Space combat is moving along at a good pace. I thought I would share a quick video to show how the basic systems work.
https://youtu.be/boRWbkSvQ2o
The combat system is turret based. All ships have a limited number of turret mount points and beam, projectile or missile turrets can be looted or purchased. Turrets come in light and heavy variants and each of the 40 ships have specific mount specifications. Heavy weapon mount points can take light turrets if you choose to equip them.
In combat you will be managing range, power, shields and your current ship speed as well as turret targeting.
Power is critical in combat. Your turrets, shields and systems take a base amount of power to spool up and maintain. Available power feeds your ship capacitor and weapons draw from the capacitor so if your capacitor is depleted your turrets will fail to charge and fire and will wait for an available charge. Each turret draws a certain amount of power from the capacitor every time it fires with beam weapons depleting the capacitor at the highest rate. If your energy balance is off, your capacitor will not maintain its charge.
Energy balance is maintained by the number of active turrets, power to your shields, number of activated devices and power to your engines. You can balance the power to these systems by deactivating turrets and devices during combat and setting the active power charge to your engines and shields. Reducing power used by your shields, systems, turrets and engines diverts that power to your capacitor.
Each turret has a range meter - keeping your active turrets range meter green is important because turrets have range accuracy falloffs. If you're outside a turrets optimal range, your weapons may not connect. The same goes for enemy ships. Smaller faster vessels with missiles and beam weapons can go up against much larger ships that have weapons with shorter range and less maneuverability by staying outside the range of the larger ship. You will want to optimize your equipment for maximum charge rate, range, strategy and damage.
Turrets target independently so you can have a unique target for each turret. This allows strategies like utilizing certain turret types that do more damage to shields, then switching those turrets to the next ship once the current targets shields are down. An example would be using your ion turrets on enemy shields to deplete them and then kinetic, plasma or explosive weapons once that targets shields are down.
Ship loot drops will be similar to the ground based loot drops with various quality tiers and different stats to choose from. Ships also drop cargo so if you want to be a pirate, or are not aligned with a certain faction, you can harass them as much as you want. There will be missions like the mission system in KZ-MR7 with various objectives that can be taken on stations, from other ships in space or from faction agents. Space combat can be profitable and dangerous. Scanning targets will be important because it may not be immediately obvious just how dangerous a ship or group of ships are.
I'm still working on things - elements of the UI may change and I'm balancing systems so what you see here is work in progress.
If you have any questions about combat or what you see in the video, please do post here or on the forums. I'll be happy to answer them. No ETA on the release of space combat at this time though you can see it's fairly far along. I'll be working on loot, vendors and ship merchants next week which need to be in place before the space combat release. I'm also considering adding a first pass mission system for the release of space combat so you have tasks to complete in Achmedius.
[ 2017-09-22 16:30:40 CET ] [ Original post ]
- LINUX DEPOT [5.77 G]
- Stellar Tactics - Supporter Pack
Build your team, equip your ship and explore the universe!
Bringing back the nostalgia, excitement and wonder of classic RPG's, Stellar Tactics will thrill you with a compelling narrative, deep strategic squad-based ground combat and rewarding open world space exploration. To survive, you will need to build your team's skills and equip your party and ships with the best weapons, armor and equipment you can find. With 10,000 sectors, tens of thousands of solar systems and millions of planets to discover, you can spend countless hours exploring, fighting, trading and building a party of seasoned veterans that can dominate the challenges of deep space.
NOTE: This game is in Early Access - there may be bugs and the game does not yet contain all features planned for release.
Main features:
- Build a team of space mercenaries and explore a vast open-world universe
- Classless character progression system with hundreds of perks
- Engaging narrative based on thousands of years of lore, intrigue and faction warfare
- Accept dynamically generated missions, follow the main story or explore - the choice is yours
- Discover ancient civilizations, abandoned stations, cave systems, anomalies and the ruins of hundreds of years of unrelenting warfare
- Tactical, turn based team combat - take advantage of cover and use your action points wisely to ensure victory
- "Azimuth", a synergistic combat system, presents new challenges for strategic players
- Action based space combat utilizes energy management and unique skills and perks
- 40 ships to choose from. Each can be customized and specialized as cargo, mining, exploration or combat vessels
- Devices allow the player to fit a total of 12 unique effects both beneficial and combat specific across their team members
- Tons of gear, most of which can be upgraded with Nano-Tech and component parts to customize your team and ship further
- Trade commodities across the universe, discovering the best trade routes in a dynamic economy
- Mine for minerals in space and on planets and sell them to the highest bidder
- Scan systems to reveal new exploration opportunities or sell the data for profit
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