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Thread: Starfall Tactics | Outfit your spaceship flotilla. Watch it explode.

  1. #1
    Join Date
    Aug 2014

    Lightbulb Starfall Tactics | Outfit your spaceship flotilla. Watch it explode.

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    Greetings, fellow Earthlings
    While space games have seen a resurgence recently, with big titles like Elite: Dangerous and Star Citizen, there is still a lack of good old RTS's and thoughtful space games in general.

    This is what our team plans to fix with Starfall Tactics - a real-time wargame that mixes tactical combat with in-depth spaceship customization.

    In a decaying, war-torn galaxy dominated by three rival factions, assemble your own spaceship flotilla and lead it into battle. Adapt to new challenges by customizing and decking out your ships. Evolve your tactics by unlocking new parts and finding rare ship modules. Dominate the battlefield and create a name for yourself among the stars.

    Latest Video


    Tactical combat
    Fight your battles using a variety of ships - from subtle frigates, to deadly cruisers and heavy dreadnoughts. However, a reliable fleet isn't the only ingredient for success.

    Effective commanders will have to rely on their ability to properly assess the situation, taking into account many factors, such as the equipment of enemy ships, the surrounding environment and the available technology.

    In-depth customization
    Everything in Starfall Tactics, from the hull of your ship down to the individual engines, is created using blueprints (not the UE4 kind :P). Players can easily customize and outfit ships, adapting their tactics for a variety of situations. Every choice matters - the diverse range of tools directly influences your strategy against opponents and allows you to create truly unique fleets.

    Galaxy Conquest [WIP]
    After familiarizing themselves with Starfall Tactics, players gain access to the Galactic Map, a persistent section of the game world where they can freely travel and explore the confines of known space.

    There is a variety of activities to undertake, from fending off pirates to carrying out missions given out by your faction, as well as fighting other players for territory.


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    We are Snowforged Entertainment - a team of hardcore gamers and developers from Siberia. Run by a tight crew of brown bears and one human, we strive to create games that combine hardcore, nostalgia-fueled gameplay with contemporary game design principles and appealing aesthetics.

    Follow us
    Visit the official site:
    Like us on Facebook:
    Follow us on Twitter:
    Last edited by eXi; 05-05-2015 at 06:23 PM.

  2. #2
    Join Date
    Mar 2014
    Looks excellent! always liked space RTS (massive Homeworld fan), some of the effects could use a little smoothing out like the engine trials and some weapon effects but I'm sold anyway

  3. #3
    Join Date
    Aug 2014
    Quote Originally Posted by Ghiest View Post
    Looks excellent! always liked space RTS (massive Homeworld fan), some of the effects could use a little smoothing out like the engine trials and some weapon effects but I'm sold anyway
    Hi Ghiest,

    Thanks for the positive response! We definitely agree with your feedback about the effects. Please keep in mind that the game is still in its early stages of development and that the video shown above is based on our current prototype.

    As development progresses further, we hope to improve the visuals, as well as the specific effects (trails, etc.) that you've mentioned here.

  4. #4
    Looks really awesome! I'll be following this project :-)

  5. #5
    Join Date
    Aug 2014

    Since this thread is all about Work-In-Progress projects, I thought I'd shed some light on the stage of development Starfall Tactics is currently at and how we go here.

    Start of the project
    We started working on Starfall Tactics in August of 2014. Back then, only one thing was certain - the game is going to feature tactical space combat and will likely belong to the wargame genre.

    Originally, we wanted to create a turn-based combat system, similar to the traditional (board) wargames. Think Warhammer 40K.

    However, once we actually started development, it soon became clear that it was better in the long run to implement a real time combat system. Some of the reasoning behind this decision can be gleaned from the following video.

    Choosing the right engine
    When deciding on the engine for Starfall Tactics, our options were quickly narrowed down to two potential solutions - Unreal Engine 4 and Unity. Mainly because our programmers had previous experience working with these particular engines.

    After a fairly swift discussion, we decided to go with Unreal Engine 4 since it proved to be more suitable to the task at hand. So, we paid for the subscription and enthusiastically began studying the documentation.

