Rebel Galaxy Outlaw

Rebel Galaxy Outlaw

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Rebel Galaxy outlaw vs Rebel Galaxy?
I have "Rebel Galaxy" here on steam and it's a very fun game that does what it does well enough.
What are the distinct differences between these two games?
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Showing 1-12 of 12 comments
TheRandomGuy Sep 24, 2020 @ 2:23am 
Rebel Galaxy (the first one) focuses on capital ships and is played on a horizontal only plane. In other words, no going up or down, only flying forward, backward, left or right. The first game also only involved you flying big ships from small freighters to massive dreadnoughts. It's combat was mostly broadside focused firing.

Rebel Galaxy Outlaws on the other hand plays like a more traditional space-sim. You're in fighters and small frigates this time around. You can actually go up and down in this one. As for combat and all, rather than broadsides like the first game, you actually have to trail and get your guns focused on an enemy fighter here. There's an auto-follow locked on target feature to help out with that, and aim-assist as well.

Just like the first game, you can do jobs such as mercenary work, merchant cargo hauling, piracy, etc.
JJ Sep 24, 2020 @ 10:32am 
Originally posted by Eisberg:
Second game you are in fighters/smaller cargo ships. You can move around in 3d space now instead of just 2d space, your view is either in the cockpit, or in third person where you are behind the ship.

The game play loop is the same as the first game but there are mini games to play in the bars, and you can buy a space station that you can do various things to upgrade it, even earn money from the space station.

There are also more variety of missions in the second game.

Then of course a new storyline, a colorful cast of characters you will interact with.

What's the ship variations like? And is there a decent selection of different ships? I've heard some people complain about it being a bit lacking. I loved the first one and I'm very keen on getting this, but it's nice to have things to work up to and save up for.
Mitth'raw'nuruodo Sep 24, 2020 @ 11:54am 
Originally posted by JJ:
Originally posted by Eisberg:
Second game you are in fighters/smaller cargo ships. You can move around in 3d space now instead of just 2d space, your view is either in the cockpit, or in third person where you are behind the ship.

The game play loop is the same as the first game but there are mini games to play in the bars, and you can buy a space station that you can do various things to upgrade it, even earn money from the space station.

There are also more variety of missions in the second game.

Then of course a new storyline, a colorful cast of characters you will interact with.

What's the ship variations like? And is there a decent selection of different ships? I've heard some people complain about it being a bit lacking. I loved the first one and I'm very keen on getting this, but it's nice to have things to work up to and save up for.

It is one of the biggest shortcoming of this game. Even "12 ships" is putting it generously. Many of those are slight variations of the others. There are no faction specific ships as well... so you do not have much incentive to ally with a faction.

To be clear, actually there are plenty of faction specific ships, but for some strange reason the player does not have access to them: https://rebelgalaxyoutlaw.gamepedia.com/Category:Non-player_ships. It is a massive wasted opportunity. Making those ships available to the player by building relations would have solved some of the game's major shortcomings.
TheRandomGuy Sep 24, 2020 @ 4:53pm 
Originally posted by JJ:
Originally posted by Eisberg:
Second game you are in fighters/smaller cargo ships. You can move around in 3d space now instead of just 2d space, your view is either in the cockpit, or in third person where you are behind the ship.

The game play loop is the same as the first game but there are mini games to play in the bars, and you can buy a space station that you can do various things to upgrade it, even earn money from the space station.

There are also more variety of missions in the second game.

Then of course a new storyline, a colorful cast of characters you will interact with.

What's the ship variations like? And is there a decent selection of different ships? I've heard some people complain about it being a bit lacking. I loved the first one and I'm very keen on getting this, but it's nice to have things to work up to and save up for.

There's around 12, some are similar in appearance to one another but with different stats.

While it is a valid criticism IMO, I can kind of understand why there's so many in the first game and only 12 here, probably because each ship DOES have a unique cockpit and UI / HUD, so it's likely more work for them to add a ship in here vs in the original game.
Det.Bullock Sep 24, 2020 @ 6:34pm 
Originally posted by Mitth'raw'nuruodo:
To be clear, actually there are plenty of faction specific ships, but for some strange reason the player does not have access to them: https://rebelgalaxyoutlaw.gamepedia.com/Category:Non-player_ships. It is a massive wasted opportunity. Making those ships available to the player by building relations would have solved some of the game's major shortcomings.
The reason is that modelling cockpits in 3D is a pain in the ass even when only forward-facing.
Mitth'raw'nuruodo Sep 25, 2020 @ 12:43am 
Originally posted by Det.Bullock:
Originally posted by Mitth'raw'nuruodo:
To be clear, actually there are plenty of faction specific ships, but for some strange reason the player does not have access to them: https://rebelgalaxyoutlaw.gamepedia.com/Category:Non-player_ships. It is a massive wasted opportunity. Making those ships available to the player by building relations would have solved some of the game's major shortcomings.
The reason is that modelling cockpits in 3D is a pain in the ass even when only forward-facing.

