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번역 관련 문제 보고
I’m just amazed this guy can get 2+ million views on an indie space strategy game review, especially when many other well known strategy game youtuber’s typically only get view counts in the thousands.
sseth and mandaloregaming (no relation, anybody who says they are the same person are conspiracy theorists and deserve..... punishment) are youtube game review superstars.
from experience, I can tell you youtube hates small channels (anything less than 10K views per video). never promoted, channel will never grow.
Having watched Rhadamant play this game for a few hours I can say that not a single word of that review is a lie, or even an exaggeration. Specially the bit about putting AAA studios to shame,
Nearly fell off my chair when the dude posted his CD key for the game at the end of the video. WTF? Still, he says they want a measly fifteen bucks for this game. I'm more than happy to oblige for this.
Yeah, I know. So, $15, like wtf just give it a try! (I'm getting damn close!)
Greatest marketing. EVER.
Sales of this game rose astronomically after people "stole it", and tried it.
I's say M&B is not a bad analogy. Except the depth of the combat model and the number of different ships and weapon systems available together with the ( I think unique) combination of flux (nasty byproduct of using high tech equipment), shields and phase shifting (invis/teleport). Some ships defend with shields and some with phase shift. Both generate flux. When you reach your max flux buffer you are in trouble. You can "vent" to restore it over a few seconds but that's no help if you're getting your arse shot off. Push your luck with flux and you overload (think paralysed) which leaves you a sitting duck, defenceless, for several seconds. It's complicated.
The game appears to have a demon combat AI. To give an example a lot of pirates are short on high tech guns and favour overwhelming numbers of ramshackle ships equipped with basic stuff plus big old torpedoes. Torpedoes are pretty much useless against shields, but you can easily get 1-shotted by one if your shields are down. So they gank you using their peashooters with the intention of driving up your flux so you have to vent of face overload. The second your shields are down they ram their torpedoes down your throat, not before.
Nasty, malevolent AI.
In a strange way the combat feels like XCOM where the biggest problem, for me anyway, is resisting the temptation to move a soldier forward to finish off a visible enemy and so trigger a second nasty pod in the process.
In this game the ship AI is canny and you fly just one ship, so most of your fleet is on AI, affected somewhat by your orders and the character and level of any officers you've assigned, as well as the enemy. They do not go in all guns blazing, they play cat and mouse waiting for an opponent to make a mistake and expose themselves to killing crossfire.
You, on the other hand, may find the temptation to chase down your half dead opponent to finish it off overwhelming. And walk into a world of pain as a result. Unfortunately your own ships will not follow you to help if they think you are being a reckless madman so you end up surrounded and isolated, quickly dispatched. Ganked is I believe the expression. I find it difficult to avoid doing this anyway. You've got to play chess. Also the way you load out your ships substantially affects the way you should play the chess.
Exploration is good - the galaxy feels big and dangerous. Because it is.
A key difference between this and many other such games is that buying ships is relatively cheap and "acquiring" them is relatively easy. Supporting/maintaining them however is not. It is measured in arms and legs. Additionally you have one save only and should you run out of fuel there is no limping home - you are good and stuck. If you saved somewhere out in the wilds you might be well and truly fucked as well. You can put out a distress call but far enough out good luck with that.
An effect of this is that everything you do in the game feels like a separate expedition, quest or mission you got to prepare for, finance etc, don't matter if its a survey/exploration trip, scavenging trip, trade run or bounty hunt. All these things are technically just repetitive game loop stuff but somehow it doesn't feel like that. Each trip feels like a new mission in XCOM in a way, like XCOM missions are also technically just repetitive game loop stuff but it also doesn't feel like it.
completely different games
Only having played this a few days now this is preliminary summary:
Big difference obviously is X3/4 have 3D cockpit view flight sim mechanics, Starsector doesn't. Other than that there are similarities and differences:
Main Differences:
* The X game economy is much more sophisticated where trading etc is part of a real time economic simulation down to individual ware units. Starsector seems like a traditional game implementation just "inventing" trade opportunities on the fly for the player.
* Starsector's colony management, the equivalent of X3/4's station building is a simple screen based affair similar to most space 4Xs and nothing like X3/4's station building mechanics.
* Starsectors combat model is more sophisticated with more meaningful variety of ships and weapons, deeper tactical model with four damage types and four hard counters to them, more like a war game and less like an arcade shooter.
* Starsector's combat AI is stellar, in a different league to X games. Not only does this mean dealing with opposition of roughly equal strength is no laughing matter is also means your own ships behave remarkably well in battle. So although you can control your own ship in battle, and that feels a bit "arcady" in a way, it doesn't take away from the cerebral nature of the tactical combat since you can't win on your own. It's perhaps less exiting but more exacting and cerebral than X3/4.
* Pirates are a much bigger deal in Starsector than they are in X3/4. There are more of them and they are much more aggressive but also a more meaningful source of player income and XP.
* Interesting and more valuable loot is more of a thing in Starsector.
* Character development (RPG-ish style) is much more of a thing in Starsector.
Main Similarities:
* Both universes are of comparable size (subjectively)
* Both have similar number of factions that behave similarly towards the player and each other
* Exploration is a huge part of both games in a similar way
* Fleet building is a huge part of both games in a similar way
* Both games are essentially sandboxes governed by strong lore and a somewhat variable main story arc above it all.
* Both games are essentially about you growing in power to the point where you have significant/decisive impact on the universe and decide what you want to do with that power.
I own both games and if you tried to take one of them away from me you'd probably leave empty handed minus a few fingers. If you wanted to try just one of them for now I'd say the decision would turn on whether the 1st person 3D cockpit flight view, lovely station building mechanics and unique economy sim against a stunning spacescape backdrop in X4 appeals more to you or less to you than the more detailed, tactical and difficult combat model found in Starsector.
To that end there are plenty of vids about X4 to judge from, and here is an hour long combat tutorial about Starsector which gives IMO an excellent overview of Starsector's combat model that should make it easy to evaluate if it's for you.
https://youtu.be/LzQOwp13MHw