    Prototype - the early stages
    After studying a few demo projects based on UE4, the team felt confident enough to move forward. We had a rough draft of the design document already created, so we focused our attention on the game prototype.

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    The first algorithm for spaceship movement. Not the most optimal trajectory

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    Yay, the spaceships can finally fly, shoot and even explode! We are almost done (not really)

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    The first version of the ship editor. Players could choose what weapon to install in their vessel, as well as the type of engine used.

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    The second version of the ship editor.

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    Our first wallpaper created in the game engine

    Play tests
    Two months after we started developing the prototype, we had a working build that was used for conducting our first ever play test. The main goal of this test was to find out whether the core game and associated gameplay could be enjoyed by regular gamers and not just by our small team. We also wanted to gather initial feedback on how some of the game mechanics affected the overall experience.

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    The results of the test and player reaction exceeded our expectations. Despite a number of small bugs, as well as unoptimized UI and controls, the vast majority of players felt really positive about Starfall Tactics. I must say that the very fact of somebody else liking your work can really motivate you and help you move further.

    As part of the experiment, our team decided to fix some of the most obvious flaws and rework a few rudimentary UI elements. It took us about two weeks and it took another week to add a new game mode.

    After that, we held another play test. The players responded positively to these changes and our team felt quite good about the direction that Starfall Tactics was heading in. The play tests had somewhat eliminated our doubts that the core game was not interesting or attractive enough for other people. The unique gameplay and features of Starfall Tactics managed to come through, despite the very obvious flaws in the early prototype version.

    Choosing a name for the game
    Ah, a frequent problem faced by many developers. When at first our team couldn't come up with a good potential name for the game, we decided to create a diary in our internal Wiki where every day members would post their suggestions. Two months later, we had more than 150 options! None of them were approved

    Finally, the game's name was chosen via the following process. Each member of the team proposed up to 5 potential names, which were then compiled in a spreadsheet. Then came the voting period where every member of the team could cross out up to 4 titles in total. Because our team consisted of 6 people, we had 6 potential titles remaining by the end of it all. After some additional voting, "Starfall" was chosen as a title that almost everyone felt happy about. Later on, we extended the name to include "Starfall Tactics".

    Website launch
    It took a lot of effort to get working on a promo website for Starfall Tactics. After a few changes and feature cuts, it was unleashed on unsuspecting masses around the end of February. In roughly the same time period, we've also recorded and released a few videos showing in-game footage.

    Starfall Tactics today
    We've recently launched official forums for the game and we'll soon expand the website to include more information about Starfall Tactics. Our programmers are currently focusing on the alpha version, which adds new features and also takes into account our experience with the prototype.

    A Kickstarter for Starfall Tactics should be coming this May. There's a lot of work to be done before that, on all fronts - from actual development, to marketing, to art production and even legal stuff. We have a month to pour all of our efforts and energy into this beast, with the hopes of it taking off. Hopefully, we can share some of the experiences with you!

    If Starfall Tactics has piqued your interest, check out the website and subscribe to our newsletter for future updates.
    Last edited by MadScorp; 03-31-2015 at 10:18 AM.

  6. #6
    Join Date
    Aug 2014
    Hey guys! If you ever wondered how to design a spaceship from scratch, then check out the latest video from our artist D.van. It starts off with a rough sketch and ends up with a more or less fleshed out artwork that our 3D artist used as a reference.

    Any ideas or suggestions about the chosen style/aesthetic?

  7. #7
    Join Date
    Aug 2014
    EPIC published our article that explores some of the issues we encountered during development.

  8. #8
    Join Date
    Aug 2014
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    And we are LIVE on Kickstarter!

  9. #9
    Really cool! I love these types of games, and I seriously hope to be able to play this asap! I wish you the best of success in your Kickstarter!
    David Hache aka Mortusnyte - Youtube
    Content Creator
    -Match-3 Blueprint
    -Simple Checkpoint System
    -2D Character Engine - WIP

    "Give me your best shot... If you're prepared for the void!" -Magus, 600 A.D.

