It's already up, I've played the demo that's a few chapters long. I'm not sure really, so can't really comment. Gut feeling says it'll be straightforward and short, but better than the last few offers we had.
I bought it at 5.11, it's now 6pm, that's two playthroughs at around 30minutes each way, not taking into account I did run off a bit before starting! Didn't see any romance options there, but there does seem to be some options to go through the game in a few different ways via the political side of it.
I'd say for the price £1.99 it's not a bad effort. I think it could have been expanded a bit more though. There seems to me, to be three distinct but short phases to the story. I would have liked to have seen more expansion on the story phases, and certainly more impact with the choices related to the characters in the epilogue. It feels to me like the epilogue itself could have been a longer and more conclusive story in its own right, but it serves the point of the story I suppose.
So yeah, I don't think this is top-tier, but I'd give it my vote ahead of Star Captain and the other recent efforts so far.
Cost 2.67 € in Spain, here its a lot more expensive, god know why. I think probably i buy it if i could. But i dont like the demo, after try 2 times. Apex patrol and space marines seems a lot better
The game felt a bit dry, but perhaps that's just because I'm not a huge hard sci-fi person. I like sci fi, but more Bradbury fantasy-esque sci fi. The game probably just isn't for me. I imagine someone who loved ships (I don't love ships) and mechanical details will love this game. I prefer melodrama.
After playing the demo, I have to say it seems good... Lots of hard choices and what seems like a lot of important decisions, but in all fairness every other demo has made me feel the same way, and then disappointed me. I'd have to buy the game, which I will eventually, to properly review it, but it's a very good demo compared to some of the other games. One final thing, when deciding the name of the planet, you can't call it Earth- I don't know if that's because Earth is involved later on, but it would seem so.
I've just played through the full version a couple of times.
Overall, I enjoyed it, it's a decent space opera game. No romance from what I can tell, but it's not purely action either. There's a diplomacy plot that runs through it as well. (In fact, my personal preference would have been more diplomacy and less pitched battles).
Seems a bit short compared to some games, but I probably haven't seen all the options available yet. It feels properly completed though; even though the epilogues could have been expanded, it does feel like a fully self-contained story.
The vast majority of decisions have a real effect on the way the game plays out, which is what I like. Not only directly after they're made, but your decisions do have influence on later plot as well.
I found it pretty good but difficult. If you are not consistent with your orders during space battles you have a high probability of losing those battles. I have lost two out of three times.
@hild - I think there's actually a bug on that if you're on a multi playthrough. I picked force option early on in my third playthrough and the later chapters defaulted as if I'd picked elegance (or whatever the other option was...)
Then again I haven't paid much attention to the stat tracking!
@hild, yeah, on the beta test for Fleet I kept losing, which isn't a common experience with CoGs. Took me a while to figure out that I had to pay much closer attention to my strengths than I was used to...
I liked it a lot! It was quite short, but I think the story and the variety of choices made up for it. I found this game quite challenging as well, which made it fun and intense to pick strategies. I honestly found the game we got last month a little disappointing, but this game is a real return to form in my opinion.
You're at your most effective if you pick fleet/cannon strengths that match up to your elegance/force choice and then use the tactics that go with that.
I actually really enjoyed the high win/loss ration on this. As @Havenstone said, this isn't common with CoGs. But it was interesting playing something that lead more heavily to the 'game' side of things, without losing any of the story.
Same here. I've been trying for around a month by now, and I still can't get the military dictator option. Do your stats have to be very specific in order to rule your own planet by yourself? I tried using deceit to make the alliance think I was on their side, I tried straightforward battle with it, I tried weakening the alliance in the battle scene with the Kargham... Nothing seems to work, they always win against me and the leautenant.
Hi, this is Jonathan! I designed "The Fleet". @Protagonist is right, the rebels can succeed, which will lead to a military dictatorship on your home planet. (Even if you're not on their side.)
But as suggested previously in this thread, if the rebels are to be victorious, you MUST weaken the Alliance, and the best way to do that is to behave badly in battle when in combat with the Outer Systems. A good rule of thumb is, do things that make Councilor Tayu berate you! Be merciless, ignore protocol, etc. There are three big opportunities for that kind of behavior in the game, all of them involving military encounters like the above one mentioned by @Protagonist.
And to resolve a frequently-asked question, there are five endings. One is the standard "fail" ending for players who aren't able to win back their home planet, but there are four other endings that can occur AFTER you've won your planet back. Two of them are good, two of them are "bad", but they're all intended to be explored. Frankly, my personal favorite is a bad one! (It's the one that occurs on Calpurnia, for those who have wound up with it.)
