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Sticks and L's will suck with manoevrability because the game calculates moment of inertia (MOI) of attached parts relative to your mothership core position, they will have lower core stats because of lack of synergy but can potentially mount more weapons because of the increased hardpoint count.Bricks (and similar variants) will have fewer hardpoints but weapons mounted to them will perform better and the core stats will be higher because of more +50% and +100% synergies.There really is no right or wrong or 'proper' way to build a ship and there are definitely advantages to both methods. I find that sticks do great with hit and runs and overwhelming your enemies with clouds of fighters and missiles whilst doing engine boosted driveby tactics.
Space Pirates and Zombies (S.P.A.Z.) is a real-time strategy video game released on August 15. A sequel, Space Pirates and Zombies 2, was announced on February 5, 2014, and was set to be released in the 1st quarter of. Rez is the material that is mined from asteroids and is used to build ships and buy technology.
You can also adjust the synergy bonuses in sandbox games to make them better or worse and then play accordingly.
INFO:Design and then improve the ultimate mothership. Explore a persistent living galaxy populated by 200 unique captains that can do everything you can do. Survive the zombie infection and then fight them back. Make allies and start your own faction.
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Build your empire. Also includes Sandbox Mode.FYI: EARLY ACCESS GAMEWhat the developers have to say:Why Early Access?“We have been working on SPAZ 2 full time for over 3.5 years. The single player campaign and sandbox modes are highly functional and ready to play. SPAZ 2 is built on an emergent living galaxy with 200 persistent captains, and the two of us here at MinMax just cannot explore all the dark corners of a galaxy on our own.
SPAZ 2 is ready and it is time to play.” BApproximately how long will this game be in Early Access?/B'We estimate between 6 and 12 months, but we won’t mark SPAZ 2 as released until we feel that it is a complete game that we can be proud of. We are excited to see what players think of SPAZ 2 and to hear their ideas for improvements.” BHow is the full version planned to differ from the Early Access version?/B“Right now, the main cast voices are all synthesized. We expect to hire voice acting talent for most of the main cast for final, though if everyone loves the synthesized voices, this may change.Throughout Early Access we will also be working on localization and will attempt to bring the game to Mac and Linux.A vs.
Mode multiplayer. The ship to ship combat side of SPAZ 2 is just begging for multiplayer, and the preliminary work is done. We will spend time coming up with multiplayer modes with the community and a matchmaking solution.
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We will also likely have to rewrite the current multiplayer back end so expect this to take some time. Please do not purchase for multiplayer until multiplayer is ready.Achievements and Trading Cards will come on line throughout Early Access.Tuning, Tuning, Optimization, Tuning.Stretch goals: VR and local coop. We have done a huge amount of multi layer gfx compositing that MAY make double camera rendering impossible now, but we will investigate solutions near the end of Early Access.”What is the current state of the Early Access version?“SPAZ 2 already has an ocean of depth and content. The combat mode and starmap mode are fully functional games in their own right, and all the systems are interacting with one another.There are over 90 ship and station parts as well as over 30 weapons.There are 200 persistent and unique AI captains.The AI captains remember, make friends and enemies, join and leave factions and do just about everything the player can. KEY FEATURES (A lot of stuff has changed from the first game!):ulliTwo hundred persistent Captains that are able to do everything the player can, including forming dynamic factions, building structures, controlling territory, and going to War. /li liA true living galaxy that is not player centric. It will develop differently each game through the interactions of the agents.
/li liBuild your own faction from nothing. /li liRandomly generated modular parts. Build the mothership that suits your play style, on the fly, in seconds. Every part has its own unique stats that contribute to the mothership. Every part has its own hull integrity and damage states.
Every part is a real, working, ship component. /li liStrategic ship building. The mass, location and shape of parts all matter. If a part blocks a turret, it will not fire.
If a ship is too long, it will turn slowly. Too many engines will mean too little power for weapons. Every design choice counts. /li liA fully physics based 3d environment where everything is destructible, takes damage from impacts, can be grabbed and even thrown at enemies with the tractor beam. /li liNatural movement and controls. Movement is on a 2d plane and screen relative, much like an FPS.
