Games that just missed it: Infinite Space edition


Role-playing survival game is willing to take risks

Infinite Space for the DS is another unique RPG; like Avalon Code the game has several interesting systems combined with a few design problems. While Infinite Space’s problems are not as damning as Avalon Code it is another lesson of what to watch out for when designing your game.

I’m going to skip the story line for this entry as I’m not exactly sure what is going on and for this talk it is not important. IS is a sci-fi RPG in which you control and customize a fleet of ships. There is a lot to customize in IS which is part of the charm.

Each ship in IS belongs to a ship type such as battleship or carrier. Each type offers several advantages and disadvantages, such as battleships have the most weapon slots but are the slowest to maneuver in combat. You can outfit your ships with different rooms which increase the attributes of the ship. This is similar to Tetris, each room is identified as a geometric shape, and if you fit the room into an empty space on your ship then that room will be installed. Some rooms have to be placed in designated spaces such as the engine in the engine area. Different ships have different layouts which will affect what you can and cannot install.

You will also pick out what weapon systems you want to install, each weapon has a different firing range which determines how close you need to be to the enemy to fire along with several other attributes. If you have a ship that can support fighters you can also assign different fighters to your ship.

The last bit of customization comes from your crew; the main characters you meet in the game can join your crew and be assigned to different posts. Each post will affect something on your ship; some members have special skills that when assigned to the first or second in command station will allow you to use them in combat.

With that said it’s time to talk about combat. As mentioned combat is fleet vs. fleet, a fleet can contain anywhere from one to five ships. I’m going to ignore the special skills and instead focus on the three commands you always have access to in combat: Normal, Dodge and Barrage. On the left side of the screen is a gauge that fills up during combat, the rate is based on the stats of your ships.

As the gauge fills the bar will change color to show what skill you can use, going from green to yellow and finally red. When you use a skill you’ll use up the parts of the gauge, for example using barrage which is red will use up the majority of your gauge.

When you issue a command, you are ordering all the ships in your fleet. You can see on the status window if your ships are within attack range with their weapons. In order to understand the problem with the design you’ll need to know what each command does.

Normal is a basic attack from every ship in your fleet, nothing more nothing less. Dodge puts your fleet in a passive stance; you’ll remain in dodge as long as you do not attack the enemy. If the enemy tries to hit you with either a barrage attack or special, the dodge stance nullifies it. However if the enemy hits you with a normal attack while you are dodging, then their accuracy will be increased, or in other words you’ll be hit by every weapon that is being fired.

The barrage command does three times the damage of one normal command. Most often one barrage command is enough to destroy one ship not counting fights with unique ships which are the boss fights. On paper all this sounds good as a” rock paper scissors” system, but how it was implemented in game is where the trouble is.

Because battles are fleet based, one side having more ships will inherently have the advantage. Almost four out of every five fights you will be outnumbered by the enemy fleet. What makes this troublesome goes back to the barrage command. If the enemy fleet is fully charge you have no choice but to use the dodge stance as getting hit by an enhanced normal attack is nowhere near as damaging as being hit by a barrage.

This removes the element of choice in IS as the biggest choice you’ll make will be either having a 50% chance of surviving vs. a 0% chance. If both fleets are fully charged you have to wait for them to use their barrage first because if you attack, the AI will most often follow up immediately with a barrage and you can’t lose a ship to take out one of theirs since you are outnumbered.

One element of the design which is troubling is that if you lose your flagship in combat, you will automatically lose and get the game over screen. It does not matter how many ships are left in your fleet, this is the only element of the combat system that only the player has to deal with, and the AI does not have this disadvantage.

Another problem is how the system is not really a set of counters. Normal counters dodge, dodge counters barrage, but nothing counters normal. Instead of combat being based on countering the enemy and maneuvering into range, it becomes a slug-fest of who can get their barrage to hit first. Most often luck plays the biggest factor in winning a fight, if you can get the enemy to waste a barrage and follow up with one of your own you’ll have a huge advantage.

As the game goes on the fleet advantage problem will go away, however it will take a while, to give a frame of reference I’m about 18 hours in the game and only have a three ship fleet.

