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I assume that more information will be revealed in the next devlog, one typically happens a few day before an update drops so within a few weeks.
Games with the level of tactical-scale detail and complexity of Nebulous rarely--if ever--get expansive, operational-wargame or 4x type dynamic campaigns. It's just too much for one product, given all of the interplay between strategic and tactical elements. Instead, things are a lot more focused:
- Close Combat (other than 2) - some operational depth, but events are largely scripted / units are essentially just movable, decline-only force pools. units are essentially just moving force pools. A solid strategic layer for the tactical core of the game.
- (Jane's) Fleet Command - Campaigns were linear, but dynamic. Enemy forces were both partially-randomized (in how / where / when they're encountered in missions) and positioning / alert state is reactive to player performance in prior missions. Player resources are limited and carry over through the campaign. A campaign is more like an operation, maybe 4-8 hours of play.
- Wargame RD. Before anyone says it: no, not the same depth of sim, but a huge amount of breadth with solid detail usually missing from RTS games. Before RD there was Eugen's first attempt at a sstrategic layer in ALB, which was a lot of fun but didn't get a lot of development focus, so there was enough broken that the larger campaigns were nearly unplayable. In SD2 / Warno, this concept is now Army General, which adds significant strategic complexity but limited linkage with the tactical game. Red Dragon's campaign mode was the 'best form' of the concept: relatively contained strategic maps, elements of randomization / player decision-making, the ability to build custom battlegroups through amalgamation of sub-units, and--most importantly--good linkage with the tactical maps. Forces enter only from the lanes they can actually access at the strategic level; ground taken or lost carries over across battles on the same map. Veterancy is based on the combat experience of Individual squads / vehicles, so formations that fight well and limit losses will get stronger over time, while decimated units are saddled with inexperienced replacements.
These are all great approaches to making singleplayer (or potentially multiplayer) battles actually mean something. I'm saying this because I want Nebulous to succeed commercially and, simply put, 'skirmish only with a scripted campaign' isn't going to make that happen. There are counterexamples--Homeworld, Dawn of War pre-DC, Company of Heroes 1/2 are good ones--but those campaigns literally set the bar for cinematic quality at the Hollywood level.
I dont know how expansive the campaign would be. There exists the crew veteran system for conquest that can be recycled, as could be the intel system, and I'd hope both get used. But cant say for sure. We'll have to see what they have in mind after carriers but its good to think about.
i thought Red Dragon was brilliant in that respect, for all the reasons above. Not a complex operational simulation by any stretch, but enjoyable, replayable, and mod-able. Complemented and tied-into the tactical gameplay really, really well.
Red Dragon AI wasn't much better but the campaigns were super asymmetric in many cases. 341 hours on record, <5 multiplayer matches. Would boot up 2KW or Narodnaya every time a mod came out.
Personally, I enjoy the MP part quite a bit. The community is super nice, it's not so competitive that you can't be fine with losing some.
If you are strictly a non-MP person, it's certainly better to wait.
Keep up the good work my dudes!
This.
There's plenty of "AckChyUaLLy it's NOT caNCellEd" dev apologists here. Call it what you like, it was substantively cancelled.
It's not "misinformation" (ridiculous).
The dev was alluding to conquest mode as THE defining experience of Nebulous for a long time. "Late last week, I made the difficult decision to put conquest development on hold for the foreseeable future." That's pretty fuggin clear to me. And it was pretty fuggin clear to the paying customers that expected it who got shafted.
We're left with an increasingly stale skirmish mode with silly balance issues, tired arena maps, and a player base that routinely stacks absurd meta gaming cheese fleets against new players in crushing stomps. And there's no reason not to because there's no consequences for victory or defeat. It's "bring maximum firepower or get kicked from lobby" with no little consideration for team/fleet roles, leaving a spreadsheet of unused weapon systems and modules. It's meaningless arena play.
But "muh carrier update." We'll see. Watch how much more ridiculous it gets.
i don't have time to practice to be on par with try hards to make actual worthwhile battles. MP only games suffers from this by quite a margin.