Hey all, it's mid-month update time! While I generally hate to release partially-implemented functionality in an update, this time it's unavoidable both due to the amount of work required in setting up the new ship classes, and some personal schedule issues this week. However, a lot of progress has been made, so here's how things currently look:
I don't believe I've actually talked much about my goals for ship upgrades yet, so now's probably a good time to do so. My goal is to eventually have at least four tiers of ship classes in the game, possibly five, veeeerrry maybe six. This is long-term, right now I'm not expecting to get past Tier 2 this year. With each tier, obviously the ships will get bigger and the numbers will go up. However, the ship specializations will also become much more focused in higher tiers. The one Tier 1 ship is a generalist, with equal attention paid to all five crew departments (Tactical, Engineering, Medical, R&D and Cultural). In Tier 2 you will find three options waiting for you: an upgraded generalist, a combat-focused ship, and a science-focused ship. In higher tiers I plan to have even more specialization, with 5-6 ships per tier.
There's two ways these specializations will be implemented. First, there's the stats: hull, shields, speed, and stealth. This is the more straightforward of the two, higher tiers have higher stats, while combat-focused ships will generally have higher defenses compared to speed and vice-versa. The more complex method is through ship stations. The most direct impact will be on your bridge, where the available stations will decide who you can assign to your bridge team, and the options you'll have in both space and ground combat. The rest of the ship will contribute as well, however. As you may have noted on the starter ship, each ship section has the ability to provide various bonuses and resources related to their ship department. More specialized ships will focus more heavily on particular departments, and that will make it easier to progress up that line as new tiers open up. For example, science ships will both cost more R&D components and produce them. It's in setting up these ship sections that the remaining work still needs to be done.
In terms of ship ownership, you will only be able to have one active ship at a time. Any ship you've previously purchased can be reused at any time, but if you attempt to swap to a ship with a smaller crew capacity, you may need to fire some folks to make them fit. I may add in an option to automatically populate ship stations with available crewmembers, I intentionally did not do this for the tutorial to force people to get familiar with the system, but I may allow this through the dockyard interface.
Since the ship market's taking a bit longer than I was hoping, shapeshifting's been pushed back again. Once I do get this wrapped up, I'll be returning again to getting some story done, probably some Seeders this month. That's about all I have for tonight, so til next time, patrons can find the game at the previous post, and the patch notes are below. Enjoy!
v0.8.1 Change Log
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