Stellar Tactics

Stellar Tactics

Stellar Tactics  [developer] Aug 29, 2017 @ 3:27pm
A couple of space combat shots
Code complete today on turrets and missiles. Still adding a few effects and missile damage types, tuning sounds etc. I'll be turning to the space combat components of the UI and merchants for ships and ship components. Then a few tweaks to the enemy AI. No ETA, though things are coming along faster than I expected ;)

http://steamcommunity.com/sharedfiles/filedetails/?id=1123409653

http://steamcommunity.com/sharedfiles/filedetails/?id=1123410219
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Showing 1-15 of 19 comments
mikeydredd Aug 29, 2017 @ 3:34pm 
Cant wait, having a break but really looking forward to the alpha :)
chookahead Aug 29, 2017 @ 6:14pm 
Looking good!
I don't think i've seen the 'x-wing' ship before.
nottrusted Aug 30, 2017 @ 2:26am 
Hi there,

good news to see that you make progress faster then expected !
Really looking forward to dig my teeth into testing and bughunting again when spacecombat is finaly implemented.

Just out of curiousity: the 2nd screen shot could suggest that asteroids may get collision in the future and can be used to take cover to avoid direct hits.
Anything planned in that direction ?
Could be intresting to use A.F.'s to your advantage or wreck your ship if you don't maneuver carefully ^^

Anyway, seems your doing an awesome job , as always...

best regards
Arb
Last edited by nottrusted; Aug 30, 2017 @ 2:29am
rebelwolf75 Aug 30, 2017 @ 2:52am 
Looking good. Can't wait.
Roberto Aug 30, 2017 @ 5:16am 
if i remember correctly you can't currently hit asteroid because it is placed on up or down "move plane" and ship is moving on middle one. But surely you suppose to be able crash with another ship ;)
Stellar Tactics  [developer] Aug 30, 2017 @ 5:18am 
Hi nottrusted - Yes, asteroids are getting collisions - shields will mitigate most of that damage, I want to make sure that minor collisions are not going to inflict a game-over screen ;) I'll be mostly focused on space for a while, improving the UI, graphics, movement system etc.

Turrets detect collision with your own ship considering line of sight and have "blind" zones based on where they are mounted. You will discover each ships ideal attack alignment with the target. Each ship is different. Turrets also track collisions with other objects in the universe - stations, other ships, asteroids, junk objects in space etc. You are going to want to avoid firing on an enemy if they are behind stations - station management will not appreciate it ;)

Thanks everyone. I'll post updates as I progress.
Last edited by Stellar Tactics; Aug 30, 2017 @ 5:21am
AbsynthMinded Aug 30, 2017 @ 9:39am 
Nice work. It appears that you are using a simular visual turret approach as EvE. However I could not see the underside to know if you are using a full vector coverage approach. In EvE when a turret is blocked by your own ships hull it will not fire, instead feeding that action to another sister turret on the opposite side of the ship which has a clear line of sight.

Is that in the mix already or are you still refining the systems on that?
BuffHamster Aug 30, 2017 @ 1:12pm 
Originally posted by Stellar Tactics:
...
You will discover each ships ideal attack alignment with the target. Each ship is different. ...
Awesome, ... so it may be possible to "cross the T", or deliver a "full broadside" with certain ships, so to speak?
derpenstein Aug 30, 2017 @ 1:16pm 
Originally posted by BuffHamster:
Originally posted by Stellar Tactics:
...
You will discover each ships ideal attack alignment with the target. Each ship is different. ...
Awesome, ... so it may be possible to "cross the T", or deliver a "full broadside" with certain ships, so to speak?

I hope so, I love big broadside space fights
AbsynthMinded Aug 30, 2017 @ 1:40pm 
Originally posted by derpenstein:
Originally posted by BuffHamster:
Awesome, ... so it may be possible to "cross the T", or deliver a "full broadside" with certain ships, so to speak?

I hope so, I love big broadside space fights

Except it vastly degrades the concept of Vectored Combat in Space. Cap ships tend toward broadsides but it didnt look like that was the class of ship in play.
Stellar Tactics  [developer] Aug 30, 2017 @ 2:25pm 
AbsynthMinded - Turrets are mounted top and bottom - all weapons are turret based - projectile and missile. Combat is fully vector based. Heavy fighter craft have turrets mounted in such a way that ship collision is nominal. There are a maximum of six turret mount points depending on the ship type. The only bonus from turrets that are blocked is you gain addition capacitor recharge that round because the turret is not firing. I'm still working on the system and will play test it once all the elements are in. After that I'll let everyone give it a try and gather feedback - adjust and iterate ;)

BuffHamster - Because the system is vector based, it's much more about the alignment of your craft and turrets to the enemy target. You need to balance heading, your capacitors, active turrets and energy output to achieve optimal damage output. This also goes for defense - you will need to make decisions based on your ships shields, hull damage, available capacitor charge and energy output. Capital ships will be a thing for the future. Right now there are 40 ships total - light transport, scout, fighter, heavy fighter, exploration and cargo (of various sizes). Bonuses to damage will be derived from the quality of your equipment, your skill level and space specific perks. You will be able to pause space combat at any time.
BuffHamster Aug 30, 2017 @ 3:26pm 
Ah yes, I should have been thinking more like the tactics used by the smaller ships of the Royal Manticoran Navy, then? without the Impeller Drive of course, ... and the Ships of the Wall (Dreadnaughts and SDNs).

http://honorverse.wikia.com/wiki/Category:Technology

The predominate weapons used are usually missiles while beam weapons are used for close range ship to ship combat. Along with keeping an eye on ones shields and capacitor charge, you would also need to keep track of your missile stocks, ... the "X" game series of ship combat takes that into account, and keeping your missile stocks up gets expensive:

"Hmm, I am basically shooting money at the enemy, ... larger payload highly accurate missiles cost more, but shooting many lower quality missiles can cost even more, so ... "

Anyway, the assumption comes from the current 2D ship movement within the star system, and I was comparing it to surface naval combat, but if ship combat is 3D, then new tactics are required.

Perhaps the large cargo vessel could be a "Q" ship?

(Q = a very fast heavily armed but not armored ship disguised as a Freighter)

Just making convo, don't mind me, I am just a crazy, sometimes heavily medicated, hampster in a spacesuit.
Stellar Tactics  [developer] Aug 30, 2017 @ 5:21pm 
Nice! - I've never seen that website. Thanks for posting the link. Hmm...medicated in a space suit...I'll need to give that a try some day ;)

I'll post a video when I'm happy with everything.
almostpilot Aug 31, 2017 @ 5:54pm 
Great shots so far! And faster development as usual. Good work.
Last edited by almostpilot; Aug 31, 2017 @ 6:00pm
AbsynthMinded Sep 1, 2017 @ 10:53am 
Originally posted by Stellar Tactics:
Nice! - I've never seen that website. Thanks for posting the link. Hmm...medicated in a space suit...I'll need to give that a try some day ;)

I'll post a video when I'm happy with everything.

You can reach a close aproximation with a ventilator mask and a air gun painters body suit. Medications vary but this set up accomodates a wide variety of them. Which ones make you a hamster I am unaware of. I prefer Otters.
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Date Posted: Aug 29, 2017 @ 3:27pm
Posts: 19