I have always loved spaceships. As a kid I would turn any Lego set into a spaceship, none of that rubbish like a castle or a race track they put on the box. When I first got into PC gaming I was allowed the joy of flying them. It started with TIE Fighter and it’s various sequels, then onto Freespace 1 and 2 which remain the pinnacle of the space dogfighting genre (sadly a dead one these days). The thrill of flak cannons and laser beams firing across kilometre long ships was really exciting stuff.
I-War holds a very special place in my heart, it is one of the very few space combat games to use proper Newtonian physics in it’s flight model. Flying that ship took real skill, needing to understand inertia and thrust to really master the combat. It’s missions were excellently varied and exciting. One moment you were fighting off a dozen weapon platforms and 3 frigates, the next sneaking into a base by building up speed and then cutting all power, drifting slowly in.
Since joysticks went out of fashion there have been very few space combat games. The occasional strategy game will appear, the Homeworld games were very enjoyable. Star Trek: Bridge Commander (and much later, Star Trek Online) gave the fun of commanding a much bigger ship too. But all in all it’s a dead genre.
I have recently had the itch to tinker with space ships so I fired up Gratuitous Space Battles. The idea is you design your ships and fleet, set loose tactics and watch the battles play out. I love the idea, but the execution is a little flawed. I think with a bit more effort with the tutorial and some UI improvements it would have been better, but it wasn’t quite enough for me. I didn’t like the loss of control once you set your fleet free. I know it’s the point of the game, but there is no way of you turning the tide of battle.
So I was thinking about the games I’ve got, and one I didn’t play much (due to hitting a huge bug at the time) was Nexus: The Jupiter Incident. You command a small fleet of ships and you can really tinker to your heart’s content. Each weapon can target a specific ship and subsystem, you can toggle your power levels and repair priority, send boarding parties to sabotage the enemy ships, send fighters to protect an ally. Or you can just say “Ship A take down their shields, Ship B disable their engines” and leave them to it. Of course I love to micro-manage everything to feel I’m really making the most of my fleet.
The game is not perfect, the plot seems a bit bobbins, it has unskippable cut-scenes and can get ridiculously hard. But it still looks beautiful and it really scratches my space captain itch. I’ll endeavour to give the game a proper go this time round.