, and map boundary
>Range to any given target
>In sphere/angle placement, also the exact bearing to target. (Though not to friendlies, but that comes up basically never.)

It takes some getting used to processing all of it at once, but there's a lot of information there to use when moving or placing waypoints.

i like that you put forth the effort in making screenshots and vids, i admire that i really do. yes there is azmiuth and elevation sure - but it does not the degree of azmiuth. say i want to travel at a 45 degree angle - besides going off in my head of what a 45 degree angle should look like - wouldn't it be easier if the cursor could calculate and display that for me?
Durendal.exe Mar 2, 2023 @ 5:03pm 
Originally posted by Catharsis:
i like that you put forth the effort in making screenshots and vids, i admire that i really do. yes there is azmiuth and elevation sure - but it does not the degree of azmiuth. say i want to travel at a 45 degree angle - besides going off in my head of what a 45 degree angle should look like - wouldn't it be easier if the cursor could calculate and display that for me?
As everything is completely relative, I genuinely don't understand what that's relevant to or how it would help, unfortunately.
Dragon Mar 2, 2023 @ 9:07pm 
having some markers at least relative to locked target would be helpful.
Meles Meles Mar 3, 2023 @ 6:25am 
I think the suggestions are pretty good.

Locking the camera around a ship would be very helpful, and it would be nice with a lot more info in terms of how close you are, or will be going to various objects.

Maybe just some visual distance markers, lines from each object to your selected ship.

A preview function would be great when giving commands, like Flotilla.

There should also be a separate count of how many meters you're ascending or descending, instead of just how far you'll be going from your current point.
Durendal.exe Mar 3, 2023 @ 6:58am 
Originally posted by Meles Meles:
Maybe just some visual distance markers, lines from each object to your selected ship.
Those exist though? The distance to every visible object is projected directly onto the selected object's sensor plane.
prophetb1 Mar 3, 2023 @ 7:17am 
Do you mind if I post these in the discord suggestions channels? I have a feeling that making the waypoints adjustable in real time might be very achievable.

Originally posted by BigBeardedBadger:
The navigation of everything is off

My recommendation is to be able to have all decisions, courses for missiles, ships, etc "correctable". I don't mean, I have to plot the whole course over again from scratch but amend each way-point individually.

They need to appear on screen and have binds to either highlight or turn off.

For example....

I've set my movement plot course and heading
-i can see a way point (a)xX for both AND edit it them the CTRL+RMB)
Now if i need any adjustments i can just click those way-points and move them individually, instead of re-plotting the whole thing from scratch

I can press "bind" to hide or bring up way-points, and they are all colour coded

The same thing needs to happen retrospectively for the missile design. The missile design is pretty good with the current system but, if you put in way-points that are persistent and adjustable it makes the whole thing so much more user friendly.

I'm lazy with my macro - I have big move plans, but don't want to have to macro and re plot every 1 second.

In all honestly the games mechanics are just frustrating... and again i could "git gud" but even if i did put in the hours the mechanics would still be frustrating .... Do i want to play a game that is frustrating on that kind of level? Nah cuz that not fun.

i've played allot of spaceship games across all genres... i get what your trying to do , and i dig it, but the way uve designed it... it feels... frustrating, un-intuitive.

I really think the way-points been added that are able to be adjusted in a 3D space is a must for your game.

Now, in saying all that ... your tutorial took like 3 hours for me and OG gamer to do and "get the basic hang of" .. especially the space-bar sphere system its not really given enough tutorial explaining, and i got the hang of it but using the system even when i had the hang of it felt frustrating due to not having adjustable way-points and having to re plot so many different things ... the reason i say this is i requested a refund and its been over 2 hours.... hmmmm.....

If i cant ... ill git gud, but ill find it frustrating.
Fewher Mar 3, 2023 @ 7:19am 
The navigation in this game is brutal.
I understand why it is the way it is, but from a gameplay perspective it's exhausting to deal with and not cohesive.
BigBeardedBadger Mar 3, 2023 @ 11:07pm 
Originally posted by prophetb1:
Do you mind if I post these in the discord suggestions channels? I have a feeling that making the waypoints adjustable in real time might be very achievable.

All goods
pyr0kid Mar 4, 2023 @ 9:49pm 
the two problems i have with this game are as follows.


1: no vertical 'depth' indicators, example picture from homeworld https://i.imgur.com/z4KDopU.png

i have no idea *why* this was a problem in the first place, and i would assume it would be a fairly quick gui change to add it.


2: these bendy lines are useless. https://i.imgur.com/WtjcOci.jpg

i understand the idea is it helps you figure out how far things are away from your selected unit, but we have much easier to read numbers right next to ships that explicitly says what the range is.

this one angers me as much as it does because it feels like the dev looked at this, said "the players need more help with 3d maneuvering", and stopped here.



the bones of this game are good, but damn the hud makes you fight for every inch.
Durendal.exe Mar 4, 2023 @ 10:26pm 
Originally posted by pyr0kid:
1: no vertical 'depth' indicators,
2: these bendy lines are useless.
You will note that beginning any procedure which uses the position selector widget (movement, signal placing, etc) causes the lines to snap straight. https://i.imgur.com/PZE0G4A.jpg
As to whether the ranging curves or elevation lines are more useful on a moment-to-moment observation basis, that seems rather up to taste. I don't really find there to be much of a difference myself, but it seems like something that could use an option toggle.
Last edited by Durendal.exe; Mar 4, 2023 @ 10:26pm
BigBeardedBadger Mar 4, 2023 @ 11:11pm 
Well i haven't revived a refund yet.... Do you get a msg saying your refund has been denied? or what?
BigBeardedBadger Mar 6, 2023 @ 2:13am 
I didnt get the refund lol

Originally posted by Ghojo:
Originally posted by BigBeardedBadger:
Well i haven't revived a refund yet.... Do you get a msg saying your refund has been denied? or what?

Yes, usually in one or two days after you filed a refund request through Steam. Probably longer if you did it on a Friday or the weekend.

The tutorial took me overtime.
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Date Posted: Mar 2, 2023 @ 4:13am
Posts: 19