Title: Carrier Command sequel Post by: Brolan on August 14, 2008, 03:53:06 PM If you enjoyed Carrier Command's vector-graphic raster-shaded goodness, you may be interested in a sequel:
http://www.carriercommand.com/ (http://www.carriercommand.com/) It's hard to know where they will go with the new version. Will there be RTS or RPG elements? Or will they stick with the first-person aspect? Title: Re: Carrier Command sequel Post by: DraconianOne on August 14, 2008, 05:40:35 PM I used to drink with one of the developers of the original Carrier Command in a pub in Leeds. Nice bloke but can't remember his name for the life of me. The game was, um, interesting. Don't think I had the patience for it on account of it not having a save feature or something.
Title: Re: Carrier Command sequel Post by: Brolan on August 14, 2008, 08:21:03 PM I know it had a save, I just downloaded it from the 'net and ran it inside the DOSBox emulator. I forgot the PC version didn't have much for sound, I'm used to the Amiga version. But I'm not sure it's worth the trouble to get an Amiga emulator running.
Title: Re: Carrier Command sequel Post by: Ironwood on August 15, 2008, 05:55:18 AM Carrier Command was one of the best games ever, but didn't they already do a sequel ?
I was sure they had. Title: Re: Carrier Command sequel Post by: eldaec on August 16, 2008, 06:41:55 AM Battle Command.
You drove a tank. It was shit. Never speak of it again. Title: Re: Carrier Command sequel Post by: Ironwood on August 16, 2008, 02:13:03 PM Um, no. Not that one. Since it didn't exist.
I was sure there was another one that had 'Rogue Trooper' type AI chips that you could insert into the wee drones. I remember reading a review of it as a Spiritual Successor to Carrier Command and I thought : That's Shit. Title: Re: Carrier Command sequel Post by: Ironwood on August 16, 2008, 02:15:34 PM AHA (http://en.wikipedia.org/wiki/Hostile_Waters_(game))
Title: Re: Carrier Command sequel Post by: eldaec on August 16, 2008, 03:23:46 PM All games should have Tom Baker narration.
Title: Re: Carrier Command sequel Post by: DraconianOne on August 19, 2008, 02:36:57 PM Wow! I knew this game existed but it came out at a time when I just wasn't playing anything much. Since then, I've always thought of it as a submarine simulation, not a futuristic game that's written by Warren Ellis.
A Tom Baker narration though - how does that work? "It's half past Birmingham and it's time to drive your tank to the enemy base. I had a tank once but then the wife walked in." Is it actually any good? Title: Re: Carrier Command sequel Post by: tkinnun0 on August 20, 2008, 11:54:56 AM I finished it back then and liked it. A good blend of first person vehicle combat and RTS.
Title: Re: Carrier Command sequel Post by: Mrbloodworth on August 20, 2008, 12:39:26 PM Sweet, going to be watching this one.
Title: Re: Carrier Command sequel Post by: eldaec on August 26, 2008, 09:53:15 AM Is it actually any good? It's good, but not omfg fabulous. It's also cheap on steam, so go find out. Title: Re: Carrier Command sequel Post by: Mrbloodworth on August 27, 2008, 07:06:32 AM Is it actually any good? It's good, but not omfg fabulous. It's also cheap on steam, so go find out. Any other way to get it? I don't do steam. Title: Re: Carrier Command sequel Post by: DraconianOne on August 27, 2008, 04:11:26 PM It's good, but not omfg fabulous. It's also cheap on steam, so go find out. Are you sure about that? What's it listed under? Title: Re: Carrier Command sequel Post by: eldaec on August 28, 2008, 02:41:52 PM Looks like steam has taken it off sale.
Amazon.com are showing exactly one copy in stock. Title: Re: Carrier Command sequel Post by: Sir T on September 06, 2008, 04:59:30 AM I loved Hostile Waters. And Tom Bakers narration is actually really, really good.
Title: Re: Carrier Command sequel Post by: apocrypha on April 29, 2012, 05:43:12 AM (http://dl.dropbox.com/u/31210803/zombie-hand.jpg)
This has now entered paid beta, or what they're calling "Play & Contribute (https://store.bistudio.com/play-and-contribute)" in this case. I have to say, it looks pretty good! Title: Re: Carrier Command sequel Post by: Ghambit on April 29, 2012, 11:14:06 AM Thanks for the necro. Lost track of this one.