  10. #10
    UE Community Manager
    Join Date
    Jan 2016
    Sad to hear that your Kickstarter was unsuccessful, but I'm excited to see your closed alpha starts soon!

  11. #11

    Thanks all for the support!

    We're back here to continue telling you about Starfall Tactics' development progress.
    There've been a lot of changes since our last update here - first of all, Starfall Tactics has been Greenlit! Given Steam's popularity among gamers, it’s a very important fact for us.

    We also celebrated our first anniversary, created factions trailer and lots of spaceships - here is the most popular among Sketchfab users:

    Other models

    There were tones of changes and additions in UI, effects, mechanics and other important elements and here are just a couple of most actual screenshots from our WIP articles:

    Yes, it's Starfall Tactics. Really.

    At the same time we started creating the MMO-part of the game which contains a big galaxy map for you to discover (yay!). So, let's look at some stuff for it:

    And last, but not least important thing: we've just started accepting Closed Alpha applications here.
    Going to post another updates soon, don't miss it

  12. #12
    It’s finally time to lift the curtain on one of the core gameplay mechanics of Starfall Tactics! Apart from creating a truly deep and immersive real-time wargame experience, we plan on delivering you a complex spaceship romancing simulation driven by narrative and in-game events.
    Here are two early screenshots:

  13. #13
    The time has come to present you another couple of ships, created with love and patience. And no, you won't be able to date them as our previous news was a great april fools joke... maybe...

    We also created a fuel system, which means that travelling across the Galaxy will need a certain amount of fuel, which costs some in-game currency. You will need to pay attention to the fuel level, otherwise, left without fuel and almost immobilized, you run the risk of becoming an easy prey for pirates and every single enemy fleet which is able to destroy you to get all your goods and chattels.

    Full article can be found here.

  14. #14
    The time is running fast and so we keep adding new interesting features and improving Starfall Tactics' Galaxy with every day. In fact, we moved so far that you might not recognise the game now if you watched our early trailers and screenshots - and we are sure that those changes are only for the good.

    So, in our latest WIP article we showed Ichaival - Red Vanguard battleship with a taste of retrofuturistic design and a strange hole in the middle. We will keep adding more ships to give players more space for imagination and creating unique tactics.

    Every vessel in Starfall Tactics can be equipped with a module that grants a certain skill or utility - and we keep adding these special modules to give players more tactical opportunities. Scouting and getting tactical data about your opponent is a very important part of a gameplay in Starfall Tactics and that makes us think about adding more special equipment for scouting - we've just created Long Range Scanner and Spy Drone.

    • Long Range Scanner reveals target area of your choice on the map and lets you see all what's going on there for 10 seconds.
    • Another tactical module for your fleet, spy drone almost insendibly attaches to enemy ships and follows them; it also has a very useful option of giving you the vision of this ship wherever it is.

    And that's not all. We'll be sure to tell about other special modules soon

  15. #15

  16. #16
    Quote Originally Posted by ThePassenger View Post
    The game looks great!

  17. #17
    Looking better everyday !!!! So good to see this work Keep it up

  18. #18
    wow nice work guys looking forward to buying it or trying it out if u have an close beta or alpha at some point as well great to see new teams coming from countries like Siberia gos to show every one their is tatent in every country which doing a nice job

  19. #19
    Quote Originally Posted by Atomicfire View Post
    wow nice work guys looking forward to buying it or trying it out if u have an close beta or alpha at some point as well great to see new teams coming from countries like Siberia gos to show every one their is tatent in every country which doing a nice job
    Quote Originally Posted by Kalleal View Post
    Looking better everyday !!!! So good to see this work Keep it up
    Thank you guys, we'll do our best
    Atomicfire, you can apply for the Closed Alpha test here.

  20. #20
    In our latest WIP article we told about threee another special modules: Point Defense, Antiradar system and decoy module which will confuse your enemies' minds, giving a burn to new evil tactics.

