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Cosmoteer | Bigger Ship

Discussion on Cosmoteer | Bigger Ship within the Gaming News - EN forum part of the Gaming News category.

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Post Cosmoteer | Bigger Ship

We have known for a long time that there will never be an FTL 2. I know, it's hard. On the one hand, you can still look at it as a positive thing, because you can't improve on perfection. On the other hand... I still want an FTL 2. Well, more exactly, an "advanced" FTL, in an open world, with the possibility to build and customize a ship without limitations.

And this is exactly what Cosmoteer, subtitled "architect and commander of a spaceship", proposes. Life is good. You have a basic ship, a small crew and a big universe to explore in two dimensions. The start is very classical: parked next to a random space station, you can offer your services for different missions (destroy a pirate, secure an asteroid field...) for a few thousand galactic credits. After a short trip in accelerated time 8, the enemy appears on the radar screen, we shoot at each other face to face like drunks and the one with the biggest guns and the best shields nukes the other one. The crew can eventually go out in scuba gear to recover some resources from the wreckage of the bad guy.


OK, the design of my first flagship, the Charles de Gaulle, is not the most slender. But honestly, it did the job.

To make the machine bigger. I thought at first that Cosmoteer didn't look very complicated. I was wrong. The game slowly distills its complexity and richness as the missions progress, with little tutorial messages. First, you have to quickly tinker with the ship, which won't last long against better and better armed opponents. There, you will recognize a 2D construction interface reminding a bit of Nimbatus.

Quote:
Spatial architecture as one would have dreamed in FTL.
As you win, you can improve and enlarge the ship in a totally free way, giving it the shape of a Star Destroyer, a Battlestar Galactica or a gigantic penis (I checked). You have to provide beds for the crew, place armor, thrusters for maneuvers and of course lots of different weapons. It's space architecture exactly as you would have dreamed in FTL: you have to optimize the placement of modules, doors and corridors so that the crew can supply the different firing points with energy and ammunition.





There are even treadmills (immediate GOTY). The optimization of the ship continues with the management of the crew, which can be divided into several squads with colored uniforms and priorities. One group will command the weapons, another will take care of the logistics of a row of cannons or firefighting... And it gets even more complicated. The most powerful weapons have to be fed by ammunition production modules, to which the crew brings raw materials stored in storage areas. You even have pedestrian conveyor belts (like the ones in airports) to install to speed up the movement of the little delivery people who stroll through the corridors. After a while, I almost felt like I was playing a sort of mini-Factorio.


From a certain size of ship, the placement of factories, storage areas and conveyor belts gives the impression of playing a spaceship Factorio.

Victory upstream. When it comes to combat, Cosmoteer strays a bit from its model. Surely you remember those great moments of stress and micromanagement in FTL, when you had to isolate a fire with the fire doors or manage an oxygen leak. You won't have that in Cosmoteer. Everything is a bit simpler. Even if you can assign targets to each weapon, manage shields and even switch to "direct drive" mode to protect a damaged flank or expose a row of cannons, victory is mostly about optimizing the ship and its logistics.

Quote:
The great pleasure of the game is to embellish and polish the ship.
This does not mean that the fights are boring, far from it. They are just a little less tactical (and much shorter) than in FTL. The great pleasure of the game is to spend an hour embellishing and tweaking the ship with hard earned credits, perfecting the placement of each module, and then watching the beast smash through the pirate in ten seconds under a deluge of shells, lasers and missiles.





Hard to leave the cockpit. Is Cosmoteer as perfect, as brilliant, as memorable as FTL? No, but it's still a damn good game. Between asteroid mining, resource trading with space stations, constant ship upgrades, crew optimization, exploration, there is always something to do between each fight. During the week I tested it, I found myself more than once at 2 pm, in my pajamas in front of the PC, without having had breakfast or lunch, unable to leave the game because I absolutely wanted to mount an expensive double Railgun on my ship to defeat a pirate base with juicy loot. So Cosmoteer worked very well for me. If you have any interest at all in building big space stuff and lasers that go all spacey, it should work on you too.



My opinion? Well, a very nice surprise. Coming from nowhere, Cosmoteer is already a very good construction and space combat game, which cleverly mixes what we liked on FTL, Factorio and Nimbatus. This early version at 20 will quickly pay for itself. What do you think about it?

Genre: Space Combat, Shipbuilding
Developer: Walternate Realities
Publisher: Walternate Realities
Platform: Windows
Download: 1.3 GB
Scheduled Release Date: NC
Languages: French, English
Current price: 20 (US)
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