This is just about a must buy imo. http://www.youtube.com/watch?v=sR7gir9ApMM&feature=related Though, no multiplayer. :uhrr: Title: Re: Carrier Command sequel Post by: Mrbloodworth on April 29, 2012, 01:28:54 PM (http://www.carriercommand.com/newweb/wp-content/themes/cctheme/images/bohemia_logo.png)
:grin: Title: Re: Carrier Command sequel Post by: Ghambit on April 29, 2012, 01:45:34 PM (http://www.carriercommand.com/newweb/wp-content/themes/cctheme/images/bohemia_logo.png) :grin: I take it there's no sarcasm in your grin, 'cause BI kicks much arse. Hence why it's a must buy. No MP is a killer though. Cant have an RTS w/o MP, sorry. Title: Re: Carrier Command sequel Post by: tgr on April 29, 2012, 02:08:32 PM I showed this to a friend of mine, it didn't quite have the effect I was anticipating... he booted up the amiga emulator and began playing the original, and it almost sounded like he was going to start crying tears of joy. :grin:
Title: Re: Carrier Command sequel Post by: tar on April 29, 2012, 03:31:11 PM Shit. I think my summer just got eaten. :heart:
Title: Re: Carrier Command sequel Post by: apocrypha on April 29, 2012, 10:56:05 PM (http://www.carriercommand.com/newweb/wp-content/themes/cctheme/images/bohemia_logo.png) :grin: This is also my reservation. I am expecting the interface to be... questionable. Title: Re: Carrier Command sequel Post by: 5150 on April 30, 2012, 04:50:42 AM I'll second the thanks for the necro.
I loved the original on my ST (and also second the Battle Command was shit) and lost hours to it although the AI was a bit stupid once you realised how to trap and kill it at the first island. One thing I never got though was the description of the Manta long range comms pod which said it also worked with the Walruses - Did anyone get it to work (or was it passive if you had a comms pod equipped Manta nearby?). I found a PC version in a bargain bin years ago and snapped it up - unfortunately it was hugely buggy. Title: Re: Carrier Command sequel Post by: Sir T on May 15, 2012, 10:26:16 AM I never played the original Carrier Command, but this defiantly looks from the video to have a serious Hostile Waters vibe to it...
Gosh, why did my credit card suddenly appear majicamagicly in my hand? :grin: All this needs is Tom Baker! Title: Re: Carrier Command sequel Post by: Mrbloodworth on May 15, 2012, 10:27:03 AM (http://www.carriercommand.com/newweb/wp-content/themes/cctheme/images/bohemia_logo.png) :grin: I take it there's no sarcasm in your grin, 'cause BI kicks much arse. Hence why it's a must buy. No MP is a killer though. Cant have an RTS w/o MP, sorry. Nope. None. Just waiting for the reaction of others. Title: Re: Carrier Command sequel Post by: Sir T on May 17, 2012, 02:59:40 AM Ok, I'm in the beta, and there does not seem to be an NDA so I;ll give my first impressions...
Well the learning curve on this thing is approx like getting slapped in the face with a dead fish. Theres no tutorial in the beta, ad the game badly needs one. But for a beta its very very impressive. I've seen more feature complete games get launched. I am finding my units difficult to control hoever. I'm more of a sit back, position my units and let the AI sort out the actual fighting kinda guy, but the game seems to be designed so you take control of the actual units and fight yourself. Which is fair enough I suppose, as you only have about 9 units including the carrier. The controls are a little awkward, and in the beta you can't change the key layout. But first impressions is this game is going to be fucking awsome on release. Title: Re: Carrier Command sequel Post by: 5150 on May 17, 2012, 05:39:15 AM I am finding my units difficult to control hoever. I'm more of a sit back, position my units and let the AI sort out the actual fighting kinda guy, but the game seems to be designed so you take control of the actual units and fight yourself. Which is fair enough I suppose, as you only have about 9 units including the carrier. Probably because thats how the original played, your units didn't have AI, they just had you or 'autopilot to waypoint' Which basically mean you either attacked an island with the carrier (turret or cruise missiles) or with a Manta (since I rarely made it to/off the beach with a Walrus.) Title: Re: Carrier Command sequel Post by: bhodi on May 17, 2012, 05:57:42 AM So I never played the orig, and so I have no nostalgia factor. I'd play it, until I looked and they want $35.