    Point Defense module - a system which helps to defend your fleet. This module is an active skill which destroys 25 projectiles (including bullets and missiles), within a certain range on activation, not depending on their size and speed. It's very effective if enemy shoots you with heavy rockects which have a long cooldown and heavy damage - eliminating even four or five of these projectiles prevents a ship loss. At the same time, you must avoid weapons with high fire rate, launching dozens of bullets and rockets - it shuts down Point Defense in seconds.

    Antiradar system - By adding this module to the engineering bay you guarantee that enemies won't see this unit on the minimap, missing some of your tactical movements and getting confused with what's going on everywhere. However, Antiradar system is a very special tool which can't fit into every fleet - so think through your great strategy when taking it!

    Decoy module Decoy module is another great tool to fool your enemies. This module produces a holographic copy of the ship where it is installed - it can't be destroyed, does not deal any damage and all projectiles always fly through it. It's not so easy to use, but you will understand the true value of it as soon as enemy fleet will try to focus on it instead of your precious battleships and dreadnoughts.

  21. #21

    The more modules with active and passive abilities Starfall Tactics gets, the more interesting and unique fleet everyone can build. This time we contine introducing new special equipment - there are a lot of cool things to show.

    • Engine Disruptor has a unique ability to switch off engines of target ships, making your opponents lose control of the ship. It's hard to underestimate the value of such ability in your arsenal - everybody loves disables, which give you extra time and an important advantage.
    • Scanner is a tiny tool created as a help for your army - and it does exactly the thing it's named for: scans ships and shows what you can find inside of it - precious modules and abilities captains want to hide from you.
    • Shield Disable module grants an ability to temporarily shut down shields of a target ship: it doesn't destroy it, but for a short period of time you have an ability to directly damage next layers of defense.

  22. #22
    And here is our latest update - we've just created mines, cards and new logo for Starfall Tactics!

    Don't miss it and watch the evolution of logo in this new video, showing all versions of it - from the first and the one you got used to, to the new logo you will see from now on!

    We hope you liked it - anyway, feel free to write about your impressions!


    No, that's not the place where you get coal - it's a real mine which explodes when you step on it or, in our case - flies too close to it.

    There are four mine types for now:
    • Flack mine - works as a usual mine - activates and deals damage when you get close to it;
    • Stalker Mine - if you get a ship close enough, Stalker Mine rushes to you, explodes and damages armor and structure;
    • EMP mine - deals damage to shields, activates when you fly close to it.
    • Heavy Plasma Mine - unlike other mines, it has a friend or foe recognition system. Activates and deals damage when you get close to it.
    • They are very small, so you will need to watch the battlefield carefully in order to not get cought by mines - remember that three of those will not distinguish between friendly and enemy ships.


    At the moment we have 4 types of rarity of blueprints: Basic, Refined, Advanced and Prototype. All of them you can get while opening booster packs or, if you are lucky enough, buy from the Black Market, or get it by destroying fleets of other players on the Galaxy map.

  23. #23

    Great news:
    We are running a special Galaxy Explorers event from 9th June 18:00 CET to 12th June 23:55 CET in Starfall Tactics. You will be able to create and customize fleets, play quick matches and discover an MMO part - a huge open world to explore with thousands of planets available to name, pirates and rivals! This is a pre-alpha event, available to a limited amount of players. You are not just going to help us crush the game and find a few new bugs (hey, we are counting on you!) but there is also a chance to earn special rewards and just have a lot of fun exploring Starfall Tactics as one of the pioneers

  24. #24

    As we promised before, we are here to tell more about Starfall Tactics, important changes and present something new. Today you can read about:

    • Clarent, new Vanguard Frigate
    • Ship classification
    • Engines rework
    • Boarding Mechanics

    And here is a fresh in-game shot:

  25. #25
    We are happy to welcome everyone to the next test phase!

    New maps, modules, ships, 2x2 quick matches, co-op, tutorial and many other interesting things are waiting for you to be played and tested from 14th July 18:00 CET to 17th July 23:55 CET.

