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Rob Zacny

Three Moves Ahead 551: HighFleet

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Three Moves Ahead 551:

Three Moves Ahead 551


HighFleet
This week, Jon and Rob dig in to what Rob has dubbed "yet another entry in the crowded Lunar Lander Bullet Hell Naval Wargame Roguelike Visual Novel genre." It's not an easy game to get into, so how did our boi go from cursing its very name to absolutely adoring it? What exactly is this game, anyway? And why should every good fleet commander read the manual?

HighFleet

 

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One thing I really appreciate about HighFleet is the way it illustrates how much of a constraint logistics is and how capabilities are always weighing you down with costs. Almost everything costs money that you don't have. Flying consumes fuel (later, even resting consumes fuel), so you're always looking for locations where you can fill up and making sure ships are topping off their tanks.

 

Every volley of fire costs expensive ammunition (something that I remember being an issue in the early game in Jagged Alliance 2 too). Missiles are not only expensive to fire, but their exposed locations means that not firing them also endangers the ship carrying them and are at risk of being destroyed by enemy fire. Reloading missiles requires precious time and money, even when you have reloads with you.

 

That said, HighFleet does throw the player a few bones:

  1. Removing items is free and instantaneous
  2. Fuel is available in unlimited quantity in every settlement
  3. Cargo space isn't tracked
  4. Standard ammo is free

Lowering the difficulty curve on some other aspects to force the player to consider these ones instead (rate at which a city produces fuel, for instance) would really turn up the dial on the immersiveness and frustration

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