Contact Vector is a true strategy game where what you do with your units is more important than how many you have. You will be able to design ships and fleets and then deploy them for battle. You will take your ships into combat using stealth deception and a wide range of systems to defeat your opponent.
What makes Contact Vector different from most RTS is that its not about build orders or resourcing but how you plan and carry out your strategy. The basic game play in Contact Vector is controlling groups of ships. It’s about how, where and when you choose to fight. You will be able to customize load outs for long and short range weapon systems to accommodate your tactics.
After an earlier aborted campaign developer Magnosphere has re-launched the crowd funding effort, looking for £85,000 instead of the previous £120,000, putting a heavier emphasis on the Contact Vector's singleplayer story.
After community feedback we have redesigned our single player to a dynamically generated campaign with dynamically spawned everts and a non linear campaign game. Contact Vector’s key focus is still on strategy and tactics both on the battlefield and when organizing and deploying your fleets. You will be tasked with defending an established human empire from an unknown relentless enemy.
During the campaign you will control the formation of fleets, ship designs, defensive structures. You will requisition reinforcements and train your crews forging them into a true navy.
Forming and supplying fleets, raiding your enemy’s industry while protecting your own. You will be able to scout and stealthily pick through enemy held systems and plan daring attacks or all out fleet engagements.
All these elements will combine to create a single player experience where you will drive the course of the war, you wont have to worry about gathering resources or the economic concerns of an empire. It will instead be your job to forge a navy capable to defending humanity and ultimately defeating the new enemy.
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