Showing posts with label module management. Show all posts
Showing posts with label module management. Show all posts

Spaceships

Rogue Ambassador is a game about spaceships. So we thought it's a good idea to take a moment here and introduce some of the ships we've been working with.


Sekvoia II, mobile science base



Sekvoia II was designed as a mobile science base for long-range exploration missions. It can field numerous advanced modules and weapon systems, featuring ample cargo and crew space.
Standard module loadout includes multiple missile batteries and a powerful long-range laser. In addition, the ship is usually equipped with good radar, shield generator and electronic countermeasures unit to confuse enemy targeting systems.


Blue Star Ultima, science vessel



The Blue Star science vessel is optimized for exploration and survival. The Mark II "Ultima" variant comes with many small improvements to further increase the ships overall survivability on long missions. It features improved speed, fuel storage and defensive capabilities.
Standard loadout includes extra escape pods and automated repair bots station.


Heavy Duty JK4300, bulk trader



Heavy Duty JK class traders carry large automated cargo modules, great for transporting bulk cargo. Its hull is made of cost-effective materials not designed to withstand much combat, resulting in less hitpoints than other ships of similar size. The JK4300 usually field medium-sized cannons on their main weapon mount to scare off smaller pirates. Additional point-defence weapons and missiles are installed for working in hostile space.


Tomahawk, custom-built gunship



Welded together from parts of mass-produced non-military ships and equipped with small, cheap weapons, Tomahawk is a typical pirate craft.


SP-33 "Mace", multirole escort 



Cargo space and augmented main gun make this small ship ideal for short-range cargo trips & escorts. Lack of space for additional engines means the ship is designed to fight together with its convoy instead of escaping, making it attractive for merchants who don't want to see their escorts run off faster than themselves. The SP-33 is armed with a built-in oversized "Mace" cannon, unusually large for such small ships. It  requires considerable time to arm and is fixed to the hull, but its raw destructive power makes it a highly respected weapon.


Any questions or ideas about the ships so far? Let us know in the comments below :)

Ship Modules - Weapons, Misc & Engines

Module view of a large pirate ship/homebase. FULL SIZE picture at the end of this post.  


This post will be about ship modules in Rogue Ambassador. The picture above was drawn to depict the variety of modules in the game.

First of all, any ship modules in RA can be installed into a ship only if the ship has a relevant free module slot. All module slots take only a single type of modules and belong to one of these categories.


  1. Weapon modules
  2. miscellanneous modules
  3. Engine modules


Let's look at weapon modules first. They are again divided into four categories, each with it's own pros and cons.

Kinetic - cannons of all sorts, shots ignore energy shields but are inaccurate, have short range and slow reload.

Energy - generally strong long range weapons, such as different lasers. However, energy weapons are blocked by energy shields.

Missile - Guided rockets of all sorts. Missiles pass harmlessly through energy shields, but can be shot down by various Point-Defence weapons.

Capital Weapons - these are very large single-shot missiles, often capital nuclear missiles or other weapons with huge damage potential. Each missile counts as a single module and will be gone after the weapon has fired. Capital weapons are more extensively covered in this post.

Each of those categories will of course feature a large variety of individual modules. There will be obsolete versions, custom-tinkered versions, reinforced modules with extra armor (because modules can be damaged or destroyed in combat), and biomechanical technology versions with their own quirks.

Miscellanneous (misc) module slots

These slots host everything that isnt a weapon or engine. Non-military ships (especially science vessels) often contain a variety of advanced misc modules.

Shield: Creates an energy barrier around the ship, protects only against energy weapons.

ECM: electronic counter-measures. Increases ship evasion bonus. Some might also confuse missiles.

Battle computer: counters the ECM system. Increases weapon accuracy for ship.

Fighter bay: prints a limited number of spacefighters out of 3D-nanotech printer. You can launch your crew into battle onboard these. As long as the module itself stays intact, you can always print new fighters in the next battle.

Command bridge - place for your Captain and Crew. More advanced versions come with integrated ECM & Battle Computer bonuses. If your ship has not enough crew (or no captain!), it's performance will suffer.

Ramming booster systems - These systems are specifically designed to enhance ramming enemy ships with your own in close combat. System of hatches, structural hardpoints and defence charges are installed into the ship to make more damage on ramming impact and also significantly increase durability.