I have two ideas of how to improve combat. The first one is to make barrage a counter to normal attacks, the best way I can think of is hitting a fleet with a barrage attack will reduce their gauge down to green preventing them from following up and at the same time countering a normal attack. This would remove the penalty of attacking first.

Option two would be to leave barrage out of the equation and instead create a fourth option to act as a counter to normal. We could call it “shields” like dodge it is a passive stance however it only blocks normal attacks and must be reapplied after an attack, to prevent it from being too powerful. That way we have some semblance of a “rock, paper, scissors” counter system.

With my ideas I would only try one of them at a time to see it would improve things. Since the AI would also use them we don’t want to continue to give the AI an advantage.

One of the challenges when developing unique systems is how the AI will handle it. In old school RPG design the system is usually basic enough for the AI to understand or the AI is given special skills to compensate. When you have something like IS which is not traditional the designers had to give the AI advantages in the form of outnumbering the player in fights. However by doing that it interferes with the balance and pushes things into the AI’s advantage far too often.

Because of how the attack commands play out combined with being outnumbered, the game stacks the odds against the player which is not good design. This is not the same as making a hard game like Demon’s Souls or Ninja Gaiden Black, in those titles the player is given the tools needed to survive and has to make the most out of them. In IS however it is like being given a knife to fight someone with a sub machine gun.

To further illustrate that point the game has several parts that have you including a NPC ship in your fleet, which just happens to leave right at a boss fight. Meaning that for a boss fight you will fight with one less ship in your fleet which with the systems in place is just kicking the player when they’re down.

As I mentioned at the start, the problems with IS don’t ruin the game or push the game down as far as the issues present in Avalon Code. Eventually once your fleet is maxed out the difficulty of the game smoothes out. Unfortunately you have a long way to go in game before that happens and I don’t know how many gamers would persevere to reach that point.

Josh


  • Anonymous

    I really hope you'll write another comment after beating the game, with 18 hours you haven't even seen a quarter of it, yet. Let me tell you that the AI will not be so easily tricked in the second half of the game.

    That said, you can take out the enemy flagship, to win the boss-battles in Infinite Space faster.
    So that is not a handicap for the player alone.
    If you haven't done so yet, you should put your own flagship in the backrow of your formation and the other ships in front of it btw.

    And you don't need a special Battlecommand to counter Normal attacks, that's what the ship's mobility, deflectors and shields are for, you just need to install the right modules and asign the right crewmembers to navigation.

    And as for the difficulty, it's the same as with any other RPG, if you can't beat the enemy, train your party by fighting random encounters. It works even better when you increase the encounter rate in the options menue.(Be warned though, that the trip to the next planet will probably be a gauntlet if you do so.)

  • For my fleet I have navigation and command stations completely full. My normal fleet is battleship(flagship) carrier and destroyer.

    I'm stuck right now at a boss fight that requires you to force him to retreat. I'll probably go back to the game in a few days to see if I can get past it.

  • Anonymous

    Not exactly sure which battle that might be.

    Are you trying to get through the blockade at Spetses Sector?
    In that battle it would be your fleet wich has to escape, though.

    Or are you fighting for NN against K and facing Abato in the Irvest sector? You just have to pin him with fighters and dodge his Special. Attack him a few times and he'll withdraw once he had enough. You'll have to fight him again later of course.

    If both are not the battles you meant, please give me some more details so I can narrow it down.

  • I'm at the boss fight at the end of chapter 8. After you lose the NPC ship and have to force the boss to retreat.

  • Anonymous

    Then you're in serious trouble.
    That's probably the most difficult battle in the whole game.
    So I guess your last savepoint was on the Abandoned Planet?

    1. Make sure the encounterrate is reset to normal before you leave!!! (Else you'll seriously regret it, just trust me in this.)