Yeah... no. This is a $15 game. Title: Re: Carrier Command sequel Post by: Sir T on May 17, 2012, 06:02:04 AM They want 35 buchs for the full thing with benefits. You can get the game for 20 bucks now if you don't care about the soundtrack, an icon on their forums and a copy on Steam as well, and it will give you rights to download the full game at launch same as anyone else.
https://store.bistudio.com/play-and-contribute Title: Re: Carrier Command sequel Post by: Sir T on May 18, 2012, 07:29:32 PM Press release
http://www.carriercommand.com/2012/05/news-shipping-date-platforms-announced/ Quote We’ve just announced the shipping date and launch platforms for Carrier Command: Gaea Mission. The game will see a galaxy-wide release for Windows PC and the Xbox 360® video game and entertainment system on 27 September 2012! Set in a massive archipelago, Carrier Command: Gaea Mission floats a refreshing gameplay combination of 1st/3rd person action with a hint of real-time strategy. The studio has been developing for Windows PC and Xbox 360 simultaneously, to ensure an optimal gameplay experience across the two platforms. The content in both versions will be the same. Bohemia Interactive’s founder and CEO, Marek Španěl, adds: “I and my brother Ondrej were addicted to playing Carrier Command on our Atari ST. In fact, it was what inspired us to develop games ourselves. Now, almost 25 years after the original was released, it’s exciting to see our re-imagination, Carrier Command: Gaea Mission, finding its way to the massively expanded PC and immense console gaming audience.” Bohemia Interactive is also proud to announce their partnership with Mastertronic, who will oversee the European distribution of both the Windows PC and Xbox 360 physical retail copies. Andy Payne, Managing Director of Mastertronic, concludes: “We are really honoured to be working with such a talented and successful games developer as Bohemia Interactive. They have a fantastic track record of producing great games. Indeed it is a real co-incidence that one of the first games I worked on way back in the 80′s was the original Carrier Command and my company, The Producers, now part of Mastertronic, helped Rainbird get that game in the hands of real fans. With that heritage in mind, Mastertronic will shout loud and proud about Carrier Command and we will ensure we help bring legions of new fans enjoy this great game.” Trailer (http://www.youtube.com/watch?feature=iv&v=q3SL6HoaDs8) Title: Re: Carrier Command sequel Post by: 5150 on July 22, 2012, 02:53:17 PM Pay to beta offer ends at the end of the month and is replaced by a more expensive offer
Title: Re: Carrier Command sequel Post by: eldaec on July 25, 2012, 12:42:48 AM They want 35 buchs for the full thing with benefits. You can get the game for 20 bucks now if you don't care about the soundtrack, an icon on their forums and a copy on Steam as well, and it will give you rights to download the full game at launch same as anyone else. https://store.bistudio.com/play-and-contribute Or for 15 dollars, six months after launch in a steam sale. Title: Re: Carrier Command sequel Post by: Sir T on September 14, 2012, 05:36:13 AM The released an Xbox Trailer a few weeks ago. The first person parts are from the Campaign where you have to get off the carrier to do stuff (actually in the first mission you have to capture the carrier in the first place)
http://www.youtube.com/watch?v=iADnsXPqrgc Title: Re: Carrier Command sequel Post by: Sir T on September 28, 2012, 06:48:06 PM Release on this was today. Pretty much the universal view on this is that it is really really fun. The only downsides are that it starts off with a pretty lackluster FPS mission that at least introduces you to the world, and the ground tank AI is pretty crappy. It gets caught up on obstacles a lot and has problems navigating.
Title: Re: Carrier Command sequel Post by: eldaec on September 29, 2012, 12:34:37 PM Spotted it in the store earlier today and concluded that I'm not buying it for full price with TL2, Xcom, and civ5 still to burn out on. Not to mention the new version of blood bowl next month.
Someone post when it turns up on sale. Title: Re: Carrier Command sequel Post by: apocrypha on September 29, 2012, 01:53:23 PM Spotted it in the store earlier today and concluded that I'm not buying it for full price with TL2, Xcom, and civ5 still to burn out on. Not to mention the new version of blood bowl next month. Someone post when it turns up on sale. My thoughts exactly. Too many games to play right now, bad release timing for this. Title: Re: Carrier Command sequel Post by: kildorn on September 29, 2012, 06:12:20 PM You're right to skip it until a patch or seven. "the tank AI is a bit spotty" is about the same as saying ME3's ending was a bit uneven. The tank pathing is possibly the worst pathing I've see in a video game ever. I get at least one tank stuck doing something stupid (spinning in circles, rocking back and forth, stuck on terrain, ramming a friend and halting them both until you intervene, refusing to repair even though he's in front of the repair station and his orders are to repair, etc etc) every three minutes.
