An Important Question
Don't panic, I'm not doing that. But I want you to tell me what Airships with its potential fulfilled would look like to you. This may be really obvious to you. You may be thinking "well, of course he's going to add X, because X is the obvious thing that the game needs." But I can think of many different forms X can take, and I can't do them all, and you may have different ideas from me. If you tell me now, three months before development is scheduled to conclude, I can take it into account. Here's a list of things I can think of that might count as fulfilling the game's potential:
[ 2017-10-13 08:34:29 CET ] [ Original post ]
If I stopped development on Airships right now and called it done, what would you be most disappointed about?
Don't panic, I'm not doing that. But I want you to tell me what Airships with its potential fulfilled would look like to you. This may be really obvious to you. You may be thinking "well, of course he's going to add X, because X is the obvious thing that the game needs." But I can think of many different forms X can take, and I can't do them all, and you may have different ideas from me. If you tell me now, three months before development is scheduled to conclude, I can take it into account. Here's a list of things I can think of that might count as fulfilling the game's potential:
- A linear storyline of missions: I've always maintained that Airships is a toy box, not a linear experience to be played through. But I could add one on top.
- An economy system for the strategic mode: Moving from money to specific resources, adding trading and resource production.
- Much bigger maps for strategic mode: Adding minor towns to conquer, and more and bigger enemy empires.
- Many more modules: Many more weapons as well as more size and shape variations for existing modules.
- Multiplayer strategic mode: This would suffer from the problem that you'd spend the majority of time spectating on battles that don't involve you. But I could try to put it in.
- Many more options to visually customize and decorate the ships: different cosmetic appearances for armour and weapons, decorative modules like bowsprites and flags.
- Cities that are visible in the combat mode: civilian buildings for the defenses to protect, and for the attackers to destroy.
- Sea-going ships are planned, but as an expansion pack after early access concludes.
- Here is a blog post about why ground troops look hard and non-fun to me.
Airships: Conquer the Skies
David Stark
David Stark
2018-08-16
Action Indie Strategy Singleplayer Multiplayer
Game News Posts 306
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(5250 reviews)
http://www.zarkonnen.com/airships/
https://store.steampowered.com/app/342560 
The Game includes VR Support
Airships Linux 53 [139.2 M]Airships Linux 64 [545.79 M]
Airships: Conquer the Skies - Soundtrack
Airships: Heroes and Villains
Design steampunk pixel airships out of functional modules and conquer the skies!
In the game, ships are viewed side-on, and their modules are operated by individual crew members. During combat, players give high-level commands to a small fleet, positioning their ships, ramming and boarding others. Ships and terrain are fully destructible: they can catch fire, explode, break apart, and fall. Players can also compete against one another in Internet and LAN matches.
The ships are highly detailed, teeming with sailors moving around at their individual tasks, like an ant farm or a cut-away drawing. The player's choices in ship layout are crucial, and an important part of the game is exploring the design space of different airships and their matching tactics.
In the game, ships are viewed side-on, and their modules are operated by individual crew members. During combat, players give high-level commands to a small fleet, positioning their ships, ramming and boarding others. Ships and terrain are fully destructible: they can catch fire, explode, break apart, and fall. Players can also compete against one another in Internet and LAN matches.
The ships are highly detailed, teeming with sailors moving around at their individual tasks, like an ant farm or a cut-away drawing. The player's choices in ship layout are crucial, and an important part of the game is exploring the design space of different airships and their matching tactics.
MINIMAL SETUP
- OS: Ubuntu/Debian/Mint
- Processor: 1.8 Ghz+Memory: 256 MB RAM
- Memory: 256 MB RAM
- Graphics: 1 GB VRAM+
- Storage: 1 GB available spaceAdditional Notes: Not currently compatible with Intel HD graphics controllers. May run on other Linux distros. but no guarantees.
- OS: Ubuntu/Debian/Mint
- Processor: 2.2Ghz+ Dual-coreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 2 GB VRAM+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Not currently compatible with Intel HD graphics controllers. May run on other Linux distros. but no guarantees.
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