Repairbot station - Releases repairbots to repair damaged modules. The repairbots can also be used as a makeshift force against boarding enemy units :)

Warp drive booster - All ships have warp drives which can be activated to escape from combat via warpspace. However, the warp drive usually takes a fair amount of time to charge up, and during charging, the ships can't move. This makes any device speeding up the process a potential life-saver.

Extra fuel tanks - Fuel is consumed only in interstellar travel, but it is one of the most valuable resource in space. Some aliens even use it as intergalactic money.

Exta escape pods - While all spaceships are equipped some, the additional pods increase crew's chances of getting out alive from a ship about to explode.

Self-destruct unit - As long as remnants of the Slaver Alliance persist, some captains like to keep the option of "quitting" available at all times. The few people who have managed to escaped the Slavers have expressed regret over not taking their life when they had the chance.

Radars - Your fleet always uses the best radars carried on any of your ships. Radars mainly determine the visible range and detail of interstellar starmap.

Below is the Lair also in full size, for your viewing pleasure






    Got any cool ideas for modules or general questions about the game? Let us now in the comments! 

Fleet vs Fleet Space Combat

We have now started regular devblogging, and this post will shed more light on fleet vs fleet combat in Rogue Ambassador. You can expect more info about our space fleet survival roguelike about every week or so. All comments, ideas and questions will be highly appreciated and replied to. Thank you and enjoy!
Pirates have launched a furious attack on player fleet (very early graphics)
You start the combat with your fleet in the left and opponents in the right side of the battlefield. While the battle happens in real-time, the pace of the game is not frantic. Most of your ships move slowly and majestetically to leave you ample time to maneuver them into a better formation and pick optimal targets. The image above might give a bit speedier impression than is usual in Rogue Ambassador.



Weapons, shields and defences

Since weapons have generally quite long range, the game is more about choosing what to shoot rather than trying to dodge bullets or outmaneuver the enemy. The weapons in the game generally fall into three categories: energy (lasers), kinetic (cannons) and missiles. We decided to take a somewhat more realistic approach to energy shields - they will be stopping only energy weapons. Cannon and missile shots are slow enough (slower than light) to pass right through the energy barriers. Missiles can be shot down with point-defence weapons, and the only way to prevent damage from kinetic weapons is evasion. Luckily, evasion is boosted by your ships ECM (electronic counter-measures) and captains dodging skills. On the attacker's side, accuracy (which is pitted against evasion) is boosted by onboard battle computer modules and combat skills of captains. 


Capital Ordinance (Nukes)

A battered cargo hauler launches one of the capital nukes it was transporting (very early graphics) 
Have you ever experienced the amazing feeling of loading your very last nuclear missile from cargo into the torpedo tube and launching it against the swarm of enemy ships, spectacularly winning the battle from the brink of destruction? Well, capital ordinance does just that. Each capital missile takes an entire module slot and comes with a single shot only, but the explosion is big enough to damage or destroy several enemy ships in one shot. 


Selection of Capital Ordinance 

Nobody manufactures capital ordinance any more, since the entire intergalactic civilization is in ruins. Those that remain are highly valued and usually saved for the really difficult battles - which in Rogue Ambassador, will be about every third battle >=) We promise to stay true to the fairly ruthless brutality of roguelikes.


Ships taking damage

If a ship receives damage despite it's energy shields, point-defence weapons and evasion maneuvers, the damage is substracted from it's total HP (which already includes armor. Better armored ships have more HP) but can also damage some of the modules the ship is equipped with. An attack might damage weapons, engines or any of the miscellanneous components the ship is carrying. Hitting a fuel tank or armed nuke migh blow up the whole ship. Other modules can be either damaged or destroyed, and must be repaired before they can be used again. 

Internal view, repairing & crew
Internal view of a large ship in repair view mode
If any of your ship modules get damaged, you can switch on the internal view, showing which modules are damaged, destroyed or being repaired. In addition, you can assign crewmembers from crew space or other modules to speed up the repair of broken modules. This is of course only a fraction of all the cool things in battle (there will be also cool features such as ships with ramming mode, space monsters, escape pods, fighters, battle events, biomechanic modules etc) and we will continue describing it in the next post. Subscribe to our weekly blog-posts if you're interested how this game keeps growing.


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