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Direct Link
Direct Link
From the Steam forum:
QuoteLinux will be supported. I moved a sticky thread to another forum. It will be go into BETA after the final release of the game along with a Mac version. If I can find time, and it will be difficult, I may try to release a test build sooner.
About the game
Bringing back the nostalgia, excitement and wonder of classic RPG's, Stellar Tactics will thrill you with a compelling narrative, deep strategic squad-based ground combat and rewarding open world space exploration. To survive, you will need to build your team's skills and equip your party and ships with the best weapons, armor and equipment you can find. With 10,000 sectors, tens of thousands of solar systems and millions of planets to discover, you can spend countless hours exploring, fighting, trading and building a party of seasoned veterans that can dominate the challenges of deep space.
Thanks for the info webcreature!
Looks pretty good, I like how expansive it seems in features. The settings seems like exactly the type of game I am into as well. Excited for this one.
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Looks really really cool, but - sigh - why do every indie RPG have to be turn-based?
I'm sure some will now slap some real-time indie RPG titles on the table but seriously, they are in the clear minority. Turn based totally dominates on the smaller RPG scene.
Why? Is it cause it's easier to design/program?
I'm sure some will now slap some real-time indie RPG titles on the table but seriously, they are in the clear minority. Turn based totally dominates on the smaller RPG scene.
Why? Is it cause it's easier to design/program?
2 Likes, Who?
Oh look! It's Michael Biehn! Glad to see his likeness on a non MGS or FarCry game ;)
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Is it cause it's easier to design/program?I think it's largely due to the fact that RPG combat has its roots in Dungeon and Dragons. People who play RPGs tend to be more thoughtful and contemplative in their approach which doesn't really work in a real-time setting, and I have yet to encounter a real-time combat system that is as deep, complex, and engaging as turn-based systems. Even "real-time with pause" is inherently shallower than its turn-based counterpart and tends to devolve into simply spamming your most powerful skills.
Last edited by Mountain Man on 6 Oct 2016 at 3:33 pm UTC
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Looks really really cool, but - sigh - why do every indie RPG have to be turn-based?Because some of us enjoy turn based combat. And like Mountain Man said, The games are better.
I'm sure some will now slap some real-time indie RPG titles on the table but seriously, they are in the clear minority. Turn based totally dominates on the smaller RPG scene.
Why? Is it cause it's easier to design/program?
1 Likes, Who?
Because some of us enjoy turn based combat. And like Mountain Man said, The games are better.
The last statement is obviously subjective, it's all depending on what you're after.
I'm in it for the story and the characters, to enjoy a RPG universe and be my characters. Exploration, decisions, shaping character(s), explosive action, fantastic abilities, skill trees, storyline, intrigues - that's RPG to me.
Having the entire game freeze on me and transform into a chess game whenever action (could) appear just rips me totally out of the setting. All of a sudden it's a strategy game with pieces on a board. Your characters are just pawns.
And to your first statement: I don't object that some of you enjoy it. Not one bit. I do not ask for a termination of the genre. I'm all for diversity.
What I'm saying is just that it's such an enormous imbalance between TB and RT in indie rpgs. And since we on the Linux platform pretty much are left for the indies to cater to, I find it really annoying.
But most of all, why? It's not like action RPGs don't sell!
Last edited by Beamboom on 7 Oct 2016 at 7:41 am UTC
2 Likes, Who?
duplet
Last edited by Beamboom on 6 Oct 2016 at 3:30 pm UTC
Last edited by Beamboom on 6 Oct 2016 at 3:30 pm UTC
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To be fair, I never said that it makes the games better, only that the more thoughtful approach encouraged by turn-based combat tends to appeal to the kinds of people who play RPGs. It might make the games better for them, but that's not an absolute qualification.Looks really really cool, but - sigh - why do every indie RPG have to be turn-based?Because some of us enjoy turn based combat. And like Mountain Man said, The games are better.
I'm sure some will now slap some real-time indie RPG titles on the table but seriously, they are in the clear minority. Turn based totally dominates on the smaller RPG scene.
Why? Is it cause it's easier to design/program?
3 Likes, Who?
They lost me at "Procedural Universe". 2016 is the year procedural generation officially entered the negative category.
1 Likes, Who?
i seen sci-fi sandbox rpg, i'm hooked already :)
1 Likes, Who?
They lost me at "Procedural Universe". 2016 is the year procedural generation officially entered the negative category.
Very much agreed. It's becoming a synonym for "can't be arsed with designing large enough play fields".
Only exception is for multiplayer exploration-based games, in order to provide new maps to explore. Example: Procedural maps in Seven Days To Die. Once you know where everything is in the hand-crafted one the exploration bit dies.
Last edited by Beamboom on 7 Oct 2016 at 7:41 am UTC
2 Likes, Who?
I'm intrigued, to be sure. Although turn-based combat tends to un-immerse me, I do buy occasional turn-based CRPGs in the hope that something will "click" for me.
I don't mind turn-based RPGs per se. Indeed, turn-based pencil and paper role-playing games have always been riotously exciting --- perhaps owing to the social element and human contact virtually inherent in those games --- so far the TB-CRPGs continue to feel stiff and staid, point-and-click perfunctory to me.
Were this a straight forward ARPG with real-time combat (or better yet, real-time with pause), I've no doubt I'd buy it toot sweet upon release. Nevertheless, as it is, I shall keep an eye on it. Wishlisted and followed.
Last edited by Nanobang on 7 Oct 2016 at 3:10 pm UTC
I don't mind turn-based RPGs per se. Indeed, turn-based pencil and paper role-playing games have always been riotously exciting --- perhaps owing to the social element and human contact virtually inherent in those games --- so far the TB-CRPGs continue to feel stiff and staid, point-and-click perfunctory to me.
Were this a straight forward ARPG with real-time combat (or better yet, real-time with pause), I've no doubt I'd buy it toot sweet upon release. Nevertheless, as it is, I shall keep an eye on it. Wishlisted and followed.
Last edited by Nanobang on 7 Oct 2016 at 3:10 pm UTC
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