Rebel Galaxy Outlaw - Privateering-All

I found a Merchant's Guild "source" mission that paid well over $200,000; in addition to what I'd already saved up that was enough to completely fit any ship I wanted. At this point I switched from a Dingo to a Coyote; with no more need to make money I don't need the cargo space any longer. In fact I've made a bunch more money just from salvage and bounties, since I no longer have significant repair bills- if I get damaged it's not by getting nibbled to death but by getting focus-fired to bits quickly. So at this point I'm gunning through story missions.

I'm enjoying it and getting my money's worth from it but to be a really long-term game I think it needs a longer climb up the power curve or more to spend money on. On the other hand it's not an X game and not supposed to be, and there's something to be said for "here's the game; play it, enjoy it, finish it, say 'that was a darn good game', and move on to another game"; not every game is or should be a forever home.

I had no idea about this but over 2 weeks ago a patch came out with a bunch of optimizations and 2 NEW SHIPS!

WTF!?!?!? I know what I'm doing this weekend.

2 new ships you say? Well....

So I got this and, it is okay but I am disappointed.
The controls for RG were terrific. The mouse controls for RGO I have gotten used to but aren't inspiring me to do "just one more mission".
I actually do like the pool and dice games. Tracer guns are cool.
But there is just something that keeps me detached from this game. It is totally a love letter to Privateer so major points for that.
It seems that there is more variety in things to fight but even adding the third axis doesn't prevent the combat from being less strategic than RG.

I'm glad I got it and I will definitely put more time into it. I am wagering that things will open up with new ships but I don't think the starter ship is a problem...

fangblackbone wrote:

So I got this and, it is okay but I am disappointed.
The controls for RG were terrific. The mouse controls for RGO I have gotten used to but aren't inspiring me to do "just one more mission".
I actually do like the pool and dice games. Tracer guns are cool.
But there is just something that keeps me detached from this game. It is totally a love letter to Privateer so major points for that.
It seems that there is more variety in things to fight but even adding the third axis doesn't prevent the combat from being less strategic than RG.

I'm glad I got it and I will definitely put more time into it. I am wagering that things will open up with new ships but I don't think the starter ship is a problem...

One thing I really enjoyed even though it's mostly a bit of busy work is going to the Eureka system. You can do it at any time and it's near Texas.

Update

Basically game has rating and has been submitted for Switch cert. Other 2 consoles soon. Might take weeks, months, they're just not sure.

Steam version still in July after Epic exclusive ends.

So tempting to buy it on Epic sale right now but I know I'll play more on Switch than on PC

Yay!

Finally passed cert, they just announced on discord. A bug on PS4 delayed it for a bit. Release date should be announced next week.

At this point I guess I can finally just wait for Switch version since I didn't grab it on epic sale.

I need to go back and finish this.
Definitely fun, but hit that too much open world-ish repetition for me.

Finally... Sept 22 for consoles and Steam

Stele wrote:

Finally... Sept 22 for consoles and Steam

WOOT!

Man, I wish it was coming to Stadia. The way things stand for the time being, Google probably has to throw buckets of money to make that happen.

Found a message from Travis at Double Damage that they'd rather focus on low-end hardware support.

So glad more of y'all are gonna be able to play this amazing game.

I mean I have a solid PC but I just want it on Switch because then I can actually play it more.

Still amazed I finished the first on PS4. I don't get a lot of TV gaming time anymore.

Watching a lot of videos about this. Can't wait to pick it up the 22nd

Since I have all three system I am torn about which to buy for. I wonder how good handheld mode will be. That is always nice thing to have with the Switch.

I hope it's as fluid on the Switch as it is on the PC. It really is the best dogfighting since Freespace 2, and I'd hate to see that dilluted.

Veloxi wrote:

I hope it's as fluid on the Switch as it is on the PC. It really is the best dogfighting since Freespace 2, and I'd hate to see that dilluted.

That's heady praise there. Freespace 2 is probably my favorite space game ever.

maverickz wrote:
Veloxi wrote:

I hope it's as fluid on the Switch as it is on the PC. It really is the best dogfighting since Freespace 2, and I'd hate to see that dilluted.

That's heady praise there. Freespace 2 is probably my favorite space game ever.

It was my favorite game, period, for over 20 years, and is still my top space fighter game ever, so I don't say this lightly at all. RGO has exceptional dogfighting that no fan of the genre should miss.

Veloxi wrote:

I hope it's as fluid on the Switch as it is on the PC. It really is the best dogfighting since Freespace 2, and I'd hate to see that dilluted.

OK I have to chime in here. I played this game for a couple hours and then set it aside because I was having more fun playing pool than I was dogfighting in space.

Without the need to manage your altitude or energy state like there is in dogfight between real-world aircraft in an atmosphere, space dogfights in games seem like they tend to become endless looping tail chases, and this one appeared to be no exception. And even my humble starting trash hauler ship seemed to be able to easily outmaneuver and get on the tail of every pirate fighter or whatever I encountered so there was no challenge unless I was badly outnumbered.

