Combat sound effects in 0.6a

I’ve been working on overhauling most of Starsector’s combat sound effects for the next release and am here to present a short video of some of the new weapon sounds. From 0.6a onwards nearly all weapons will have unique sound assets and players will be able to hear which weapons are being fired just by keeping their ears open!

The video below contains some of the more distinct sounds of the update, like the Gauss Cannon, which, if you can’t spot it being fired from long range, is now easily recognized for the howling sound it makes when fired.

Among other weapons the video also shows how shield and armor impacts have changed – shields now feel more like hard shells around ships, and low-damage fire from conventional weapons on armor or hulls no longer produces bullet ricochet sounds.



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New Trailer

That’s right, Starsector has a new trailer – produced by Mr. Stian Stark. Without further ado, here it is:

Comment thread here.

Ship Systems

So, what exactly is a ship system? The words themselves are overloaded, so for all you know from the title, I could be talking about the ship’s life support system. Or the system for refilling the bucket for the guy swabbing decks A1 though A4 on the ISS Unlikely to Survive. (Which seems like a waste of time – for obvious reasons – but I digress.)

In Starfarer a “ship system” is an active ability that a ship has. Each ship only has one of these (if at all), and it’s determined by the hull. It’s not something you can customize, but rather something to give each hull more flavor and uniqueness. Sure, the weapon slots available on each hull are important, but at the end of the day, those are just guns. A different active system goes much farther to make a ship play, well, differently – and feel more unique.

That’s not to say that every hull will have a unique system – some will, but lots of systems will be shared between hulls, often of a similar type. For example, you might expect the Enforcer, the Dominator, and the Onslaught – all ships in the same “bull right in and keep shooting until they drop” vein – to have a similar active system. Some examples of these  systems are:

Flare Launcher:  Fires off a number of flares to confuse the guidance systems of missiles.

Maneuvering Jets: Activates additional maneuvering thrusters on the ship and greatly improves its maneuverability for a time.

Burn Drive: Allows the temporary use of the travel drive unit in combat. The power required means the ship is unable to use shields, and the highly volatile state of the engines mean a risk of a flameout if the ship collides with anything sufficiently large to jar it.

Here’s a video of these three in action:

Modding
If you’ve done any modding – or played any mods - you might be wondering just how moddable ship systems are.

A critical part of each new system – and what’s taking most of the time as far as implementing them goes – is the AI. That’s not something mods have direct access to right now, so a radically new system is out of the question.

On the other hand, I’m building the current systems with a range of options and behaviors in mind. So, you could take a standard flare launcher, and change the number and type of flares, the cooldown, the chance for each flare to be effective, the range at which it’s effective, its behavior – to some extent – and so on. It’ll still be a flare launcher, but it can be one that looks, feels, and plays very differently than the stock one. The AI is built to be aware of at least some of these possibilities, so it should allow for a good range of new systems mods can add effectively.

The Armada

David sent this to me a little while back, and I thought it was very cool to see all of the ships together like that. Most of these are in the game, but some aren’t just yet and a few may or may not make it.

A lot of the ones not currently in the game hint at features under consideration. Let the rampant speculation begin!

Click on the image to view at full size

Introducing: the Paragon and the Odyssey

I just added two new ships to the game, and thought I’d talk about the process that’s involved in determining ship stats, the types of weapon slots that they have, and the role they fill in the game. First of all, there are already lots of ships – around thirty if you don’t count fighters, and about a dozen more if you do. If you’re like me, that might set off some alarms in your head – why are there so many? Is it just variety for the sake of variety, or is it in fact meaningful? That’s what I always wonder about when I see a game tout “500 this” and “200 something-or-other” in their feature list.

Not every ship needs to bring something unique or interesting to the table – if nothing is “average”, then it’s hard for anything to be special. On the other hand, if two ships fill the same role in the same way, that’s a bad sign – it’s a wasted art asset, and complexity added to the game that doesn’t pull its weight by giving meaningful choices to the player. Still, having more ships is good if they pull their weight – it gives the player more choices and avenues for advancement, never mind more varied opponents. Having enough ships to give factions a stronger identity is important, too.

So, what are the factors that differentiate ship designs?

First of all, there are 5 size classes – fighter, frigate, destroyer, cruiser, and capital ship. We’ve also established three tech levels for ship designs – low tech, midline, and high tech. Low tech ships have high armor and a mix of ballistic and missile weapons. Midline ships have a mix of all types of weaponry, and average armor and shields. High tech ships rely on energy weapons and missiles, and typically have lower armor and excellent shields, in addition to improved mobility. Ships can also have launch bays for fighters – with some ships being dedicated carriers.

Just those factors combine to create a lot of combinations – a low tech cruiser? A high tech carrier? 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 out – for example, having an important weapon battery point slightly to starboard will affect the best way to pilot a ship and will be a constant tactical consideration.

To top it off, not all ships are dedicated combat vessels – they have stats such as cargo, fuel, and crew capacity. Down the line, I’d also like to add active ship systems (such as afterburners, a combat teleport, or an ECM device). Between all these, keeping ship designs varied is easy.

Up til now, we haven’t had any particularly large high-tech ships in the game that could also put out a lot of firepower. But that’s about to change – allow me to introduce the Paragon-class battleship and the Odyssey-class battlecruiser. These two are anything but average.
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