"The Fleet" is designed with many "schadenfreude easter eggs". Whereas most games are all about avoiding peril, this one is also designed in part for people who like to see just how bad a situation can get. And while I'll admit you should never "throw" the three full-on battle sequences once you get the hang of them, I recommend intentionally screwing other things up just to see what happens--you may be surprised.
At least once, for instance, try to stop Lieutenant Demian's rebellion WITHOUT playing along with the Alliance's plan to lie to her. Especially if you do that in a play-through where you've got below-average military support, and a powerful Alliance. It's tricky to pull it off but there's a disturbing payoff.
Good luck, and have fun exploring the dark corners of "The Fleet"...
Daaamn, that last ending is hard to get. It's next to impossible to simultaneously burn both bridges and still have enough firepower to win the battle.
Spoilers!!! But not ones that will be shocking to those following this thread!!!
@Wyrmspawn - I'll come clean and admit that no, you can't persuade the Lieutenant NOT to attack the Alliance--you can just refuse to trick her, and attempt to stop her another way. And yes, you CAN stop her another way, or more accurately, your CREW can stop her another way. It all depends on how much they like you. To come even cleaner, that chapter where the rebels are turning against the Alliance is very deceptive, by the time you're in it your fate is pretty much sealed, but it's written to make you think you have a snowball's chance of making a choice that will save you from your earlier choices. Alas, as a fan of "Doctor Faustus" I could not allow that to happen.
@RVallant - Yeah waking in the hospital is the one I was talking about. I have a soft spot for that sequence because it's so gory, and because it happens whether or not you like the Alliance, so you can be supportive of the Alliance the whole time and sweet on them, and try to do the right thing...and they still put you in the hospital. (I think it's safe to say I'm a fan of BITTER IRONY.) The other two endings are the "happy" ones, though they can also turn out a little bittersweet if you play your cards right.
@Ramidel - Which ending was really tricky, the military dictator one? It definitely requires all your choices in battle to be ideal, because it's harder to win back your home planet with no Alliance there to help. (You also spend an extra round in The Null Zone because the Alliance takes longer to get to you.) But once you win your home planet back, it should be smooth sailing, since the Alliance doesn't have enough ships to stop your rebellion. I write that "should" hopefully--if I'm wrong about this let me know, I may need to tweak some stats if I am!
SPOILERS...ah hell, at this point everyone in this thread knows. :P
Actually, the tricky one to get was the one where you are imprisoned by the rebels. As I said, you have to go in without Alliance support, win the battle, and yet behave incompetently enough that you don't have the Military Support needed to stop the Lieutenant's coup.
As for the Supreme Commander ending, that is rather difficult for a different reason. If you screw over the Alliance often enough, they'll simply catch you in a trap even after you win (because they don't trust you), unless I've somehow missed something. You need to weaken them enough to beat them, but not so much that they'll be prepared for perfidy.
I just had another playthrough, attempting to take back the planet Zyorg-235 from the dreaded Humans (it adds an interesting perspective to the game, you have to admit) and, despite winning the final battle, and supporting the alliance, High Councillor (is it councillor or chancellor? I never get that right) Tayu didn't like me, mainly due to the fact that I obliterated the droid-production planet (destroyed both planetary stations) and didn't apologise for it. I didn't go along with the plan to decide the Lieutenant, but I stopped her anyway by shooting her, and in the epilogue it mentioned people thinking I didn't deserve my post (either Tayu's influence or my attempts throughout the game to be mean to civilians) and the rebellion destroyed some statue and were still very active. I didn't know how many different endings there were until I'd played a few times, but now I can never get the same one twice!
I have bought the game, and I enjoyed it, played through three times. The only thing I did not like is it seem very short. It does have a lot of play again value, but still to me it was short. Putting that a side it was worth the cost just on the good writing and story line.
Everytime I'm going 1 save my homeworld, no matter what, I always lose. I know it's because I made bad choices, but last time, I had a moderate coverage of fighters and cannons and possibly skills as well. Am I missing something ?
@MIGhunter Most of the combat decisions are about choosing between finesse and overpowering force.
Specialise in one, and choose the corresponding options, and you'll win every time.
IIRC you'll want to focus on building up your pilots' and cannoneers' skill if your strategy is to employ finesse, and on numbers if you're going for force.
Actually, the choice of finesse vs. force is completely independent of coverage vs. skill. Generally, there will always be options for coverage & finesse, coverage & force, skill & finesse, skill & force. Best approach is to pick finesse or force, and stick with that throughout the game. Then choose either strikers or cannons to rely on skill, and the other to rely on coverage. That way you'll be fully covered.