It's been a week since I made the last post, so here's an update on what I'm working on.
Two days ago I have successfully merged classes and made abilities unlock when leveling up.
Yesterday I have started working on weapon rework.
Since abilities use the same damage type now, all weapons are the same and that is not good.
To combat this, I have made weapons reduce ether and cooldown of abilities.
I have doubled ether costs and cooldowns of most abilities.
Installing right weapons would reduce ether costs and cooldowns to their normal values.
It did make weapons more interesting than ever, but it was a little too messy.
Just replacing one installed ability with other, would require the player to hunt for a different set of weapons.
Plus, it didn't create any interesting decisions.
It feels like punishment for not installing right weapons and it's not what I want.
So, I am going revert all yesterday's progress and start working on the new idea.
The new idea is to make weapons work in a way that allows the player to build three different spaceships.
- Powerful spaceships that have higher damage, longer cooldowns, and burn more ether.
- Fast spaceships that have shorter cooldowns, lower damage, and burn more ether.
- Efficient spaceships that have longer cooldowns, lower damage, but burn less ether.
To make it happen, weapons will get two new properties - ability ether cost reduction and ability cooldown reduction.
To stop these properties from making abilities too fast or not expensive enough, they will not interact with ability ether costs and cooldowns directly.
Instead, the player will need to install a certain amount of weapons to reduce ether costs or cooldowns of abilities by 25%.
If requirements are not met, abilities will have base stats or even become 25% more expensive and/or slower.
Requirements will rise with the number of parts installed.
Basically, there will be three types of weapons and by focusing on one weapon type will allow the player to make spaceship powerful or fast or efficient.
What's also good about this system is that it doesn't really end with three spaceship types.
It will be possible to build balanced ships that are not bad or good at anything
It will also be possible to make spaceship excel at more than one field - maybe even at all three with enough rare, amplified weapons.
As for the final Early Access update, I'm still over a month away from releasing it.
This rework created a huge delay, but I think that it's worth it because the game will become a lot better.
Next week I'm hoping to continue the release countdown, so until then!
Sector Six
Aivaras Klimas
Michael Jendryssek
2018-09-07
Singleplayer
Game News Posts 176
🎹🖱️Keyboard + Mouse
Very Positive
(214 reviews)
https://v3663l.com/
https://store.steampowered.com/app/465020 
The Game includes VR Support
Sector Six for Linux [39.82 M]
You take the role of the Negati Armada's best fighter, who, due to a dramatic chain of events receives the Elder Mechanism. Go on an epic journey across the mysterious Sector, develop your spaceship, activate the Elder Mechanism and defeat the Machines, before it's too late!
Battle intelligent machines and salvage their remains for your ship!
Sector Six is an elegant and innovative Sci-Fi RPG/Shoot 'em Up hybrid.
The core feature of Sector Six is the unique spaceship building from randomly generated parts, which can be obtained by destroying enemies - the minions of the Machines.
Other key features are:
- Story driven missions including cutscenes and dialog
- Unique silhouette art style
- Complex combat system
- Deep character customization
- Millions of randomly generated items
- Processor: 1.2 GHz or better
- Graphics: 256 MB
- Storage: 100 MB available space
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