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Steam News9 July 20169y ago

New Gameplay Video Explains New Mechanics

Dear all, We've released a video https://www.youtube.com/watch?v=kf1yAK4CylE to explain some of the new mechanics introduced into Foresight as well as a reiteration of some old mechanics.

Full notes

Full Foresight update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • Balance
addedDear all, We've released a video https://www.youtube.com/watch?v=kf1yAK4CylE to explain some of the new mechanics introduced into Foresight as well as a reiteration of some old mechanics.l
addedMass RepairsThis is a new UNC feature using the Repair tool. Previous Problem In the past, you can only repair structures by clicking on individual damaged structures to start repairs. In the heat of battle, you might misclick, pick the wrong structure to turn on/off, or totally miss the structure completely due to its size. Solution The solution is to allow some sort of smart selection to select a large area to be repaired. Thus, once in Repair mode, you can drag and drop to toggle repairs for an area of structures. No ships will be involved; only structures. By default, the mode toggles. If you want to ONLY repair, hold CTRL and drag and select an area. All damaged structures will start to repair. Conversely, if you want to turn off repairs, hold ALT and drag and select an area. All repairs within the selected area will stop. This is included to prevent a case where you've decided to reallocate your credits to building a fleet but too many structures under repairs are taking too much credits; it'd have taken too long to stop repairs 1 by 1. Thus this mode will be useful in this scenario.
addedMulti-Build AIThis has been an existing feature for quite some time since a few players have asked for it to be implemented. Foresight has a thin build tree. That means you don't need to build in depth to be able to build something like a UNC Railgun Turret . Therefore, the focus is now on where and when to build these structures. Multiple structure builders can be selected to build or morph/convert into other structures. For builders that are mobile, such as UNC Harvester and SS Salvager, distance is considered. Having multiple units allows the game to decide which builder is closest to the desired location for the structure.
changedStructure Build QueuesWhy we do not have it? The answer is simple - our structure build tree is very thin and economy can easily limit the queue from working. It's a different play style for a different scale of RTS While Foresight is huge in terms of battles, ie, you can actually have a massive battle of thousands of ships all at one, we have means to quickly construct structures concurrently without the need for a queue. Besides, Foresight can be fast-paced from mid-game onwards; build queues have to be monitored mentally to ensure that they do not take up too much power or blood and thus it wasn't included as a feature in the game design. If a build queue causes a low power situation, how would you react? Is it the queue's fault or yours? (ie, if your other power plants were destroyed by enemy fire) Besides, SS faction doesn't build by placing structures; it does by spawning a SS Salvager and then morphing into the structure of choice. NSAU is alike UNC with the exception that some of their structures are actually mobile. Even so, it takes no more than 3 structures to get things started.

Foresight changes

addedDear all, We've released a video https://www.youtube.com/watch?v=kf1yAK4CylE to explain some of the new mechanics introduced into Foresight as well as a reiteration of some old mechanics.l
addedThis is a new UNC feature using the Repair tool. Previous Problem In the past, you can only repair structures by clicking on individual damaged structures to start repairs. In the heat of battle, you might misclick, pick the wrong structure to turn on/off, or totally miss the structure completely due to its size. Solution The solution is to allow some sort of smart selection to select a large area to be repaired. Thus, once in Repair mode, you can drag and drop to toggle repairs for an area of structures. No ships will be involved; only structures. By default, the mode toggles. If you want to ONLY repair, hold CTRL and drag and select an area. All damaged structures will start to repair. Conversely, if you want to turn off repairs, hold ALT and drag and select an area. All repairs within the selected area will stop. This is included to prevent a case where you've decided to reallocate your credits to building a fleet but too many structures under repairs are taking too much credits; it'd have taken too long to stop repairs 1 by 1. Thus this mode will be useful in this scenario.
addedThis has been an existing feature for quite some time since a few players have asked for it to be implemented. Foresight has a thin build tree. That means you don't need to build in depth to be able to build something like a UNC Railgun Turret . Therefore, the focus is now on where and when to build these structures. Multiple structure builders can be selected to build or morph/convert into other structures. For builders that are mobile, such as UNC Harvester and SS Salvager, distance is considered. Having multiple units allows the game to decide which builder is closest to the desired location for the structure.
changedWhy we do not have it? The answer is simple - our structure build tree is very thin and economy can easily limit the queue from working. It's a different play style for a different scale of RTS While Foresight is huge in terms of battles, ie, you can actually have a massive battle of thousands of ships all at one, we have means to quickly construct structures concurrently without the need for a queue. Besides, Foresight can be fast-paced from mid-game onwards; build queues have to be monitored mentally to ensure that they do not take up too much power or blood and thus it wasn't included as a feature in the game design. If a build queue causes a low power situation, how would you react? Is it the queue's fault or yours? (ie, if your other power plants were destroyed by enemy fire) Besides, SS faction doesn't build by placing structures; it does by spawning a SS Salvager and then morphing into the structure of choice. NSAU is alike UNC with the exception that some of their structures are actually mobile. Even so, it takes no more than 3 structures to get things started.

