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Stellar Insurgency Demo›Events›Major Update
Community

Major Update

Stellar Insurgency Demo · published 3 years ago

All eventsPlayers around this dateRead on Steam

Hey everyone, happy New Year! Just wanted to say a big thanks for all your awesome support.

Exciting developments are underway for Stellar Insurgency.

Over the past few months, I've dedicated myself to a significant upgrade, moving from the previous basic component system to a refined cell / grid-based design for ship components and implementing a damage system based on cells.

Overview

Each ship will boast a unique design, with the number of cells tailored to its size. For instance, capital ships will feature significantly more cells and a myriad of potential variations for component placement compared to smaller ships.

In this revamped system, reactors generate energy, while other ship components consume it. Every ship must possess one or more reactors to meet its energy requirements. Engines, vital for movement, find their place usually at the rear of the ship. Should the total energy consumption surpass the reactor's output, the ship's components will experience suboptimal functionality. Moreover, designated positions on the ship will be available for turret placement. Turrets can be installed on either the upper or lower levels of the ship.

Now, let's delve into the specific rules governing different weapon types.

  • Energy Weapons primary damage order: Shield damage > Armor damage > Component damage
    This aligns with the prevalent sci-fi concept where energy weapons prove effective against shields but exhibit diminishing effectiveness against armor and ship components.
  • Missiles primary damage order: Armor damage > Component damage > Shields damage
    Missiles, strategically effective against ship systems (components), introduce an additional layer of complexity. Their secondary impact on shields mirrors their explosive nature.
  • Ballistic Weapons primary damage order: Component damage + Cell penetrating damage > Shields damage > Armor damage
    Projectiles from ballistic weapons will have the ability to penetrate a ship's armor and inflict additional damage to its components.

Individualized Damage

Damage to each component is now directly linked to both its location within the ship and the direction of the incoming projectile, energy bolt, or missile. Once a damage threshold is surpassed, the affected component will either sub-function or malfunction until it is replaced or repaired.

Please note that the demo does not feature the new component design system. However, this system will be included in the official alpha release, expected by the end of 2024.

Wishing you all the best,

Tensorial

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