Hi everyone,
We're in the second week of ALPHA 10 development and things are far enough along to introduce what's going on.
Basic paperdoll look with energy states
Energy is getting a significant change. Previously, reactors would increase a total energy pool, and generate a certain amount of power at a specific refresh rate. The problem that system was it wasn't very rewarding. Having an energy problem? Slap in more reactors. There wasn't enough control over how energy was used, and as other systems were tied to energy (like shields and engines) issues with controlling use of the energy started to rise. We didn't want to add further controls just for energy, so we sat down and did some thinking.
Mousing over a reactor reveals the energy grid. Black is 0 energy
What we've come up with is a more passive, but at the same time an indepth solution. The way energy and reactors work now is: Energy is now tile based. Reactors produce energy in a pre-determined pattern. Every tile that the pattern overlaps gains (or loses) energy. Most components require energy to be enabled. If their tile doesn't have enough energy, the component is disabled (or severally crippled).
This gives the following benefits: Building is far more indepth. You can just slap stuff on, but there's far more room for really thoughtful ship design. It encourages reactors to be spread out to give adequate coverage for components. No more slapping reactors in the middle of your ship. Ships and stations will now have better vulnerabilities, and it should promote different design philosophies. Finally, it makes reactors far more interesting. There'll be far greater possibilities in reactor design and choices.
In addition, reactors will be capable of being rotated, with a 90 degree snap.
Example of how the energy grid looks on large ships, pre-rebalance
The biggest challenge at the moment is making the UI give you all the information you need, without overwhelming you with that info. Stuffie's doing a great job on it, and we're sure you're all going to like it too.
Take the helm of a starship as you explore, blast or trade your way through the cosmos in a procedurally generated sandbox universe where every tile matters. Use your ship to explore unknown star systems, become a pirate preying on trade routes or do work for the military as your fate is in your own hands.
Key Features:
Every object is made up of tiles, which can be destroyed, created or changed allowing for very tactical combat
Procedurally generated universe — Enter a different seed and each universe is different
Multiple factions — Each with a dozen or more starships
Near-real Newtonian physics allowing for a better space-like experience — Use a tractored ship as a shield against attacks or use it to smash into the enemy
Ship customization — Change the color of the tiles of your ship for the ultimate in self-expression (coming soon)
Trade system — Have a bunch of stuff you don't want? Travel to a nearby tradepost and sell it, or buy that crucial upgrade you need (coming soon)
Manufacturing system — Gather key materials and use it, along with specialty labs, to create new ships and components, or upgrade existing ones
Single Player and Multiplayer — Play singleplayer or multiplayer on LAN or Internet
Cross Platform — Windows, Mac (coming soon) and Linux (coming soon)
Ongoing Free Updates — Continue to receive updates as features and content are added
MINIMAL SETUP
OS: Ubuntu 14.04
Processor: 1.7 Ghz Core 2 DuoMemory: 2 GB RAM
Memory: 2 GB RAM
Graphics: 256 MB VRAM. SM 2
Storage: 300 MB available spaceAdditional Notes: Requires 64bit operating system