Falling Frontier - The Combat Update That Changes Everything
239 segments
One of the most interesting things about
the new wave of space games is how they
are finally solving a major design
problem. But that's something we've all
experienced with many of the recent
games. Many of them promise a complex
game and you get fast distances, massive
scale, sensors and fleets, as well as
the fancy of course of commanding
warships. But when combat actually
begins, much of that complexity falls
away. For example, the ships might enter
range, weapons can activate, and you see
numbers start dropping. what should feel
like a tense battle, a tense encounter
becomes something much closer to, well,
a numbers driven game. Now, what makes
the latest Fallen Frontier combat update
so interesting is that it seems to be
moving away from exactly that problem.
So, most recently, the developers put
out a new update onto Steam about
Falling Frontier where they spoke in
depth about combat. And it seems that
combat's not going to begin with just
firing solutions or even with visual
contact. It begins with an element of
uncertainty, and I think that's a very
good start. I think that's pretty much
what we'd expect from games centered on
war. So, this works by at long range.
You may not fully know what you're
looking at. It's not necessarily an
enemy ship that's clearly in sight, and
instead you see contacts in the battle
space in the environment around you.
These signals might be incomplete,
incomplete returns on your radar. In
other words, partial information. But
this will gradually turn from ambiguity
into short knowledge. And that perhaps
more than anything else immediately
changes the nature of how you engage
with combat. So there's a lot to talk
about here. And in fact, Falling
Frontier is a highly anticipated game. I
know a lot of people cannot wait to see
this. So the more information we get
about it, the better. And it's good to
see that it is making progress. Also, if
you happen to enjoy videos like this and
you haven't done so already, please do
consider to subscribe in. Now, according
to the developer, Falling Frontiers,
Combat has indeed received some
substantial attention, and it shifted
away from what could perhaps be
considered a bit of an arcade style of
model towards something that's far more
simulated. So, to start with, there's a
lot of cosmetic elements to the combat
here. They got a lot of explosions, many
bits of ships falling apart and breaking
away and uh yeah, physical firing of all
the weapons, but all of that is just
cosmetic. There's also a lot of elements
in combat that are now structured or
structural. So, combat has been
described now as unfolding across four
distinct phases and all of these happen
in real time. And that means then rather
than just having a flat exchange, a flat
exchange of damage in your combat, the
battle overall starts to evolve. It's an
evolving encounter and one which with
each stage ultimately affects the next.
And with encounters working in such a
way, you might well expect that the
first phase will matter a huge amount.
And yes, it indeed does. So the opening
stage, the first phase is information
acquisition. And it's here that the
enemy may be active somewhere in the
area of operations where you're actually
engaged, but they're not necessarily yet
entirely invisible. They're not
necessarily visible in the game world
environment around you. Instead, you can
see objects outside of visual range, but
still within the navigational p plane
that are presented as LAR contacts, and
as they move closer, they start becoming
clearer until eventually you, as a
player, can properly identify what
you're seeing. Now, that might sound
like somewhat of a small detail, but it
does actually in fact change the tone of
combat and in quite an immediate way.
And that's because when a battle begins
with these uncertain contexts, rather
than having the perfect information,
what happens is quite interesting
because you're not just simply reacting.
Instead, you're having to interpret and
you're trying to understand what is even
out there, what state it might be in,
and how the battle space around you is
starting to take shape. And that's
something that's quite apparent in the
footage. And recognition itself
ultimately becomes part of the
engagement. I feel that this is where
Fallen Frontier really does start to
separate itself from the more uh shall
we say, conventional strategy combat
games out there. Now once you know what
you're facing, this is where the second
phase begins. And this is the missile
phase. So missiles, rockets, and
vertical launch systems, all of these
dominate the engagement. And really, the
purpose is simply to trade. Well,
actually, it's not about trading damage
at distance. There's a clear objective
here, and it's to break something
important before the enemy can reach
you. In short, don't view this part of
the combat as necessarily destroying the
enemy, but you want to degrade their
capabilities before they get into full
range. And as you might imagine, this
really changes the concept from being
hitting at the maximum amount of damage
possible, moved away from the idea of
these max numbers and instead trying to
get a few decisive hits onto the ship
and ultimately crippling a few of its
vital systems. So really, this is all
about shaping the rest of the battle. In
the footage, we get to see how a frigot
hides behind one of the asteroids whilst
painting and damaging another enemy. And
yes, some of those missiles actually
hit, but others are drawn away by decoy.
