Stellar Tactics

Stellar Tactics

 This topic has been pinned, so it's probably important
Stellar Tactics  [developer] May 2, 2017 @ 3:17pm
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Whats next?
NO ETA ON ANY OF THESE

[UPDATED 6/19/23]

I'll be focusing on these systems as I move to finalize the required features for Alpha.

Grouping these together so everyone knows what I'm working on. Some of these will be released before chapter 3:
  • Chapter 3 - Includes "Azimuth" that can be used in space combat, expanded faction warfare system and FTL map events.
  • Crew mission system. Send inactive crew members on missions for EXP, skill gain and rewards. These missions let you develop hired crew members that are otherwise falling behind your main crew.
  • Stat allocation on crew members in ship station slots will affect space skills like PILOTING, WEAPONRY, ELECTRONICS and TARGETING.
  • Devices for your ship that can apply various effects to enemy ships. These will be be augmented by the ELECTRONICS station "security" bonuses and "security" perks. Note that NPC's will also have access to these devices so, you may find your shields powered down, your ship engines malfunctioning, turrets brought offline and the inability to warp away from combat. NOTE: Only one device can be equipped at any one time in the HARDWARE MOUNT POINT of your ship. You will be able to swap devices in real time (or when paused) on cooldown.
  • Patrolling enemies

Beyond that:
  • A few additional devices that can be used in combat.
  • Sneaking and trap system (This will come with story content)
  • Quick itemization tuning pass

These items are done for now.
  • Advanced game settings panel that will allow you to customize your sandbox experience.
  • Changes to the mining system that will add additional detailed resource information and a more intricate mining experience.
  • Pooled experience. Pooled experience will even out general experience gain between dedicated ground crew members so they level at an equivalent pace. General experience will be rewarded at the end of each combat session and the pooled total experience will be divided between each crew member regardless of KO. Skill gain will remain as it is now. I'll add a option to game settings that will allow you to use the original EXP system which requires additional micro-management.
  • Experience gain when completing missions, incursions and exploration locations.
  • Experience gain from space combat for crew members in ship station slots from space combat.
  • Chapter 2 of the main story
  • The introduction of "Azimuth" through the Chapter 2 content
  • Updates to mission types including mining missions, capture and board missions, and a basic expansion of the existing mission system.
  • Patrolling NPC's
  • Changes to character creation that include allowing players to select a career path that sets your initial ship type.
  • Ship class bonuses that provide bonuses to mining/trade, exploration, smuggling and combat.
  • Chapter one of the main story
  • 17 new enemy types for ruins and caves
  • The Coven which includes the addition of Psionics to the game as part of Chapter 1
  • New mission set for the Aznari. These locations can be discovered on various planets/systems in the universe.
  • Ability to assign perks from the crew manager
  • Special weapon attacks
  • Overall tightening up of combat pace
  • Repair system for both space and ground. The space repair system will allow you to assign crew members to ship repairs. You will of course still be able to pay for repairs on stations. This includes the re-implementation of ship equipment, and ground-based weapon and armor wear.
  • Perks for crafting, repair and salvaging. Perks rewarded at earlier levels and more often.
  • The boarding system - disable ships, board them, capture them and sell them.
  • Addition of weapons for pugilism - specifically gloves that take mods and a few adjustments to damage
  • Right click targeting menu for body target selection including a display for status effects and resists. The resist display will key off of your "perception" skill.
  • Introduction of the Kchor and Fabricant mutations to the universe
  • Implement new animations
  • Crafting
  • Smuggling
  • Space trading - will be adding a few additional features for sorting
  • Ground mining drone system
  • Quick ground and space combat tuning pass
  • Faction Agents will buy scan data
  • Cargo transfer on stations
  • Perks to level 100 - (combat, space, first aid, hacking)
  • Add and remove mods from your equipment at any time.
  • Open universe, FTL, tons of new content (in the upcoming patch)
  • Assigned to animator - A second pass at a number of the combat animations that are long overdue. DONE: Need to be implemented in the game. Will come sometime in the near future
  • Assigned to animator - Addition of a couple of new combat animations (specifically for pike/spear animations and special attacks) DONE: Need to be implemented in the game. Will come sometime in the near future
  • Crew management system - the ability to add and dismiss crew members and perform other tasks. The current system is very basic and I had always planned to expand on it. Before opening the FTL gates, this needs to be improved on and refined.
  • Food and drink - Currently team members auto-regenerate after combat. That will change when the food system goes in. I may tie this into the difficulty system or even make it an option that you can turn on or off. I realize some people do not like that level of micro-management. NOTE: Moving this out to Alpha - this sub-system really isn't required to get everyone out into the universe. Not gone, just being moved to a later stage of development.
  • Adjustments to combat awareness in space - Gutter icons, directional indicators and video tutorials for space navigation and combat. NOTE: I'm taking a pass on gutter icons for now. Put them in the game and did a few tests, but they clutter up the screen too much. I'm may look into this again during Alpha or Beta.
  • A radar-based mapping system for ground exploration.
  • Revision of the current combat blocking system to provide better visibility and balance enemies vs player characters when moving in combat.
  • A few new features for ground combat - Attacks of opportunity and defensive posture. I'll look at guard during alpha - need to move forward with work to open FTL gates.
  • AI adjustments and fixes to enemy AI in combat
Last edited by Stellar Tactics; Nov 22, 2023 @ 1:23pm
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Showing 61-75 of 247 comments
nottrusted Mar 19, 2018 @ 2:16am 
Originally posted by MBoG_Dameclese:
-Aid other with med packs (maybe im missing it, but havent figureed that out yet)
-Devices to aid in finding enemeies... combat starts... but nothing is visible. how about adding a
search or scan opton to a player to reveal the hidden monsters? or a thrown probe item to light
up/reveal an area