    This is the second pre-alpha event, available to a limited amount of players. So, everyone who wants to join will need to apply for the Closed Alpha here. We will try to grant access and invite everybody who sent an application before 16th of July!

    And it's also the last opportunity to try Starfall Tactics before a short break, which we'll take to have a couple weeks of vacation and start doing Faction Wars feature, a massive MMO content expansion!
    More info:
    Attached Images Attached Images  

  26. #26
    Looks awesome, I checked the first video and I fav'ed this thread, going to come back and check everything

    Keep up the amazing work!

  27. #27
    Hey, Snowforged Team is back again and ready to conquer the peaks of game development! We've already done some important changes which will improve next experience with Starfall Tactics - most of them we will show in our upcoming news articles.

    Now, let us show you three new ships - since it's one of the most important things in Starfall Tactics for you, we always make sure that everybody can find good allies among all fleets.

    Faust Deprived Battlecruiser

    New Deprived battlecruiser is something you will definitely love if you prefer laser ships - 3 of 4 Faust modifications are going to have weapon bays which can fit Large Lasers! In exchange it will have a not-so-huge engineering bay, which basically means that you can't make it too special with special modules.

    Skullstar Eclipse Battlecruiser

    Skullstar is a long awaited Eclipse ship which name describes it the best. It is designed only for active participation in battles and will not have a SpecOps modification - just consider it as a good strike force which needs some support ships.

    Gwydion Deprived Frigate

    This ship confused us a lot of times and still has a lot of surprises inside. Gwydion is going to have assymetrical structure inside.

  28. #28
    Well, It's definitely not even half of what we have already done, as there is simply too much for one news article, but here it is in a couple words:

    • We reworked Control points and health bars

    Control Points will give players more "come back" possibility and depend on upgrades a lot. Health bars now clearly represent the difference between dreadnought hit points and frigate hit points.

    Another dozen of new modules will give a better choice then ever, and here are four of them:

    • Engine Boost is an activatable module which increases all ship movement characteristics, including maximum speed, angular speed, accelaration speed and deceleration speed. It has a 2x2 size - a very convinient form for most ships in Starfall Tactics.
    • Weapon Overload module deals damage to your own structure on activation, but in exchange reduces cooldown time for all weapons installed on the ships. This thing has a usual 4x2 form making it available for many different ships.
    • Another passive module, a 2x4 Warp Homer, is a very good tactical feature allowing you to warp-in ships in a small zone near the ship with this module - just as your Mothership does. Perfectly fits support (SpecOps) ships.
    • Sensor Disabler module has a pretty self-descriptive name - on activation it disables all sensors of a target ship. So, it can make a single ship lose it's vision, but since it's a 2х4 module, it fits better on SpecOps ships.

    And we also created a new Eclipse frigate - Halley! It's going to be a very heavy ship with a good defence level, but in exchange its firepower will be average.

    Last edited by RelampagoVS; 08-22-2016 at 12:35 AM.

  29. #29
    The Summer is almost over and the winter is coming - a period of nine cold months has just begun in Siberia, a home to Snowforged studio, creating a space wargame.

    Last week we decided to rework Mothership abilities to improve quick match experience, make Mothership more helpful in terms of defence and give a small advantage when players fight against enemy forces close to it.

    • So, repairing is now a passive Mothership ability - just fly close enough to it and it will send a drone.
    • Mothership will also have new defensive active ability - on activation it deals a sufficient amount of damage to ships in the target area. It has a long cooldown, so use it only as an emergency ability to gain temporary advantage.

    There is another minor change: now Commanders will have more WP at the start of the battle - 9000 instead of 3000. This will help you make a good start in terms of Control Points - a rebalance we talked about in previous news.

    And another set of modules is ready! Note that most modules here and the ones we told about in a previous article will be available only after leveling up a fleet.

