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Arvoch Conflict Released
BOISE, ID, September 28th, 2006 -- StarWraith 3D Games LLC, today announced the release of its 3D space combat game Arvoch Conflict for the PC.
Set in the future just after a period of great colonization and technological advancement, players are given command of a combat squadron as a growing mystery begins to threaten humanity. Forces divide and battles rage as the single player story unfolds with epic conflicts and events. As the leader of a five pilot squadron, players can select the ships and weapon loadout for each member of their team using a drag-and-drop interface. Choices include scouts, fighters, interceptors, and bombers along with a variety of weapons ranging from rapid fire cannons to devastating pilot-aimed bombs. Unique technology is also available, featuring cloaking devices, tractor beams, and EMP disruption missiles. Players then launch into missions with diverse objectives that include patrol, escort, pilot rescue, item recovery, planet surface strikes, mining, defense shield construction, mine field clearing, and more. Arvoch Conflict features several unique graphics and control features. A full in-scene 3D ****pit (including gauges and displays), high contrast lighting effects, softly reflective ships hulls, and high resolution textures provide a captivating level of detail and immersion. Full freedom of movement control with variable input and Newtonian physics with computer assisted thruster control let the player master a wide range of tactical options and combat maneuvers. The game supports keyboard, mouse, joystick, and gamepad control options with remapping capability. Arvoch Conflict introduces other unique elements to the genre, including a player controlled mission system. This feature lets players manage their experience by putting them in direct control of virtually every event and mission situation in the game. Adjusting difficulty and changing environmental parameters are done with easy-to-use mission settings. Players can also make tactical changes such as starting location and reinforcement selection. Battle scenarios are dynamic, which can change the conditions of a mission in real-time. Hostile ships may call for reinforcements and change attack strategies, but players can limit such enemy tactics with speed, command leadership, and combat skill. A wide range of gameplay options are also available in multiplayer which features Dogfight, Squadrons, and Cooperative combat modes. Players can challenge each other in dogfight matches or take their squadrons with them into multiplayer battles to challenge other players and their unique squadrons. The Cooperative mode lets players fight together as a team against AI controlled hostile ships that they select and configure with each player managing the configuration of 4 hostile ships and their weapons. Players can design and import their own missions for either instant action or a complete campaign. They can add their own custom ships to the original group of Alliance spacecraft and optimize their designs for various roles. Other aspects of the game can also be modified and expanded by the player, including music, sound effects, and text. With many customizing options, Arvoch Conflict provides a feature-packed template for space-sim fans to explore their own design ideas. Arvoch Conflict continues the SW3DG tradition of feedback based development. Players are encouraged to become involved in the future enhancements to the game as their requests and suggestions will help guide future updates. Players are also invited to become part of the forum to share custom modifications, exchange tips, arrange multiplayer battles, and to stay informed of updates. All of these features come in a game using advanced compression techniques to achieve an incredibly small hard drive footprint of less than 100 MB (including installer) along with fast loading and installation. Arvoch Conflict offers broad compatibility and runs on Windows 98, ME, 2000, XP, and Vista. The recommended minimum system configuration for the game includes a 1.5 GHz processor, 64 MB 3D video card, and 512 MB of RAM. A free trial version of Arvoch Conflict is available at: http://starwraith2.home.att.net/ArvochConflict.exe The game's official website is available at: http://starwraith3dgames.home.att.net/arvoch/index.htm and http://www.arvoch.com Additional content and the customizing kit for modifying the game are available at: http://starwraith3dgames.home.att.ne.../downloads.htm |
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Not for me I'm afraid.
Its all down to the flight system, I think I was spoiled with the one in Jumpgate and cant adapt to another. Now, put JGs flight system on that game, and economy, but keep the graphics and wow. Graphics are not perfect but a whole sight better than JGs. I just dont like the braking effect that turning off thrusters has. You are lowering the thrust FFS, not turning on the all too efficient brakes! Still, a pretty good effort Smeg |
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__________________
Rimmer: That’s it I’m invoking Space Corp Directive 68250. Kryten: 68250? But sir surely that’s impossible without at least one live chicken and a rabbi. |
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Quote:
I'm not sure I understand what you mean, could you explain this a little further? If you turn off the thrusters ('Inertial' mode on the left display), you should be able to drift entirely unrestricted. You shouldn't encounter any braking unless a button/key/axis is active that has been mapped to one of the manual thruster controls. |
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Well, it's got my curiousity
The only thing I can guess he is referring to is that the thrusters don't turn off suddenly, they 'trickle' down to zero thrust when you disengage them, which provides a decreasing level of thrust until unrestricted drift is reached. I have JumpGate, so I guess I'll install it and refresh my memory. |
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Quote:
Cool. |
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Let me explain further.
I was once part of a team writing a Jumpgate type game. It went pretty well till we realised no one in the team could do the net code! We decided on a Jumpgate style flight engine, because no one could think of one better. We did include the same mode as this game, the Inertial mode, but that was mainly to do straffing runs on cap ships etc (yeah, we thought big!). But it was impossible to dogfight in this mode. You see Jumpgate is more like a flight sim than most space sims. The RP of drag in Jumpgate is stupid, there must have bee a better one, but it did create the game it is is now. Incidently we RP'd the drag factor with the use of computer controlled reverse thrusters. I still think in this game you slow down too quickly in normal mode, but I have played the game again and enjoyed it more this time. I spose anything new takes getting used to. So you may be right Vorlon. But I still cant get the twist grip to roll the ship! But basically all I'm saying is I want a game with JGs flight engine, EVEs economy (from the old days, not played it for ages), EVE's graphics, huge map and believable RP. And lets not forget landable planets, orbiting space stations and planets, real cap ships capable if carrying 1000 craft, a fully functional station system where you can walk around, go to the bar and chat with friends make deals etc., .......... (OK, I'm dreaming). Anyone?? Smeg |
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Last edited by Smegit; 10-30-2006 at 04:54 PM. |
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Quote:
The physics can take some getting used to, the thrusters in AC are far more powerful then in my previous game, Evochron Alliance. You might find EA's physics system more similar to the one you are referring to where there is a lot of drifting. I plan to reinstall Jumpgate tonight to try out its physics system, there sure is a lot of variety in space games ![]() |
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Mucho thanko for that. I will give it another go. Have to say I'm enjoying it more each time.
That said, I loved Jumpgate first time! ;-) But dont take all this as anything but constructive critisism, I think this is a fantastic effort, and thats from somebody who really knows how hard it is! Smeg |
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