Do you make a risky trip to a pirate base, dodging raiders, to sell the drugs where there is no law? Or do you pass up this profitable opportunity and instead take up an offer to ship surplus food supplies to a starving colony? The choice is yours. ...
It easily costs more in supplies than you get deploying every ship and engaging every pirate you come across with all the ships you have. i did say starting with the Lasher, im pretty sure the shuttle has more cargo. I would love the idea of me choosing where to focus supplies or at ...
Several new ships This is easily one of my favourite indie games, it's been something I've personally followed since around 2011 and it was a personal purchase too because even back then it was impressive. It's the combat and the ship design that really pulls you in though, ...
The big one is a recurring bug where I will enter a battle with a fleet size >30 points and the background will white out. Models such as ships asteroids objectives and nebula remain visible. However shots fired from weapons are almost always obscured and the effect persists into the ...
Base damage increased to 250 when impacting shields (this then gets doubled by the kinetic damage multiplier) Breach SRM: missile and weapon sprites adjusted to look more at home on high-tech ships Typhoon Reaper Launcher: increased ammo to 7 (was: 5) ...
Base damage increased to 250 when impacting shields (this then gets doubled by the kinetic damage multiplier) Breach SRM: missile and weapon sprites adjusted to look more at home on high-tech ships Typhoon Reaper Launcher: increased ammo to 7 (was: 5) ...
There are two parts to it: what ships make up a fleet, and what kinds of fleets to spawn (and where, and how often). Fleet Composition First, the obvious: what ships go into a fleet depends on what type of fleet it is. A trade fleet is going to need freighters, a patrol is ...
Wait a minute… this sounds like some kind of campaign – and we’re planning to have one of those in the game, too! The one where you manage your fleet, officers, and outposts, explore the sector, and get into all sorts of trouble. That’s the game I’mreallyexcited about – not...
“if I buy just one less marine, they’ll stay “veteran”, etc), the bonuses are based on the experience level instead of being based on rank – i.e. the raid effectiveness bonus goes smoothly from +0% to +100%. The rank itself is just an indicator of where on that continuum ...
You can also easily make a ship distinct by giving it something special – such as, say, a weapon slot that’s too large to be normally found on ships of that size, or exceptional movement speed. Where the weapon slots are located and what arcs they cover is key to how a ship plays...