Hi everyone,
Last news post we announced the changes to the energy system in Space Impossible. As part of ALPHA 10 (A10), we're also introducing an additional change to mounts and components: Multi-Tile Mounts.

What that basically means is different mount sizes will take up a different number of physical tiles. We decided to do this as part of A10 because we need to rebalance every component anyways due to the energy changes, and by doing multi-tile mounts at the same time, it should ease the impact in broken designs that otherwise would've popped up. We, Stuffie and I, feel Multi-tile Mounts will offer a number of new choices in vessel design:
- It imparts a physical sense to mounts. Bigger is better (in most cases). It'll tie mass, energy requirements and component strengths into that physical size.
- It'll allow Space Impossible to have far more powerful components while needing less of them per vessel.
- It lays the groundwork to provide a better sense of pacing for acquiring upgrades and/or new components.
Mounts still come in the same sizes: micro, small, medium, large and gigantic.
Tile destruction works basically in the same way as it does now. Mounts that are more than 1 tile now will be evaluated with the following rules:
- Mounts require all their tiles to be active/activated. Exception being engines, which will operate at significantly reduced capacity.
- When the number of alive tiles goes below 50% of possible tiles, the component becomes unseated. It gets dropped into space as an item.
- When the number of tiles equals zero, the mount is permanently destroyed.
- For a component to be seated, all tiles must be present.
- Mount will exist until it is removed, or the final tile destroyed.
- Energy for components is based on a sum of all tiles energy. If, for example, a 2x2 medium mount with a component requires 50 energy, and the tiles energy is 5, 8, 8 and 30, for a total of 51 energy, then the component would work.

An example of the Odyssey with a first pass rebalance. Compare that to the image in the previous news post and you'll see there's actually less engines, less reactors, less bridges. But same potential and capabilities.
So we're going to continue with this. I'm doing most of the balance changes and Stuffie is continuing to work on (and at this point optimize) the UI and some other bugs. We hope for a Pre-Release build sometime next week.
[ 2017-09-21 01:00:41 CET ] [ Original post ]