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 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.
Space Impossible
Happy Polygon
Happy Polygon
2016-03-01
Action Indie Adventure Singleplayer Multiplayer Coop EA
Game News Posts 126
🎹🖱️Keyboard + Mouse
Very Positive
(119 reviews)
http://www.spaceimpossible.com
https://store.steampowered.com/app/416240 
The Game includes VR Support
Space Impossible Linux [64.21 M]
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
- 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
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