    • Mass Shield module is a special defensive feature, allowing you to create a supporting tank ship. It's an active ability, which temporarily increases area which covers shield of a ship with this module, allowing to share this shield with other units standing close to it. Has a 3х4 size.
    • Mass Stealth module gives you an opportunity to make all nearby ships invisible. It's a 2х4 sized, active special equipment, using the same principles as a normal Stealth module.
    • Ammo Dispenser module is an extremly helpful thing for all fleets using weapons which require ammo - it's a 2х3 module which passively gives ammo to nearby ships - just as your Mothership does.
    • Aiming hack system is an active 2x3 module which hacks a ship's guidance system, making it count ally ships as enemies. Affected ship starts attacking allies if auto fire is on.

    We also created two new ships: Ancile Vanguard frigate and Libra, the first Vanguard cruiser.

  30. #30
    Will this game come to the xbox one and ps4 soon after the PC release?

  31. #31
    Join Date
    Mar 2015
    awesome job you guys did.. this game has inspired me for the last few months.. congratulations..

  32. #32
    Quote Originally Posted by TJ Entertainment View Post
    Will this game come to the xbox one and ps4 soon after the PC release?
    At the moment we don't have any plans concerning xbox and ps.
    Quote Originally Posted by yanzco View Post
    awesome job you guys did.. this game has inspired me for the last few months.. congratulations..
    Thank you!

  33. #33
    Hey guys! Starfall Tactics development is going full speed ahead - there is a lot of stuff we need to prepare to fully implement Faction Wars, and we are pretty sure that players will like it.

    Due to new features we are implementing, there will be important changes in the interface. But we couldn't imagine that our 2D artist, D.Van, would give a totally new look to it.

    It is still in progress and this could be not the final look.

    And we are ready to present another three modules, which are going to help you develop new great tactics - just read it and imagine how much you can do only with that!
    • Warp Interference is a 3x3 module. Generates space distortion on activation in a certain radius around itself, has an ulimited duration. If any ship tries to warp within this radius, it will warp to another random location instead.
    • Stasis module is a 2х4 sized activatable special equipment. Temporarily puts enemy's ship into a stasis field - in this field a ship can't perform any actions, can't be attacked, won't take any damage, even if you ram it, and all ability cooldowns will freeze.
    • Nebula Generator is a 2x2 module which creates a small nebula on activation. Nebula will stay where you created it for a few minutes and will work as a usual nebula - hides your ship once it gets inside, but reduces its vision.

    This always happens to older characters and units - one day you understand that they are not as good as ones you've just created, not as detailed and just look too different to leave it as it is. So we've just given a new life to Advisor - Deprived Dreadnought which loves ramming your ships in survival mode.

    In case you haven't seen it before or just don't remember every detail of this huge dreadnought - here is a screenshot of an older model.

  34. #34
    Hey, today we are going to tell about Warp Points Income Changes, two new modules and the first Deprived cruiser - Abaris!

    Current WP cost of your fleet can be seen on the top left of your screen.

    We changed some WP income rules: Each ship you summon not only spends a certain amount of WP, but also requires some resource for staying on the battlefield or, in other words, has a maintenance cost, which reduces your WP income and depends on the ship cost. And, if you spend all you WP on warping in ships, you will have a low income which allow your enemy (let's think he summoned only a couple defensive ships) to collect more points, summon more ships, and become a real problem for you. That's where you decide: will you go full in (rush) on the first minutes, or will warp only a few ships to capture points and collect more resource, or go full defense, or will do something else. In this case, scouting is a very important thing since it's very important to know what your opponent is going to do and counter his tactics.

    New modules:
    • Shield Overload module overloads shield on activation, making it able to consume not only energy damage, but also damage dealt by physical projectiles. But in exchange it continuosly consumes shield hit points and every shot deals twice damage to it. When Shield Overload is activated, all shields become visible.
    • Kinetic Wall module - 2х4 special equipment. Creates a kinetic wall, which doesn't let any physical objects, including projectiles and ships, pass through it. Energy weapons can still bypass this wall, but if a ship bumps into this wall, it takes a lot of damage like if he tried to ram an asteroid.

    Deprived faction gets the first cruiser-class (400m) ship - Abaris. This is a light ship with a good turn speed and side weapons in several modifications - a good scouting ship with ability to trick and shoot frigates. At the same time, ramming on this ship or fighting with other cruisers can be no easy task, except of some specific modifications, perhaps.