Dear all, We've released a video https://www.youtube.com/watch?v=kf1yAK4CylE to explain some of the new mechanics introduced into Foresight as well as a reiteration of some old mechanics.l

Mass Repairs

This is a new UNC feature using the Repair tool. Previous Problem In the past, you can only repair structures by clicking on individual damaged structures to start repairs. In the heat of battle, you might misclick, pick the wrong structure to turn on/off, or totally miss the structure completely due to its size. Solution The solution is to allow some sort of smart selection to select a large area to be repaired. Thus, once in Repair mode, you can drag and drop to toggle repairs for an area of structures. No ships will be involved; only structures. By default, the mode toggles. If you want to ONLY repair, hold CTRL and drag and select an area. All damaged structures will start to repair. Conversely, if you want to turn off repairs, hold ALT and drag and select an area. All repairs within the selected area will stop. This is included to prevent a case where you've decided to reallocate your credits to building a fleet but too many structures under repairs are taking too much credits; it'd have taken too long to stop repairs 1 by 1. Thus this mode will be useful in this scenario.

Multi-Build AI

This has been an existing feature for quite some time since a few players have asked for it to be implemented. Foresight has a thin build tree. That means you don't need to build in depth to be able to build something like a UNC Railgun Turret. Therefore, the focus is now on where and when to build these structures. Multiple structure builders can be selected to build or morph/convert into other structures. For builders that are mobile, such as UNC Harvester and SS Salvager, distance is considered. Having multiple units allows the game to decide which builder is closest to the desired location for the structure.

Structure Build Queues

Why we do not have it? The answer is simple - our structure build tree is very thin and economy can easily limit the queue from working. It's a different play style for a different scale of RTS While Foresight is huge in terms of battles, ie, you can actually have a massive battle of thousands of ships all at one, we have means to quickly construct structures concurrently without the need for a queue. Besides, Foresight can be fast-paced from mid-game onwards; build queues have to be monitored mentally to ensure that they do not take up too much power or blood and thus it wasn't included as a feature in the game design. If a build queue causes a low power situation, how would you react? Is it the queue's fault or yours? (ie, if your other power plants were destroyed by enemy fire) Besides, SS faction doesn't build by placing structures; it does by spawning a SS Salvager and then morphing into the structure of choice. NSAU is alike UNC with the exception that some of their structures are actually mobile. Even so, it takes no more than 3 structures to get things started.

Conclusion

We hope that you understand that Foresight isn't a long term grand scale RTS. Yes you can have large armadas of thousands of ships but you can have it without an overly complicated infrastructure. Survival Mode is a single player mode survival for your own pleasure. It too helps with achievements as well. Survival co-op and Siege co-op will be coming up next concurrently with V1.10, our final patch version. We hope you've enjoyed the game so far. Any feedback will be welcomed! Please too, report any defects so that we can fix it. Trust us, we will if we can. If not we'll find a workaround if the problem is specific to your machine! Have a great weekend! Jeremy

Source

Steam News / 9 July 2016

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