I wanted to like this game so bad, but I didn't. What am I missing here that is supposed to make this type of combat fun?

Middcore wrote:
Veloxi wrote:

I hope it's as fluid on the Switch as it is on the PC. It really is the best dogfighting since Freespace 2, and I'd hate to see that dilluted.

OK I have to chime in here. I played this game for a couple hours and then set it aside because I was having more fun playing pool than I was dogfighting in space.

Without the need to manage your altitude or energy state like there is in dogfight between real-world aircraft in an atmosphere, space dogfights in games seem like they tend to become endless looping tail chases, and this one appeared to be no exception. And even my humble starting trash hauler ship seemed to be able to easily outmaneuver and get on the tail of every pirate fighter or whatever I encountered so there was no challenge unless I was badly outnumbered.

I wanted to like this game so bad, but I didn't. What am I missing here that is supposed to make this type of combat fun?

I don't think there's much for you here unless you're real nostalgic for the original Privateer. The fun I got out of the game was much more tied to that than to the moment-to-moment gameplay.

The dogfighting in RG:O is a lot of fun but to be honest that’s pretty much all there is. The rest of the little sector of space it’s set in is just a little bland and - dare I say it - boring.

All the planets / space stations are pretty much the same and the game constantly interrupts your travelling from A to B with ‘encounters’ that are little more than ‘blow up these ships that have just made your journey longer’.

It’s a good space sim don’t get me wrong but it needs more. I think they’ve spent this year making the game ready for other platforms rather than developing the internal content. That’s fine, but I really hope they can refocus now on adding more to the actual game.

Middcore wrote:

I was having more fun playing pool than I was dogfighting in space

This is exactly where I ended up with this game too. I thought the dogfighting was poor and the game as a whole was very average.

I’m always puzzled by folks who say space dogfights are just endless circles. All of my success in them comes from figuring out when and how to break out of those and re-engage on more favorable terms. Have I cracked some eldritch secret? Am I being impatient and taking unnecessary risks? Am I just taking people’s complaints too literally?

Middcore wrote:

Without the need to manage your altitude or energy state like there is in dogfight between real-world aircraft in an atmosphere

Energy state? I’m assuming this means something other than the engine/shields/guns power management from X-Wing (and the upcoming SW space game). The last time I played a game where I flew real planes was Secret Weapons of the Luftwaffe, so it’s been a while.

I preferred RG to RGO overall. I didn't think the shift from a 2d combat plane to 6dof was a great change, and the story in RG was much more interesting to me.

Vargen wrote:
Middcore wrote:

Without the need to manage your altitude or energy state like there is in dogfight between real-world aircraft in an atmosphere

Energy state? I’m assuming this means something other than the engine/shields/guns power management from X-Wing (and the upcoming SW space game). The last time I played a game where I flew real planes was Secret Weapons of the Luftwaffe, so it’s been a while.

Energy state in atmosphere dogfighting with planes refers to potential energy of the plane, and represents your ability to quickly maneuver to respond to an enemy's threat. It's a combination of altitude, attitude and speed of your plane, and thrust available to give yourself more momentum.

That aspect of dogfighting (and it is perhaps the most important aspect in airplanes) is completely missing in space fights, where you can turn on a dime and neither gravity nor airflow is a factor.

Remember Independence War? That did fighting with great modeling of inertia. Meaning you can't just turn on a dime there is a lot of kinetic energy (is that the right kind) to overcome. So you would turn left but the ship would continue forward with a lot of momentum so you had to plan how to fly.

Sure, a well designed physics-based space sim will do that, but in atmosphere you can't do a 180 and start burning in the opposite direction. There are tradeoffs between altitude, speed, and position vs. the enemy that just aren't a factor in space.

farley3k wrote:

Remember Independence War? That did fighting with great modeling of inertia. Meaning you can't just turn on a dime there is a lot of kinetic energy (is that the right kind) to overcome. So you would turn left but the ship would continue forward with a lot of momentum so you had to plan how to fly.

That game was great but also hard as nails. Turning off "inertial control" in Elite:Dangerous gives you a massive edge in combat as well, but learning how to do it always defeated me. i know you can do it in RG:O as well but I could never quite get the hang of it

I preferred RG to RGO overall. I didn't think the shift from a 2d combat plane to 6dof was a great change, and the story in RG was much more interesting to me.

This, 100%
Probably never happen but I would love a Rebel Galaxy 2.

Sorbicol wrote:
farley3k wrote:

Remember Independence War? That did fighting with great modeling of inertia. Meaning you can't just turn on a dime there is a lot of kinetic energy (is that the right kind) to overcome. So you would turn left but the ship would continue forward with a lot of momentum so you had to plan how to fly.

That game was great but also hard as nails. Turning off "inertial control" in Elite:Dangerous gives you a massive edge in combat as well, but learning how to do it always defeated me. i know you can do it in RG:O as well but I could never quite get the hang of it

It takes a decent amount of practice. Best thing is to fly to an asteroid field or near a base, something with large objects, and drift around them to orbit. Once you get used to that the rest should fall into place.