  35. #35
    Another week of Starfall Tactics development is over - and we are one step closer to getting the game ready for the next test! Colonies, wars for faction territories, new ships and modules, reputation, progression and many other things we might even haven't announced yet - all in progress and waiting for its moment of glory.

    Aaand the first Eclipse cruiser is ready! Arco is a small Eclipse hammer, which will crash enemy frigates by ramming them and killing with its deadly weaponry.

    Let us introduce new system we created for making your journey through open space more interesting - well, at least without meeting a fleet of 20 super heavy dreadnoughts - Detachment system!

    Now, to enter Galaxy map (discovery mode, MMO part of the game) your fleet will have to send a detachment to a mission. Each detachment has a certain use and, depending on it, it can contain different number of ships of each class. For example, player could be able to choose 2 different ship sets by ship class: 1) 2 battlecruisers, 3 cruisers and 3 light frigates. 2) 1 heavy dreadnought, 1 battleship, 3 battlecruisers and 2 light frigates. Players fill these entire slots with ships he has in the fleet, and they will be available during Discovery session. Note that while smaller slots can't be filled with bigger ships, huge slots can have frigates and other smaller ships inside: this helps you keep all slots filled even if you don't have heavy ships in your fleet at all.

    Note: this could be not the final look of detachment menu. WIP.

    How do I get detachments?

    • From the very start you will have some basic detachments you can use.
    • As a reward for gaining reputation levels with chosen faction.

    Most detachments also can have a small bonus: +10% speed, for example - it depends on the function of the detachment. In exchange, there will be a sort of penalty - like -10% cargo which you basically don't need a lot of if you have a scouting detachment.

    We've just created ping commands which you can use by holding the Alt button and clicking on the map! This option is frequently used in MOBA games, where you don't have time to stop and say something. In Starfall Tactics you have to control several units at a time, so you might have even less time.

  36. #36
    Giant dreadnought, faction planets, ability to name a ship and get some other rewards for progression - this week is filled with epic things - and here are some of them:

    New Eclipse dreadnought, giant brutal ship - Nomad!

    Earth, Ancora and Odysseus - three homelands for three factions and they are so different, but each is a home for billions of humans. And here are two of them in all their evil beauty:

    Each ship, and even each copy of that ship, regardless of the modules you insert into it, will have a separate progression. And it's obvious, that for leveling up you will need to get a certain amount of XP, received for different actions on the battlefield: capturing points, dealing damage, taking damage, etc. For unloсking new levels you will receive the following rewards:

    • Ability to paint your ship
    • Master skin for your ship
    • Ability to name your ship
    • Ship Tech level increase (Ship Tech level defines modules you can equip onto this ship. You can equip modules only of the same or lower Tech level).
    • Achievements (Once achievement system will be implemented).

  37. #37
    And another small update is incoming

    Key Bindings: Now you will be able to change key bindings the way you like it through the settings menu - for both quick matches and Discovery mode. To do it - simply click on the second column, press a key you want to assign and it's done.

    Information boxes:
    To let you get around and understand surroundings better, we added an ability to see information about objects in hexes. By left-clicking on a hex in space you will get a small window with a picture and a short description of all objects inside of it.

    Energy Core Module: Sometimes you don't have enough capacity to fit it the way you like. And this module will help you in resolving this issue - although it's huge enough (3x3), it still can work for you as a life-saving feature adding some capacity to your favourite ship.

    At the moment this module is available only through fleet progression in a single copy.

  38. #38
    I really like the solar system view.
    great work.

  39. #39
    Congrats on the great work. Just watching the ships in motion is mesmerizing.

    Free PBR Texture Maps for UE4

  40. #40
    Quote Originally Posted by gdguide View Post
    Congrats on the great work. Just watching the ships in motion is mesmerizing.
    Quote Originally Posted by sylvain_l View Post
    I really like the solar system view.
    great work.
    Thank you guys!

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