The concept is neat. The presentation is fantastic. The pathing cripples the game in my mind from a 8 or 9/10 to a 6/10. Yeah, it's THAT bad and completely central to the gameplay. example: http://www.youtube.com/watch?v=YAdgkTD29Mk It's really hilariously bad pathing. Title: Re: Carrier Command sequel Post by: Sir T on September 29, 2012, 08:23:11 PM I've found some workarounds though.
The Big one is simple., Set separate destinations for each walrus. Its actually pretty easy. Pres 6, click mouse, then 7 *click* 8 *Click* 9 *click*. After a couple of tries and practice, doing this is very fast. The destinations can be pretty close to one another, but as long as they are not the same destination most of the Walruses will happily line up and head for the destination. Generally only one will get hung up on something, and that only happens about 40% of the time. I've actually gotten Walruses to line up and cross a bridge with this method, with little nudging. (The last one got stuck at the end, but it was no problem taking manual control of it and charging in myself) Don't use "Assist" to drag the walruses after you unless you are in fairly open terrain. Since YOU (or the assisted walrus) is the destination, and therefore the destination is the same, the Walruses will snarl up. Only hit assist when you are in a fight, and the walruses will surround and fight with you. Think of assist as issuing a battle command for the group, not a travel command. Alternatively, target something, then use the radial menu attack command to send them all off shooting. When the target is destroyed (even if you did the killing) they will be on standby, and won't move until an enemy shows up. Stick to the roads unless you are running one manually. This one is pretty much a no brainier. The walrus is actually a very good ATV in human hands, but the AI cant handle it. If you want to do that sneaky cross country raid, then you are doing it on your own unless you are willing to swap between them constantly. Sorry. Thankfully the road network on the Islands is pretty good and will get you everywhere you need to go. It seems slopes really mess them up. Make sure everything's on defensive. On offensive, they create waypoints in the direction of any enemy they spot, thus running off into the wilderness and off cliffs. I've actually gotten the path-finding AI to down to just minor annoyance levels, with just very occasional babysitting, using these methods and on my last map I had some rip roaring fights with AI walruses and a hell of a lot of fun If Walruses could rotate in place crap like the above video would stop too. But it cant and has to reverse and turn all the time. That's patch territory. ANyway since I figured out how to get Walrus's behaving themselves better I've been enjoying the game immensely. Title: Re: Carrier Command sequel Post by: kildorn on September 29, 2012, 09:07:21 PM Your workaround gives a 40% chance of failure per order, Sir T. That's the sign of really really bad pathfinding ;)
Title: Re: Carrier Command sequel Post by: Sir T on September 30, 2012, 07:04:29 AM A 40% chance of one walrus getting stuck is better than a 90% chance of all four getting stuck. No-one is denying that the walrus AI has problems. And, I know you are not going to believe this, but I've seen worse vehicle AI. Dark Riegn II was so bad that it would typically get your entire force stuck in turns on the road and then release them one at a time to get murdered by the enemy. Battle Isle 6's was so bad it effectively ended the series.
Incidentally the vehicle AI in Arma, also by BI, famously had problems as well. Title: Re: Carrier Command sequel Post by: kildorn on September 30, 2012, 09:25:22 AM I gave it a few more hours, and still think the pathing ruins the otherwise interesting game (also on the list of "what the hell" are things like the AI being terrible gunners and such, but that's entirely believable in the idea that a controlled unit will always be better than an uncontrolled one)
I pretty much love everything about the game except that it rapidly turns into a walrus babysitting simulator :( Title: Re: Carrier Command sequel Post by: Sir T on October 04, 2012, 07:46:26 PM There is a demo of the game out now
http://www.carriercommand.com/demo/ Title: Re: Carrier Command sequel Post by: Brolan on December 23, 2012, 09:27:57 PM I see Carrier Command is half price on Steam. Worth buying?
Title: Re: Carrier Command sequel Post by: Sir T on December 25, 2012, 11:28:47 AM Yes. There is still some AI problems nut they have fixed the major issues, and the game is technically impressive and is a lot of fun. The MAJOR complaint is the veichle AI, and they have made big strides in fixing it. Its still not perfect but its manageable now.
Besides, its a break from the "every game is the same" whines we get, but when something a bit different comes alone people whine because it's *shock* different. |