Hi there,

- about 1rstAid others:
Simply click on the 1rstAid icon in the bottom tool bar ( l-click to activate, r-click to select the size of the medpack), then click on the teammate you want to heal.
Works in and out of combat, in combat you have to have enough remaining AP to move and apply the kit.

- about finding enemies:
Pressing "TAB" will highlight all enemies that are engaged in combat with your team, even those that are not in line of sight or other rooms.

"TAB" out of combat will also highlight all interactive objects across the whole map, like treasure chests, lootpiles and doors to leave the level.

Arb
Last edited by nottrusted; Mar 19, 2018 @ 2:18am
GRAY Mar 19, 2018 @ 9:41am 
Originally posted by nottrusted:

- about finding enemies:
Pressing "TAB" will highlight all enemies
Correction: HOLD "Tab". That's not obvious.
Faroff Mar 20, 2018 @ 4:58pm 
Amazing, love the work!
Black Mist Mar 21, 2018 @ 1:22pm 
reason for melee weapons......easy in long missions i sometimes run out of ammo. its nice to draw that warhammer and the crap out of them
Malvolion Apr 2, 2018 @ 6:02am 
I like to have at least one group member proficient in melee weapons. They're useful in blocking enemy NPC's LoS, sort of divide and conquer.
Stellar Tactics  [developer] Apr 2, 2018 @ 9:00am 
Having melee characters with high HP and good armor can be useful for blocking doorways and narrow corridors too. If they are crouched, you can shoot over their heads ;)
slk Apr 3, 2018 @ 7:57am 
i see AI block tactics+rocketLauncher...just 2 my melee live/ after first launch / ..its fun)):goldengun:
Gonzo Jun 5, 2018 @ 11:30am 
I think a lot of us get to that point in games where we just want to finish them and start something new. That's bittersweet though because the fun shouldn't be finishing the game, the fun should be playing the game.

City of Heroes and Fallout New Vegas though were games that felt more like 2nd homes than a project to finish. I'm thinking Stellar Tactics will have that ol' inviting feel to it where you can have a single save file that has an embarrassing # of hours of gameplay within.

Regarding the update, I'm happy to see food items going in and exciting equippable items. Still though Star Traders, Stellar Tactics, Warframe, and Planetside 2 all have a sh*t-ton of ballistic crew weapons for supposedly being intergalactic space operas.

What's up with all these sci-fi devs hating on lasers? Can a brutha get a lil pew pew up in this mug?

I kid. I kid. I know there are energy weapons. Lethia's been one-shotting dudes with some lazer cannon deal-io but yeah, lot of kinetic weapons though. Put it this way, if Han Solo shot me with a bullet I'd be just as mad that he didn't use a laser than him shooting me at all.
I like ballistic weapons in my sci-fi. Add more plz.
Gonzo Jun 7, 2018 @ 7:37am 
@RipRoaringGenericTrollName, we were hoping responsible Ali would be a good influence on you this semester to curb your troll ways. Your mother and I were wrong. You are a huge disappointment, boogerballs. Be more like Ali, loser kid.
AdamRush29 Aug 19, 2018 @ 4:20am 
Firstly id like to thank you for your brilliant work so far, I literaly have played 12+ straight.
On the idea of gutter icons for space travel, would it be an option to only put a gutter icon up for ships that are say within a certain distance and/or are hostile. That might reduec the number of icons.
Hi Dan, I've been away from the game from a long time now and waiting for the FTL / open world to relase so i can sink my teeth into some large content, as i've burnt out on the current content months ago. Any updates on the FTL ?
Last edited by Order / BigBoxEnthusiast; Sep 18, 2018 @ 11:01pm
Melganor Sep 23, 2018 @ 1:57pm 
Any ETA on Psionics?
Stellar Tactics  [developer] Sep 24, 2018 @ 6:16am 
No ETA on Psionics. It is part of the story content. From another thread: "...I need to get to alpha and then I'll start adding more story content to the game. Psionics are something you will "learn" from "The Coven" - the price will be high...
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