Others still are confused by the
asteroids in the area of operations, and
those ones fail to reach the target. So,
this is a really nice level of detail to
a game like this. And it also means that
the environment plays an important
factor in how the combat unfolds from
there. engagement moves on to mid-range
warfare, and it seems to be where the
combat system really begins to open up.
So, by this point, you know more about
the battle sphere. You know exactly,
well, you know pretty much exactly
what's going on, and you know about the
enemy's composition, you know what sort
of ship they've got, what weapons it's
got, perhaps a bit about the electronic
warfare or the defenses. In other words,
you really understand the shape of the
combat that you're getting into. And so,
this is where maneuvering starts to
become central. So ships in a falling
frontier at this point are now moving in
response to what could be considered the
developing tactical picture. In fact the
developer notes here they actually
mention that this phase is often where a
second major cell of uh weapons can be
launched and assuming the ship still has
that capability even because that may
have been knocked out. It's also a case
where people will make tactical
decisions such as remaining near
asteroid clusters to benefit from their
cover. maybe perhaps by confusing the
enemy missiles. It's also the point
where the main battle guns start to come
online and these are not necessarily
presented as perfectly accurate weapons
except I guess in the case of rail guns,
but they also add a new kind of pressure
to the fight. Now, at mid-range, combat
becomes less of a one-on-one activity.
And it's no longer just about the
longrange missile exchanges. Instead,
it's getting very close and very
dangerous here because the guns really
come to bear and that means maneuver and
cover start to play quite a big part as
well as do the support systems of your
ship. All of this needs to work
together. You go through this process
for quite a bit. Obviously, taking shots
and navigating and taking tactical
decisions until eventually you get to
the fourth and final phase, which is
described as looking at death in the
eye. And this is a close-range combat as
close as you're going to get. And this
is where broadsides come into play. So,
the ships here, they attempt to maneuver
into the blind spots of their opponents.
But even here, the game is attempting to
retain some sort of complexity. For
example, another vessel may already be
moved into position that covers exactly
the angle you're trying to attack. In
other words, the implication here seems
to be that close-range combat is not
just about having a neat jewel. It's
something more than that because it's
still part of the wider fleet
engagement. Because whilst all of these
different phases are going on, of
course, you're still a part of another
fleet and there's still other enemy
ships as well as friendly ships out
there. and some up might well be in
range. So yeah, it's pretty clear that
the developers have put a lot of time
and attention into how exactly your
battles are going to play out. Lot of
different dynamics going on here and
when you factor in that you can have
different modules on your ship. So maybe
you've got no electronic warfare for
example. Yeah, you can see how that
might play out. You're going to have to
make different tactical decisions. Let
me know your thoughts and feelings on
this update, this new information in the
comments section below. Thanks for
watching this video all the way through.
There is another one on the screen right
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The video discusses how 'Falling Frontier' is addressing a common design flaw in space games where combat lacks complexity despite promises of scale. The game introduces a highly simulated, four-phase combat system that unfolds in real-time, moving away from simple number-driven engagements. These phases include information acquisition, where players interpret uncertain contacts; a missile phase focused on degrading enemy capabilities; mid-range warfare emphasizing maneuvering and tactical decisions; and intense close-range combat that remains part of a larger fleet engagement. This approach prioritizes interpretation, environmental factors, and strategic crippling over brute-force damage exchange.
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