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Blogs > Neil Petrick > Captain Forever needs your help!!
By VengantMjolnir463 points  on Sat 12 of Dec., 2009 02:46 PST

Captain Forever needs your help!!

Hey, Captain Forever is a absolutely a ton of fun and I reccomend it whole-heartedly. No, its not for everyone, but it is definetely worth a try. What is it? Well you have two options, click the link below my ship design or read my mini-review to find out.

                                                                     
                                                                     
                                                                     
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Pilot this vessel

Ok, Captain Forever is a fun physics based game set in a deadly space environment. You start off in this small command module with limited engines and weaponry. Then a blue helper shows up, gives you a tiny clue as to what happened and drops off some supplies. You have to grab the modules quickly and get set up since the sector is teeming with people that want to kill you. I know that's what I did.

The ships are represented by three different types of modules, girders, engines and weapons. All the modules are color coded according to their strength and weight, starting with green and moving up through yellow, orange, red, purple, blue and so on. Starting with girders, they are the structural components and form the basic framework for a ship design. Girders can only attach to other girders or the command module, but they can be used for framing for the ship or for armor to protect it. However, girders have weight and balance is important. If a ship is unbalanced it will have trouble flying straight.
Engines are pretty obvious and come in the same color ranges. It is important for engines to be in balance as well. If the ship has too many engines on one side it won't turn properly or even fly straight. However, engines are quite interesting in that they can be placed on any one of the four sides of a ship( front, back, left, right.) Depending on where an engine is placed helps to determine the role of that engine. Engines facing to the rear of the ship will fire when forward thrust is desired. Engines on either side of the ship's command module, but pointing to the rear, will fired to help turn the ship. If the design calls for a tight turn, then engines can be placed on the front facing forward to create counter-thrust and spin the ship around quickly. Lastly, engines can be placed facing out to either side and be used to strafe the ship. All of this makes for quite an intense design process and we haven't even considered weapons yet!
I'm going to refrain from directly commenting on the gameplay in this post, mostly I'm going to use it as an introduction to the game and a call-to-action to try and beat my design. Good Luck!

(I'll review the game in full very soon)

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