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Changes in ship systems
Imagine how battles of large spaceships look in various sci-fi movies. Usually theres a firefight with projectiles that hit the hull, but do not cause any significant damage to it, until a certain point. Then, when ships take enough damage, there are explosions in different places and they fall apart. That looks epic, but in CC it isnt. Currently, projectiles are literally digging their way through the ship, immediately destroying its modules. As a result, even if the ship survives the battle, it looks like a gnawed apple, completely devoid of its original shape.. Of course, shields can solve this problem, but in that case, we would be forced to make the shields account for 90% of the ship's durability, which could reduce the visual variety of battleships, because we would like the hull to also seem like strong armor, as its often shown in sci-fi movies. In addition, different modules may have very different HP values. For example, if you want to place a lot of small decor on the surface of some large module, then all of it will be blown away by the explosion of the first rocket.
Now ships will have a single HP pool, which is calculated from their size. Any hit on the ship will reduce this pool. When the value reaches zero, then the modules themselves will start receiving damage directly, just as it is currently implemented. However, modules will have much less HP of their own, so they can be destroyed very quickly. You can think of this new system as a structural integrity of sorts.
Thus, the problem described above is solved, while maintaining this interesting effect where ships may physically lose their parts during combat. Also, repairing a ship after each battle will no longer be an annoyance, because the HP pool can be easily replenished at the shipyard. Furthermore, it will be much easier to keep track of the current status of the ship's durability, and how much damage it receives during battle.
At first it seemed that individual storage in each container was a fun idea. But over time, it turned out not to be meaningful, but annoying, especially for a larger ship, with a huge amount of containers. It's not convenient to work with all these icons all over the screen. Of course, it's an interesting concept for some kind of first-person survival game where youd walk between different chests and sort everything. But in a game like CC it just doesn't work.
So now each ship will have only one inventory window, the maximum size of which is determined by the number of containers on the ship.
Simple and convenient.
Currently you can build something like this.
Such ships are very effective in combat, but they look cheesy and so are the battles between them. Remember the various ships from sci-fi movies. Usually, their weapons occupy only 10-20% of a given ship. In real battleships it is similar, because below each weapon there is a large and complex system for servicing and controlling the weapon.
There are no simulations of internal logistics in CC, so we will achieve that in a simpler way. Now each weapon will require a specific amount of "weapon points", and the larger the ship, the more of these weapon points will be available.
Such a system will encourage building sophisticated ships instead of "a cube with cannons on each side"
[ 2022-01-25 16:03:32 CET ] [ Original post ]
Here is a list of some of the changes that will be done for the next update.
Structural integrity
Issue
Imagine how battles of large spaceships look in various sci-fi movies. Usually theres a firefight with projectiles that hit the hull, but do not cause any significant damage to it, until a certain point. Then, when ships take enough damage, there are explosions in different places and they fall apart. That looks epic, but in CC it isnt. Currently, projectiles are literally digging their way through the ship, immediately destroying its modules. As a result, even if the ship survives the battle, it looks like a gnawed apple, completely devoid of its original shape.. Of course, shields can solve this problem, but in that case, we would be forced to make the shields account for 90% of the ship's durability, which could reduce the visual variety of battleships, because we would like the hull to also seem like strong armor, as its often shown in sci-fi movies. In addition, different modules may have very different HP values. For example, if you want to place a lot of small decor on the surface of some large module, then all of it will be blown away by the explosion of the first rocket.
Solution
Now ships will have a single HP pool, which is calculated from their size. Any hit on the ship will reduce this pool. When the value reaches zero, then the modules themselves will start receiving damage directly, just as it is currently implemented. However, modules will have much less HP of their own, so they can be destroyed very quickly. You can think of this new system as a structural integrity of sorts.
Thus, the problem described above is solved, while maintaining this interesting effect where ships may physically lose their parts during combat. Also, repairing a ship after each battle will no longer be an annoyance, because the HP pool can be easily replenished at the shipyard. Furthermore, it will be much easier to keep track of the current status of the ship's durability, and how much damage it receives during battle.
A single inventory for the entire ship
Issue
At first it seemed that individual storage in each container was a fun idea. But over time, it turned out not to be meaningful, but annoying, especially for a larger ship, with a huge amount of containers. It's not convenient to work with all these icons all over the screen. Of course, it's an interesting concept for some kind of first-person survival game where youd walk between different chests and sort everything. But in a game like CC it just doesn't work.
Solution
So now each ship will have only one inventory window, the maximum size of which is determined by the number of containers on the ship.
Simple and convenient.
Limited amount of armament per ship
Issue
Currently you can build something like this.
