Roadmap change
Alright then,
Tonight, the bots will be set to semi-aggressive mode. This means: If they scan you and find combat fleets, an internal aggressor value increases. If they repeatedly find combat fleets at your location, they’ll eventually launch an attack.
After that, there will be no updates for 2–3 weeks as I will be rewriting the entire combat system (CS) – at least that’s the plan. Commander content will be delayed as I want to integrate them using the new CS, including the fights against the Void.
Current System:
Right now it’s pretty basic: A fleet has a damage pool, which is processed through the opposing fleet and the damage is distributed. Ship speed currently has no effect.
New Combat System (CS):
Mass Effects:
- Ships with less than 60% mass (relative to the opponent) take 1.5× damage. Does not apply if both ships are in the same skeleton class.
- Ships with at least 4× the opponent’s mass take 2× damage.
Example:
- A “naked” C0 Frigate has 3.58 mass. A fully equipped C0 Frigate has 5.26 mass → same class → no bonus/malus.
- A fully equipped C1 Cruiser has 15.51 mass → attacking the 5.26 Frigate deals 1.5× bonus damage.
Planetary drones will almost always deal double damage because they’re so small and light. The new bombers are intended to counter this. See below.
New Ship Modules:
The following modules will be introduced with the new CS (research is not active yet):
- Bomber
- Deals 2× damage against drones. 25% speed penalty.
- Charger
- Boosts energy weapons. Damage per round: 30 / 60 / 120 / 240 / 480. Deals 1.86× damage if it survives until the final combat rounds. 25% speed penalty.
- Surger
- 30% faster movement, 70% higher fuel consumption. Comes with a toggle:
- Normal mode: only 10% extra fuel usage and normal speed (e.g., for repositioning).
Other Changes:
- Ship speed now determines attack order.
- Mixed fleets → damage distribution remains semi-random (range-cap).
- First strike remains with the attacker.
- New detailed combat reports with ship images and descriptions.
- A simulator is planned – but only for espionage scans, not for manual opponent configuration (too much dev work).
- Simulations will deduct G.E.L.D. to avoid server overload.
Later on, the CS will support joint attacks and defenses – but only for alliance and pact members.
Roadmap:
- New CS goes into a 4-week test phase after release.
- Vex becomes the test server.
- New Vex restart mid-June – colonies ~50% more expensive to slow down the game pace.
- Miner mode: Can’t build combat ships, only trade – and cannot be attacked. Intended for PvE-only players.
- Then: Endgame phase with commanders, Void bosses, and red-marked Void accounts.
- December: Version 1.0 – game will run continuously regardless of interest (though I hope there is some).
1.0 Release Party:
Fan meetup at Hamburg central station. I’ll bring a whole pallet of 5.0 beer. Dress code: Borat thong.