That is some extra work, but not as much as you think. They are not interactive cockpits like MSFS or DCS. It is largely moving around existing assets. A decent 3d modeler could make a new cockpit in a couple of days at most.
Det.Bullock Sep 25, 2020 @ 5:25am 
Originally posted by Mitth'raw'nuruodo:
Originally posted by Det.Bullock:
The reason is that modelling cockpits in 3D is a pain in the ass even when only forward-facing.

That is some extra work, but not as much as you think. They are not interactive cockpits like MSFS or DCS. It is largely moving around existing assets. A decent 3d modeler could make a new cockpit in a couple of days at most.

I explained it in the topic where people complaiend about the lack of VR: I helped testing controller support for a fanmade spacesim and while most gameplay elements and ship models have been in place they have trouble with the cockpits. It's very difficult to make them look "right" and at this point they have only two in place that aren't borrowed assets, it's been two years and one has only the forward-facing part complete and one is even still untextured.
The devs themselves told me that modelling cockpits is not as easy as it sounds in a full 3D engines.
Last edited by Det.Bullock; Sep 25, 2020 @ 5:29am
Ihateeverybody Sep 25, 2020 @ 5:40am 
I played RG for maybe and hour or two. I have played RGO for many times that.

Update: Yep 1.3 for RG vs 38 for RGO. I only played X4 for 7 or so.
Last edited by Ihateeverybody; Sep 25, 2020 @ 5:42am
Mitth'raw'nuruodo Sep 25, 2020 @ 10:03am 
Originally posted by Det.Bullock:
Originally posted by Mitth'raw'nuruodo:

That is some extra work, but not as much as you think. They are not interactive cockpits like MSFS or DCS. It is largely moving around existing assets. A decent 3d modeler could make a new cockpit in a couple of days at most.

I explained it in the topic where people complaiend about the lack of VR: I helped testing controller support for a fanmade spacesim and while most gameplay elements and ship models have been in place they have trouble with the cockpits. It's very difficult to make them look "right" and at this point they have only two in place that aren't borrowed assets, it's been two years and one has only the forward-facing part complete and one is even still untextured.
The devs themselves told me that modelling cockpits is not as easy as it sounds in a full 3D engines.

They sensed your lack of knowledge of 3d modeling and fed you a convenient excuse. Or may be it is genuinely harder for VR... I don't have much experience with interiors in VR. I expect adjusting field of view and camera position etc would be trickier in VR to make a cockpit look natural.

More likely case in case of these duo of devs is that they contracted out any 3d modeling work, and it is not convenient for them to add more interiors on a whim. They probably want to wrap up the modkit which would make it more convenient.
Last edited by Mitth'raw'nuruodo; Sep 25, 2020 @ 10:03am
Sounds to me like if you like rebel galaxy, you will like this even more. I'm down.
Gausson Sep 25, 2020 @ 3:57pm 
In shorts:

RG - World of Warships in space
RGO - Privateer in 2019, with awwwesome music!
Last edited by Gausson; Sep 25, 2020 @ 3:57pm
Det.Bullock Sep 25, 2020 @ 5:26pm 
Originally posted by Mitth'raw'nuruodo:
Originally posted by Det.Bullock:

I explained it in the topic where people complaiend about the lack of VR: I helped testing controller support for a fanmade spacesim and while most gameplay elements and ship models have been in place they have trouble with the cockpits. It's very difficult to make them look "right" and at this point they have only two in place that aren't borrowed assets, it's been two years and one has only the forward-facing part complete and one is even still untextured.
The devs themselves told me that modelling cockpits is not as easy as it sounds in a full 3D engines.

They sensed your lack of knowledge of 3d modeling and fed you a convenient excuse. Or may be it is genuinely harder for VR... I don't have much experience with interiors in VR. I expect adjusting field of view and camera position etc would be trickier in VR to make a cockpit look natural.
OK, now you are just being an ♥♥♥♥♥♥♥, it was a fan project so it's not like they had anything to earn and the spaceships 3D models are coming along relatively fast (including a big detailed capital ship with destructible components).
And note that being a fan project it's based on a pre-existing IP so they have already a big chunk of work already done in terms of design and how things should look.

Regarding the Rebel Galaxy Outlaw cockpits Howie Day did them and he's part of the team IIRC, he often writes on Wing Commander CIC and IIRC he is on social media in some capacity.
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Date Posted: Sep 24, 2020 @ 2:15am
Posts: 12