    2. You'll be stuck with just 2 ships for quite a while, so use the shipyard to remodel the two strongest ships you have (namely your battleship and the carrier.)
    and put them into your fleet (if they aren't there already)

    3. Get rid of all Anti-Air-weapons you have on your ships, your own fighters should be more than enough to deal with the enemies'. and you can use the weaponslots rather for Anti-Ship weapons. (Same of course for AA-Support modules, get rid of them)
    If it's available to you, you should consider equipping some Solid-ammo-weapons.
    If you've still got money left buy a fourth ship with it, it might come in handy later.

    4. The crew (I hope the names are the same as in your game, 'cause I played the PAL-version):
    -Make Larissa Kuchin the first Officer, she can heal your ships a bit with Medic.
    -HELP should be asigned to the control room
    -Gadina should be the captain of the fighters
    -Sceptro and Soneto are both good fighter pilots
    -Semias (or Pavlou) should be the chief navigator
    -Lotuso and Beleko should be asigned to Artillery.

    5. You don't need to asign anyone
    to the security for now, so put those guys on different posts.

    6. To win the battle you 'just' need to survive until you hit that flagship hard enough.
    You can try to use your fighters to pin it and stay out of it's range in dodge mode or heal with medic (watch their energy level while healing though). Once your Gauge is full close in, wait for their attack and fire a Special. Repeat that procedure.
    Or you can try to go into closest range so both sides can only use short ranged weapons, that's where solid ammo weapons can shine, it's risky, though.

    Good luck with that battle, normally I'd say: train some more, but the sector you're in is particulary bad for that purpose.

  • Anonymous

    The best is to use a heavy armored battleship, like the Pallas I used. After the NPC is gone, use it to soak up damage, while dealing damage with your solid ammo weapons. Your flagship should be a carrier, tha way you can 1. Afford to lose the battleship(thats what happened to me, but since I had some solid ammo weapons on the carrier, I was able to win the fight)
    2. Use your fighters to not get pinned down by his fighters, and they can deal some serious damage.

  • Anonymous

    Isn't the carrier = flagship a little difficult for the battles directly afterwards (when leaving Lari?
    Since you can't change the setup until you reach the next planet.
    The early game carriers have such bad shielding and durability, after all.

  • Anonymous

    hi, since it seems like you guys are giving sound advice in regards to this addictive ass game I thought I'd try my hand at asking a question as I'm stuck at the moment. Okay so.. yeah I'm at chapter 6 where you have to run away from that enemy fleet twice and then destroy them at the third encounter. My trouble is when fighting Belenko. He's a tough mother. Trying to raise his recruitment flag and all that. In fleet i have one Borodino as my main flag and 2 Pollasos. Help 😀

  • Anonymous

    Okay, I'll try my best to help you. So first off:

    – (You might already know his.)
    To recruit Beleko, you have to take out the enemy flagship last!
    Once all other ships have been destroyed there will be a cutscene with him, then take down his flagship.
    He wont join imideately but at the end of the Irvest war (next chapter).

    – Get rid of one of the Pallas. You can't use their long range attacks anyway, as long as none of them is your flagship. Buy a ship with fighter-capacity and a bunch of fighters instead. They are really worth the money. (put the new ship into the backrow)
    The fighters are necessary because they can easily take out a ship in the backrow and at least one ship of the enemy fleet will be covered by Beleko's flagship.

    – Check your equipped weapons. Get rid of any Anti Air weapons and related modules, like I said in an earlier post, Anti Ship weapons and modules are far more useful.

    – For Beleko's fleet: pinning them with fighters, dodge, retreating out of weapon range, waiting until gauge is full, closing in, waiting for enemy attack/weapon range, firing a special, repeat will work best. Heal with 'Medic' (Kira, Larissa, Help) if necessary

  • Varunbelly

    dude you have no idea what you are talking about , this game has so much tactics involved in the battles , for instance you could always retreat and use fighters combined with super long range or use retreat and charge up for barrage and in many situations a enhanced normal attack can do way more damage than a barrage especially if the enemy has high mobility . the battles are not simply about barrage slugfests and if you use the system properly you can even use a pitiful 2 fleet ship to defeat the bosses like i did. in my opinion you do not understand the mechanics of this game properly . then again i dont blame you this game dosent really have the best tutorial