Ships

Talk about the development, features, and game-play of Salvation Prophecy.

Ships

Postby DJ Die » Wed Sep 21, 2011 8:08 am

Hi,
one of the most interesting parts of your game, at least for me, is space combat. Could you post some statistics for few different spacecraft so we can compare them a bit?
User avatar
DJ Die
 
Posts: 34
Joined: Tue Jul 26, 2011 11:18 am

Re: Ships

Postby Jabberwocky » Wed Sep 21, 2011 5:25 pm

There are 3 primary categories of ships:
  • space stations
  • battle ships
  • fighter ships

During the game, the player pilots a fighter ship.

Since Salvation Prophecy isn't a pure space sim, there are less variants of space ships than some other games that focus solely on space ships. But ships are heavily upgradable through the installation of ship components.

This screenshot shows the ship component interface:
Image

Most components have 5 upgrade levels.
Here's the list of components:

Beams:
Beams are a ship's primary weapon. Relatively cheap and effective, but require manual aim.

Dock:
(space station only)
The Dock allows ships to land in a station's hangar.

EMP:
The EMP (electro-magnetic-pulse) is used to diffuse incoming missiles.

Energy Bank:
Energy banks store the energy needed for weapons and engine thrust.

Engine:
A ship's engine determines it's maximum speed and strafe thruster reset time.

Hull:
Determines the appearance of your ship.
Currently, there is 1 fighter ship model for each different faction, so when you pick your character, this will also determine the look of your ship. There are also a number of different hull models used by pirates, and a few surprises later in the game.

Missile Bay:
Missile Bays are an expensive but powerful weapon. You must purchase missiles while docked in a space station to reload the Bay.
Missiles are guided towards your selected target.

Mounted Gun Array:
(space stations and battleships only)
Mounts turrets to the hull which fire independently at enemy ships.

Reactor:
The reactor regenerates energy for your Ship, up to the maximum allowable by your ship's energy bank.

Shield:
The shield protects a ship from damage. A ship explodes when the shield reaches zero.
(There is no separate ship/hull health like some other space sim games.)

Shield Generator:
The shield generator is used to repair your ship's shields. There are a limited number of charges, which can be restored when docked at a space station.

Teleportation Drive:
Allows direct teleportation into any friendly space station's dock. Requires a 10 second count-down.

_______________

Experimental Ship Tech
At higher rank, you will gain access to experimental ship tech, which improve installed ship components in some fashion:

  • Advanced missile charge
  • Advanced missile guidance
  • Beam accelerator
  • Long range EMP
  • Shield disruptor

The shield disruptor allows an EMP pulse to be used to disrupt a nearby ship's shield generator for a short period of time, blocking that ship from being able to repair damage.
User avatar
Jabberwocky
Site Admin
 
Posts: 328
Joined: Sat Jun 25, 2011 4:39 am

Re: Ships

Postby DJ Die » Thu Sep 22, 2011 12:42 am

I LIKE :D This looks great cant wait to try it out. I like how the robot fighter looks. How does the human one look? I think ive only seen 3 types of fighters on your screenshots, is it one of them?
User avatar
DJ Die
 
Posts: 34
Joined: Tue Jul 26, 2011 11:18 am

Re: Ships

Postby Jabberwocky » Thu Sep 22, 2011 11:29 pm

Oh yeah, you're right. Looks like I need a screenshot of the human fighter. I'll drop one in over the next few days.
User avatar
Jabberwocky
Site Admin
 
Posts: 328
Joined: Sat Jun 25, 2011 4:39 am

Re: Ships

Postby DJ Die » Fri Sep 23, 2011 1:28 am

Thanks im really looking forward to this because im most likely going to play humans once you release your game.
User avatar
DJ Die
 
Posts: 34
Joined: Tue Jul 26, 2011 11:18 am

Re: Ships

Postby Jabberwocky » Thu Sep 29, 2011 3:08 pm

As requested, some screenshots of the human fighter

Image

Image
User avatar
Jabberwocky
Site Admin
 
Posts: 328
Joined: Sat Jun 25, 2011 4:39 am

Re: Ships

Postby DJ Die » Thu Sep 29, 2011 3:25 pm

Interesting design i like the combination of gray and blue which is also imho very human

oh and about shield generator charges: do you have to pay credits for them or are they for free?
User avatar
DJ Die
 
Posts: 34
Joined: Tue Jul 26, 2011 11:18 am

Re: Ships

Postby Jabberwocky » Thu Sep 29, 2011 3:37 pm

There's a small cost for all ship repairs, like repairing damage, restocking missiles, and restoring EMP and shield generator charges. But that is pretty minor. By far, you'll be spending most of your cred on new combat equipment and ship components.
User avatar
Jabberwocky
Site Admin
 
Posts: 328
Joined: Sat Jun 25, 2011 4:39 am

Re: Ships

Postby Yonder » Fri Sep 30, 2011 11:31 am

The planets nebula and ships look very good. I'm really looking forward to this! :D
Yonder
 
Posts: 2
Joined: Fri Sep 30, 2011 11:28 am

Re: Ships

Postby DJ Die » Sun Oct 02, 2011 1:46 pm

I like small repair costs, it was one of few things i hated in Space Rangers 2....After every fight you had to pay almost everything youve gained from salvage for repairs.....
User avatar
DJ Die
 
Posts: 34
Joined: Tue Jul 26, 2011 11:18 am


Return to Discussion and Feedback

Who is online

Users browsing this forum: No registered users and 1 guest