There's no release dates for anything yet.Just to be clear:
- there's still no release date for Squadron 42, which the developer claimed last year that the first episode would be available this year?
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There's no release dates for anything yet.Just to be clear:
- there's still no release date for Squadron 42, which the developer claimed last year that the first episode would be available this year?
Just to be clear:
- there's still no release date for Squadron 42, which the developer claimed last year that the first episode would be available this year?
Just to be clear:
- there's still no release date for Squadron 42, which the developer claimed last year that the first episode would be available this year?
Heh. Since I started watching STTNG I always wanted to be a 24th century starship engineer. Maybe this is the next best thing? lol-Item 2.0: when the player get into his ship he can do more things with one item; he can use a water bottle, drink it, put it down etc.; picking up objects and moving them around; rapairing the ship, switching damaged objects inside the ship etc.
This is one of the big things that we keep talking about Item System 2.0 which is really a refactoring of the items and the entity system and will fold across into how the characters – what we call players inside the code – and vehicles will function. It’s to allow a lot more functionality and control.
So right now on the ships, especially on the multi-crew ships, a lot of the functionality isn’t there because we have a lot of the old items and we’re just moving over to the new ones not fully implemented in there – we’re in this half way state.
Each new release we add a bit more of the code although we don’t necessarily change the items themselves over to using the new code yet. When we have enough of the base code in we’ll just pass on all the items and we’ll move over to the Item 2.0 functionality which will allow a lot more – for instance, for ships in multi-crew and seats, or stations, you’ll be delegate control over different things like passive control of a turret to another seat, have different seats have control over things like engineering, power distribution and stuff like that- shield management and also just ship systems.
Some stuff that we worked on- there’s some pretty cool prototype stuff. I think at some point we’re going to be showing it. Not necessarily in this session but during some of the prototype stuff that allows you to go to a control centre and turn off lights in sections or lock down doors or turn off power- potentially even turn off the gravity generator.
There’s going to be a lot of tools for people on ships – especially the bigger ships – to be able to micromanage the systems internally which you could potentially use to slow down or thwart people boarding and vice-versa. The other side of it is that people trying to take over a ship could potentially cause havoc and damage by cutting power nodes or getting access to a control room and then shutting other people in.
All this is pretty cool, of course, certain levels of control have certain security access has to come with a card or something else but all that functionality comes with Item 2.0. All the items that are connected by pipes. We’ve talked a lot about the pipe concept where they- power goes between items or items will vent heat and it’ll go into the pipe system and then you’ll have to get rid of that heat or else it’ll start to back into the items and damage them but we have other things like data or CPU power.
For instance if you have a targeting computer and it’s trying to resolve targets and it was connected to say a single core computer well it’ll only get so many data cycles from the CPU and so maybe it takes five seconds or six seconds to resolve the target whereas if you had a dual-core CPU so you have your avionics module and then you have two processors in two of the slots then potentially that could be maybe three seconds to resolve the target.
So we sort all sorts of stuff on how you configure ships and how we build out and configure ships that allow all sorts of nuance and control and then again if players get in there or subsystems get damaged during combat, what’s cool is that because each one of these items needs power, for instance, to operate and it needs, like I was saying, CPU cycles or perhaps it needs, for instance if you have a live support like on a ship then we have an oxygen pipe and that would go up in the life support unit and if someone destroyed the life support unit then there’d be no oxygen coming in therefore you better put on a space suit because pretty soon you would start to asphyxiate.
So it’s all systematic so if damage happens to the bigger ships as bits blow up on the outside there will be radial explosions and that potentially could hit items a little further in and those items themselves could be damaged or explode and they could hit further ones, and so you’d have a cascade of damage and it could effect- it could cut out the power node which is something that could therefore happen on a bigger ship is that you have a power plant and then power is distributed via nodes to turrets and various systems – lights, whatever – around the ship and obviously with the power plant going down you’re in trouble but even if there’s damage to the side of the- to one side of the ship, say the starboard side or something like that and takes out one of the power nodes then anything after that power node will be out of power.
Now, there might be gameplay where you would go to fix up the power nodes and reconnect the power, on the bigger ships there might be a lot of alternate ways – more than sort of one power node route and you could go to the systems management and reroute the power from one node to another node to get power going back to the remaining turret or something like that. All that functionality is going to be incredibly cool to have a massive amount of gameplay potential. It’ll make crewing and using the bigger ships – the multi-crew ships and obviously the cap ships that we’ve got – a huge fun experience.
So that’s kind of some of the stuff that we’re most excited by as far as the space adventuring combat side and I think you’ve not really seen that level of stuff in a game before and it is very much like the Sci-Fi movie, running about on the enterprise and Scotty’s trying to fix up the- the- warp drive and all the rest of the stuff. So we’ll definitely have a lot of that, and part of it will be turning of the lights and shutting the doors and that sort of stuff.
Ever considered actually playing the game to earn your way to a new ship?I have a few original ships and I bet they are all worthless at this point. Looking at the page there are so many new ships that seem much better. Poor freelancer look like crud now
Exactly. I still have my starter ship and haven't considered buying any to make life easier when I start out. I'd much prefer the struggle and sense of achievement to earning these in-game. Buying ships is optional and always has been. Other players starting out with massive ships doesn't bother me in the slightest, I'm not there to compete with them.BTW I was planning on starting with small ship and if game turns out to be interesting, earn better ships in the SC universe.
Ever considered actually playing the game to earn your way to a new ship?
Is this like fixing something on the ship that is stuck down in a hole where you can't quite reach it with your fingers? "Cap'n I was rapairing the fusion core and now she's overheat'n!"-Item 2.0: when the player get into his ship he can do more things with one item; he can use a water bottle, drink it, put it down etc.; picking up objects and moving them around; rapairing the ship, switching damaged objects inside the ship etc.
Ever considered actually playing the game to earn your way to a new ship?
Is this like fixing something on the ship that is stuck down in a hole where you can't quite reach it with your fingers?
I am seriously cracking up in my office right nowI do not know if I understand the question correctly.
The problem you mention comes from the fact that you need a lot more money now to impress the audience, look at the budget of the games you cite and you'll notice the major cost growth...
Well, that's only one part of the problem. The other, much more important is the capitalist logic behind it, especially in the current financialized, managerial, short-term, maximizing shareholder value model of it. So game making is treated as a commodity/service just like any other. Especially in the case of big pubs which are the only ones with big enough funds needed for games with ambitious design.
The costs wouldn't be an issue if vastly different system was in place. SC and crowdfunding are a proof of it, but it can't easily work for other genres which don't lend themselves to buying in-game stuff like ships.
There is also the issue of audience response, i.e why aren't people protesting with their purchasing choices. Which may indicate that the audience has changed dramatically over the years and that companies are targetting people that are suitable for the goal of maximizing profits. They aren't interested in expanding to different demographics if it doesn't meet that goal.