Such ships are very effective in combat, but they look cheesy and so are the battles between them. Remember the various ships from sci-fi movies. Usually, their weapons occupy only 10-20% of a given ship. In real battleships it is similar, because below each weapon there is a large and complex system for servicing and controlling the weapon.
Solution
There are no simulations of internal logistics in CC, so we will achieve that in a simpler way. Now each weapon will require a specific amount of "weapon points", and the larger the ship, the more of these weapon points will be available.
Such a system will encourage building sophisticated ships instead of "a cube with cannons on each side"
[ 2022-01-25 16:03:32 CET ] [ Original post ]
Celestial Command
Romenics
Developer
Romenics
Publisher
2014-11-20
Release
Game News Posts:
146
🎹🖱️Keyboard + Mouse
Mixed
(629 reviews)
The Game includes VR Support
Public Linux Depots:
- Celestial Command Depot Linux [807.36 M]
Celestial Command is a realistic sandbox space game which unites real space flight, real orbital mechanics, and all the fun of classic space action games.
We want to show how games about space actually should look, without silly vacuum friction and the maximum speed limit. As in the real world, everything in this game is in continuous motion in orbit.
This game is not about silly vacuum friction and maximum speed limitation. It is about real physics and orbital mechanics like in the real world! Get to know with orbital maneuvering, launching satellites and protecting planets from asteroids.
You can build your own ship part by part. Each part of the ship is individual, it has own functions and parameters. Therefore, abilities of your ship are completely dependent on the modules from which it is assembled. You can build small explorers, large industrial ships, carriers, defence satellites or whatever you want.
All resources of the ship are limited. Including fuel, energy, ammo and parts for repair, so store them and use them wisely.
You are not bound to the single ship. You can build as many ships and space stations as you want. And you can switch between them anytime.
Explore a procedural world filled with planets, asteroids, space stations and other fun stuff. The world of the game is completely seamless, you can zoom out from your ship to the whole star system.
Survey asteroids for useful resources, extract it from planets or salvage wreckage of defeated enemies.
The extraction of raw materials is not enough to build a new ship. You need to process raw materials in special facilities to produce parts that are required to construct ship's modules.
Build various types of devices to fight against enemies. Cannons, lasers, rockets, shields and other useful devices.
There you can explore the procedural world, find the resources, build any type of ships or space stations which you want, command your fleet and fight with enemies.
The game is 2D, so it is pretty easy and fun to play, but we implemented unique graphic style, which allows it to look like 3D with modern lighting and effects.
Also, the game has now been in active development, so if you are interested, check out our development blog for new features and future plans.
We want to show how games about space actually should look, without silly vacuum friction and the maximum speed limit. As in the real world, everything in this game is in continuous motion in orbit.
Realistic Orbital Mechanic
This game is not about silly vacuum friction and maximum speed limitation. It is about real physics and orbital mechanics like in the real world! Get to know with orbital maneuvering, launching satellites and protecting planets from asteroids.
Fully customizable Ships
You can build your own ship part by part. Each part of the ship is individual, it has own functions and parameters. Therefore, abilities of your ship are completely dependent on the modules from which it is assembled. You can build small explorers, large industrial ships, carriers, defence satellites or whatever you want.
Ship Management
All resources of the ship are limited. Including fuel, energy, ammo and parts for repair, so store them and use them wisely.
Command a Fleet
You are not bound to the single ship. You can build as many ships and space stations as you want. And you can switch between them anytime.
Seamless Star System
Explore a procedural world filled with planets, asteroids, space stations and other fun stuff. The world of the game is completely seamless, you can zoom out from your ship to the whole star system.
Gather Resources
Survey asteroids for useful resources, extract it from planets or salvage wreckage of defeated enemies.
Multistage Production System
The extraction of raw materials is not enough to build a new ship. You need to process raw materials in special facilities to produce parts that are required to construct ship's modules.
Fight the Enemy
Build various types of devices to fight against enemies. Cannons, lasers, rockets, shields and other useful devices.
There you can explore the procedural world, find the resources, build any type of ships or space stations which you want, command your fleet and fight with enemies.
The game is 2D, so it is pretty easy and fun to play, but we implemented unique graphic style, which allows it to look like 3D with modern lighting and effects.
Also, the game has now been in active development, so if you are interested, check out our development blog for new features and future plans.
MINIMAL SETUP
- OS: Ubuntu 12. Steam OS
- Processor: Core i3 2GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 3000 or equivalent
- Storage: 1 GB available space
- OS: Ubuntu 12. Steam OS
- Processor: Core i5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Intel HD 3000 or equivalentNetwork: Broadband Internet connection
- Storage: 1 GB available space
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