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Gratuitous Space Battles

Platform(s): PC
Genre: Strategy
Developer: Positech Games

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Gratuitous Space Battles' v1.36 Demo/Patch Available NOW

by Rainier on March 22, 2010 @ 12:00 a.m. PDT

Gratuitous Space Battles is a strategy / management / simulation game that does away with all the base building and delays and gets straight to the meat and potatoes of science-fiction games: The big space battles fought by huge spaceships with tons of laser beams and things going 'zap!', 'ka-boom!' and 'ka-pow!'.

Get the Gratuitous Space Battles v1.36 Demo off WP (50mb)

The updated version is live now and will filter out to the digital distribution partners such as steam over the next few days. Your game will auto-patch if you have put in your serial code and picked a username. If you haven't already got GSB, get it here!

It might sound scary that there have been 36 patches for GSB, but most of those have contained new content rather than just pesky bug fixes.

The changes in v1.36 are:

1) Bug Fix: Limpet launcher UI no longer shows it tracking targets and firing if all mines are currently launched.
2) Bug Fix: Limpet launchers no longer draw if cloaked.
3) Usability: Ship icons on the deployment screen now list their speed and cost in the mouseover tooltips.
4) Usability: The post challenge button greys out once you have actually submitted the challenge
5) New Feature: New option after a challenge victory to retaliate with the fleet you just won with.
6) Usability: The 'go to fleet hq' button isn't an option any more for the outcome window during challenges, when you don't earn honor anyway.
7) Bug Fix: Fixed bug where some fighters, depending on speed, may not be able to dock with a carrier.
8) New Feature: New 'challenge details' screen, complete with retaliation list and image previews.
9) New Feature: 'stick together' order for fighters, keeps them clustered in squadrons.
10) Bug Fix: Intel GMA 450 video cards now correctly default to software processing and don't crash on startup
11) Bug Fix: The ship design screen now correctly calculates armor resistance, which was previously wrong!

It's a mix of tiny bug fixes, some UI tweaks and new features line on-line challenge retaliations, which will make fighting to-and-fro battles between GSB players much easier.

Gratuitous Space Battles is divided into a number of missions, which are big space battles fought in the name of something-or-other of no consequence. The aim is always the same: Destroy the enemies space fleet, and enjoy celebration drinks amidst the floating hulks of your vanquished enemy. Each mission has a different location, which may affect ship effectiveness due to local spatial anomalies and nebulas. You will fight against a fleet of fixed cost and number of pilots, and you will have to design a custom fleet for each battle, as both the situation, and the enemy fleet you face will be different for each mission.

It looks like an RTS in some screenshots, but the game is much more like a 'tower defense' game, in that you are not directly controlling your units, but placing them pre-battle and issuing orders. Imagine tower-defense, but with moving towers that you can design from scratch, in space, with cool laser effects. That is a fair approximation of GSB. You do not have control of individual ships during battle. The battle phase of the game is for visual feedback of how your fleet did. You can speed up and slow down and pause the battle to see what happens in some detail, and there are post-battle statistics showing who shot and killed who.

Firstly you check out the pre-battle deployment screen which shows you a rough intel report of what you are up against. Once you have selected your battle, you go to the deployment screen, which is the main management part of the game. From here, you drag and drop pre-designed ships into position for the battle (limited by the battle fleet budget) or you can create entirely new modular ship designs and add them instead. You also issue orders to your ships, telling them what ranges to fire at, and which target types to engage. Once you are happy with the fleet deployment, you click the 'fight' button and pay close attention as the battle rages. At the end of the battle there are post-battle statistics that will show you why you won or lost. If you won, there is a good chance you earned enough 'honor' from the victory to unlock some new starship components for the next battle...

GSB ships are basically empty hulls, that come with a fixed hull cost and some basic power production and possibly a few bonuses. Those hulls have a fixed number of slots which you fill with modules of your choosing. All the modules have different capabilities, and you might choose to design some heavily armored anti-missile ships, or a number of highly-powered and shielded ships with a few big beam lasers, or anything you like. Different weapons are effective in different situations, so you will need to design a balanced fleet. there are very few restrictions. You have to balance power, cost, crew requirements and weight, but you can build a ship with no weapons and all engines if you wanted to for some reason. Apart from turrets (which get drawn and animated on the ships) your ship layout will not affect the ships appearance.

As supreme space-admiral, you don't get your hands dirty during the battle, but you give instructions to your underlings in charge of each ship. You can order them to fight to the last man, or retreat if damage exceeds a certain level. You can give them different ranges to engage the three classes of enemy ship, you can also add further AI behaviors such as "protect this ship" or "stay in formation relative to this ship". You can also issue targeting preferences such as 'vulture' which encourages that ship to open fire on enemy ships that are already damaged or 'co-operative' which encourages them to group their fire onto single targets. Your AI captains will do their best (within reason) to follow your orders during the battle.

The focus of the game is singleplayer, but the game has an element similar to the 'massively singleplayer' aspect of Spore, in that a player can design his/her ultimate fleet for a given mission, then 'challenge' another player through our servers. The challenge data is uploaded and the player is notified that an enemy fleet is available to kick their stellar ass. They can then battle against this new 'enemy' fleet, and stats on how many attempts were needed to ensure victory are stored and displayed back to the challenger. In this way, you can play against your friends in a sort of 'play-by-email' method, but without the email :D I will release more details on this closer to launch.


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