
Were nearing the halfway point now in the Cyber Knights: Flashpoint Kickstarter campaign and weve got another huge update for you. Your support and your help sharing the project keep propelling us forward and were gaining steam toward the major Animation Expansion stretch goal now! Lets pet those doggos!

Savage 700 Alpha Drive!
We are extremely excited to say that we already have 518 Knights registered for the Cyber Knights: Flashpoint alpha! We knew the community has wanted us to make this game for a long time and now with your support were funded and still hitting stretch goals.
We had just under 350 players in the Star Traders: Frontiers alpha from our last Kickstarter. We never dreamed wed have an opportunity to double the size and strength of the alpha team, but now we're staring to down -- only 198 Knights to go! We want to make it happen, so let us introduce a new bonus reward challenge: the Savage 700!
Join the Kickstarter today to help us reach the Savage 700 goal!
The Star Traders: Frontiers alpha was an absolute success and improved the game on every level -- from features, to content, to performance and more. We got to preview and show off the first sets of storylines and get feedback on the feeling of the world, story pacing and writing style. We tried out some ambitious new game mechanics and some fell flat on their faces while others soared. The game changed dramatically throughout the alpha for the better.
If you can upgrade your pledge or are considering joining the campaign, take a look at the Alpha Edition ($60)! It is a unique experience in the game dev world and we hope youll join us and make the Savage 700 a reality! If you're upgrading or pledging, post a comment in the main comment stream to encourage others to join you and let's get savage!
Now, on to the other topic of the update!
[previewyoutube=mwYacHCDcfg;full][/previewyoutube]
Weapon Customization
A mercenarys best friend might just be their tricked out assault rifle. Or maybe the backup hand-cannon which puts down enemies who get too close. Or the slicing energy blade that sheers through drone armor like nothing else.
A soldier of fortune comes to love his or her weapon after it has saved the day, saved their life or saved a friend. They come to love and cherish a weapon when theyve rigged up a new scope or replaced the stock so it feels perfect, downright comfy against their shoulder. It might be the chemical burns on the muzzle or the scar where that cyber ninjas sword glanced off the casing. Either way, if youre going to survive in this line of work, youll come to know, modify and love your weaponry.
Multi-point Modification System
Each weapon type will have a series of modification points where you can change out a part or attach a new customization. Every weapon will feature the ability to attach specialized scopes to the top rail which will increase accuracy, change optimal range mechanics and more. Almost all weapons will allow for a barrel modification that can silence or suppress the noise or recoil of a shot or increase accuracy among other options. Most rifle-based weapons will allow stock replacements that can help soak recoil, increase aiming speed and more. And finally, some weapons can support an under-the-barrel attachment that provides a wide range of utility and targeting options.
The bonuses from mods will be powerful so you won't want to wait to get early upgrades
These customized attachments and replacements wont come cheap or easy -- but their powerful bonuses will make them highly coveted. Most attachments are tech-heavy pieces that can only be used once as they integrate into the guns onboard electronic systems. Youll need to know the right weapons smuggler or corporate fixer to buy such kits. And to make the complicated mods you will either need the help of a skilled gunsmith or a safehouse upgrade for your own weapons workbench.
Optimal Firing Range
Even while shooting inside their maximum range, weapons will have different optimal range mechanics that affect accuracy. Some weapons like shotguns will have shorter optimal ranges with a rapid fall off in accuracy outside of their optimal firing zone. Other weapon types like sniper rifles will struggle at shorter ranges but excel when an enemy is within a wide range band at a safe distance.
Optimal ranges will cause a constantly adjusting dynamic on the battlefield as different combatants vie to keep their enemy in their optimal range band. Firing modes -- which adjust the optimal range mechanics of a weapon -- will also come into play as you trade accuracy for recoil, damage and other benefits or disadvantages.
All the more reason to carry a varied set of weaponry onto the field of battle! Your squad will need options when an enemy goon dodges under your snipers range. Time to pull out that hand cannon and put the goon on the deck.
Recoil
Cyber Knights: Flashpoint will include a fully featured recoil system. As you move, take hits and shoot your own weapons you generate recoil points. These points burn off quickly but primarily make firing your weapon accurately more challenging. Some weapons will be more touchy about movement recoil than others -- such as a sniper rifle -- while others are strong on the go -- such as tactical shotguns and some pistols.
Inside your character's build, youll have tons of options on how to increase your recoil soak -- if it is a priority for you. Characters who want to move fast, take hits, and shoot as many times as possible in a turn will need to consider recoil compensation in their weapon mods and cyberware. In addition, single-use items, Talents and cyberware can provide methods to soak up recoil quickly so youll have many options to build characters and weapons that can operate effectively under high recoil situations.
Sneaky Silence!
During missions, youll have the option to operate from stealth -- by sneaking past enemy guards and disabling security or by taking out guards quietly. Youll need weapons with suppressors attached to achieve this level of stealth but these silencers will be a barrel modifier that is available early. Each weapon will feature a volume level attribute and the tech of your suppressor mod will reduce that volume, which in turn reduces the range at which nearby guards will hear your gunfire. Therefore, with the right suppressor mod or a lighter weapon, you'll be able to achieve stealth kills without worry about other guards unless they are very close. However, with heavier weaponry, you'll still be able to achieve stealth kills, but you will need to be more wary of guards who are too close and may hear your gunfire's boom.
Reloading and Ammo Types
Depending on how often your shooting and the firing mode you are using -- such as full auto -- you may burn through a weapon's ammo faster and thereforel need to spend Action Points to reload your weapon more often. Because we are using an action pool system instead of a strict 2 actions system, this wont take half your turn, but it will still be an important thing to try to manage and get ahead of as you fight through tense situations.
Every weapon will be able to use a variety of ammo types. While you will have some options, we do not intend to make ammo the star of weapon customization over the multi-point mod system. Ammo types will be viable and useful, but not on the same level as weapon, grip, scope, barrel and cyberware.
Speedy 3D Model
Let's end today's update with a high speed video of one of our artists working in ZBrush to sculpt a new character outfits.
[previewyoutube=us2EPYzdiOc;full][/previewyoutube]
And lets do this Savage 700! If you join the alpha team to help us get to the Savage 700 be sure to post a comment on the main Kickstarter page. If you've been through a Trese Brothers Alpha phase for another game, feel free to post about how much fun you had :)
https://www.kickstarter.com/projects/tresebrothers/cyber-knights?ref=92jvz1
[ 2020-02-18 17:23:21 CET ] [ Original post ]