Carrier Command 2

16 people crewing a carrier:

That looked like a lot of fun.

I think you need to grab an island that can add turrets to your logistics. I don’t think you can “categorize” islands as you did in the original game, but I think you can build turrets anywhere once you have them in your logistics chain - money permitting of course. This is my speculation; trying to actually do it tonight

I too spent 50% of my time in the original game enjoying the immersiveness - and I can tell you this game captures the spirit of that perfectly. While the graphics are simplistic, it oozes atmosphere. Gaea mission despite its “realistic graphics” never had the same immersion level, and the graphics have aged badly. One of the benefits of the stylistic approach is that it is congruent with the style of the original and as such will age better than the gaea mission approach. Some people complain about the graphics engine but to me it is central to evoking the nostalgia effect (while keeping min rqts low).

On the bridge of my carrier at night in the deep swells, my albatrosses launching off the brightly lit carrier, tracer fire visible in the distance, I am in my element - it is unbelievably immersive. Can’t wait to play tonight.

Cool. Being able to build turrets anywhere as long as you have the manufacturing capability is better. I’ll give it a try tonight as well.

Managed to get in a quick half an hour before dinner. I restarted and taking the first island was a LOT easier now that I know what I’m doing. Carrier gun to soften up the defenses, couple of sweeps with a Razorbill to take out the rest, and three Seals escorting one other carrying the virus bots. Easy.

It turns out there’s quite a lot you can do with waypoints, like setting go commands, telling units to use specific weapons when attacking, etc. It all worked brilliantly.

I have to add that I love being able to go down into the bowel of the ship to watch my vehicles launching and docking. This game makes me feel like a kid again! And that soundtrack!

I launched my Seals and Aircraft, they got taken down fairly quickly, as I wasn’t sure what I was doing. It seemed somewhat random whether I could get a craft to target something. My aircraft in particular seemed quite happy to hang around and do absolutely nothing. I wonder if it’s possible to set them to auto-attack anything in range or run a patrol.

Pacing-wise, it’s also pretty bad. I think it is 10-15 minutes real time before I get anything else delivered from logistics as replacements. The game feels really draggy in that respect.

The interface is terrible single-player having to run from station to station. It’s more a 4-player game, I think. Good idea but I’m sad to say the reviews are right.

As immersion I’d rate it an A but a D at best as a game. At this point, I’m pretty tempted to refund it.

You drag a vehicle’s icon onto an enemy icon to tell it to attack.

I think, although I’m not certain, that time accelerates as you move your carrier between islands. If so, that would be the best time to call a barge.

I’m getting to used to it actually. Once you’ve learned where everything is it barely takes any time at all to switch between activities. There’s no doubt it’s better with other players, but I wouldn’t call solo unviable at all. Not so far anyway!

Why even though, if I could function key across screens I’d be happier I think.

One word: immersion.

Immersion is the feeling the swell of carrier with the waves, watching the lights of the aircraft as they launch.

Running between 5 stations on a bridge is not immersion.

One of the early audio messages (and the interface) also make a point to predict what you’re going to need, as in their “simulations” (probably the stats of their beta players!), they found that over 70% of the players would lack ressources at needed times.
It seems you are supposed to think ahead and plan what you’ll need, instead of filling holes as they come up.

I haven’t been running, I found that I could be quite methodical so far, which I appreciate for single player.

Well, yes it is immersion. You may not like it, you may feel it doesn’t add value to the game, but it is immersion. Hitting function keys to switch stations wouldn’t be.

Besides, there aren’t enough function keys on your keyboard to cover it all.

Muh immersion

Have no interest in this one. Cat juggling/herding is way outside of my pleasure zone these days.

I guess I’m not into playing a game where I’m running between 5 stations and trying to do all that juggling.

That’s my day job!

Agreed, it doesn’t sound like it’s for you. Go with your instinct and refund it.

Are single player games different from multiplayer? I could see allowing it for single player, but it would help with immersion to make people use the stations in mp.

Immersive? Is that what we call crap interface design these days?

No, it’s what we call interfaces that are clearly designed with an eye to enhancing the feel of controlling a ship rather than punching keys on a keyboard.

Not that it means you have to like or appreciate it, of course. :)

Actual “I press the button at the appropriate station” interfaces worked exactly once for me: Objects in Space. Because there weren’t that many stations or buttons.

In the sim world, we call that kind of faffing-about switchology, and, well, I, for example, think it sucks, while @schurem thinks it’s the dog’s bollocks.

YMMV.