The combat feels like huge pirate ships battling on an ocean. Focus on tactical positioning and manage system power to unleash hell at the right moment.
/li liEpic ship to ship battles. Tear the enemy apart piece by piece over minutes, instead of seconds. /li /ul. To be honest, my initial impressions are mostly negative.Combat was pretty fun, but i HATE how the ship auto turns towards the mouse. I really hope there is a way to turn this off as it is beyond stupid in a space ship game. Especially since (early at least) ship design seems to encourage broadsiding.The ship building system seems very rough so far. Hopefully it expands later in the game.
I’m very early in the game so i won’t condemn the game for the options available at start, but i can hope it changes. The ship editor is also very awkward to use currently.
For example, as far i can tell you can’t tell what a part that is currently connected to your ship does. You have to disconnect it and THEN mouse over it. This can be a huge pain if the mystery part is in the center of your ship.Hopefully you can customize more than just the mothership. I will be extremely disappointed if you can’t customize your fleet like you could in the previous game.Hopefully everyone is wrong about the research system being totally gutted from the previous game and just being bonuses now.I’m kind of fearing that this is a HUGE step backwards from the previous game, but still early.
Murbella:Combat was pretty fun, but i HATE how the ship auto turns towards the mouse. I really hope there is a way to turn this off as it is beyond stupid in a space ship game. Especially since (early at least) ship design seems to encourage broadsiding.Go into Options-Gameplay and turn off the “Relative control” option (or something similar).
Then control becomes a tank-like thing (W is forward thrusters, S is back thrusters, A turn left, D turn left, independently of the camera position). I much prefer it this way. Murbella:Hopefully you can customize more than just the mothership. I will be extremely disappointed if you can’t customize your fleet like you could in the previous game.You can buy strike craft, which are in fact the craft you used to control in SPAZ 1 (and you can control them, too). While you can’t customize each individual strike craft directly (AFAIK), you can buy strike craft with different rarities, bonuses and weapons, so there is some degree of customization available.Data is tied to level up now, which is mostly about bonuses, but that was pretty much the case in SPAZ 1 as well (along with being prerequisites for certain weapons/tech - not sure if that still applies in SPAZ 2).While some people might see SPAZ 2 as a step back, I personally LOVE the starmap approach in SPAZ 2.
It gives me this “Mount & Blade in space” feel, which is exactly what I want. Murbella:For example, as far i can tell you can’t tell what a part that is currently connected to your ship does. You have to disconnect it and THEN mouse over it.I can’t recreate this, just hovering over any part will show me what it is, connected or not.My issue with the shipbuilding is how if you want to swap out a core you have to disconnect everything connected to it. This means you are always disconnecting everything since your oldest part, the one you would want to replace, is likely buried underneath everything else. Murbella:To be honest, my initial impressions are mostly negative.Combat was pretty fun, but i HATE how the ship auto turns towards the mouse.
I really hope there is a way to turn this off as it is beyond stupid in a space ship game. Especially since (early at least) ship design seems to encourage broadsiding.As advised by Brian in his reply, turn off the default control option. The default WASD control scheme does not work like you expect it to. “W” in the defaults acts like move in to forward direction (no matter where you cursor is), it just makes the ship go “NORTH” in the direction your camera is facing.Turn it off in the options and W works like the thrusters, moving in the direction the ship is facing. LutherBlissett:Yeah past that.
In tactical mode flying around collecting things. Whenever I engage an enemy I die. Doesn’t seem to be anything more to do yet - or I’m just confused.
Seems like it could be alright though.Strange that, because unless you actively piss off a faction, most interactions can be just peaceful. Dont have to click attack.I spend my time exploring the entire map collecting lore and leveling up that way.Also, participate in ongoing battles and siding with the higher level ships.The customization screen could use a rework. The 3d engine only serves to detract from a straightforward and simple task, making it unnecessarily complicated. Switching cores is horrible. Hope they improve this.
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