Thrust Vectoring System
Thrust vectoring systems are used by pilots who would rather have a maneuverable craft than a fast one, re-routing a portion of the ship’s sublight drives into its maneuvering thrusters.
Stats
Thrust: -12
Agility: +10
See? See? I’m blocking out stats for the ship upgrade. Gedan talked me into doing some pretty over-the-top stuff, so we’re going to be looking at things like a GUI for slotting in upgrades (and the ability to walk around your ship). For most ships, this will be easy. For the eventual capital ship, it will likely be “zoomed” out, sort of like the Nova.
Ship combat is going to be a laid-back affair for the most part. You’ll set your ideal range, assign your crew to their stations (if you wish to move them), and then perform any other special actions – like overloading a system, performing a special maneuver, or activating a gadget. If all goes well, you’ll probably just wind up smashing the “Proceed” button every round. If the fight is tough, you might find yourself doing a little bit more – turning off guns that are inaccurate at your current range to conserve capacitor, for example.
I look forward to sharing more with you as the system develops, but Gedan is going to have her hands super full with this stuff later. I’m going to make some more general ship upgrade modules (like Luxury Crew Quarters!), then review one of Gardeford’s submissions before bed.
P.S. Remember the Spoopy TiTSventure Savin wrote for last Halloween? It’s finally getting coded. Look forward to it this October!
Celise sketch originally by LazyDez and colored by Tisinrei.
https://www.youtube.com/watch?v=NMoeDM8POZk
this in space combat?
I hope so.
Lol XD
If there’s not a ‘Red Paint’ upgrade that makes your ship go faster, I’m going to be beyond mad.
No man, stripes. Stripes make everything go faster.
I think it was flames?
Oi oi, ya gits! All orks know dat red goez ta fastest!
RED PAINTJOB
Through some miracle that defies all laws of physics, this unassuming coat of red paint seems to increase the maximum thrust of your ship.
Stats
Thrust +3
Is it thrust, or “thrust?”
Now I’m not one of those smart people, but haven’t you been a game designer since you designed Unnamed Text Game?
*Throws a slow one across the middle of the plate*
Is ship combat going to be implemented before the addition of new attainable ships in the game, after, or will the two be rolled out at about the same time?
Samesies.
So is it going to a linear upgrade path? Or do we get a selection of different ships. Like, could we choose between a ship that has more weapons but less crew space or one that’s faster, or one that has more crew space, so on and so forth?
And can we name the ships we buy?
Very nice.
As for the ships themselves, given how expensive standard gear can be my worry is that outright purchases are likely to be WELL out of the price range of non-credit farming players, will that be mitigated by mini-quests(‘There’s a rumor that someone ran across what looked like a mostly working ship in the scrap piles but couldn’t get in, but they’re willing to sell the location to anyone willing to try…’), ‘Fixer-upper’ type ships that start out junkers but can be upgraded over time to be better than the base ship, or will the prices be lower for some other reason?
So just like buying a car you need a bit of cash to buy a decent Ship with good upgrades.
‘A bit’ might be understating it.
A quick check at the wiki puts a high-end personal shield at 10K or so, high grade melee/ranged weapon in the 13-15K or so range. If personal armaments cost that much it would follow that something like a /ship/ would be vastly more expensive, in the hundreds of thousands on the /low/ end for anything even remotely better than the starter ship.
While that may be pocket change to the players that have been farming credits via various tricks or just insane persistence, for a more ‘casual’ player such as myself that would be well out of range, hence my wondering about pricing and/or acquisition through other means.
I’m perfectly fine with basically credit-sink options in the game, insanely expensive ships with perhaps some unique perks to ‘reward’ players that have millions in the bank due to massive amounts of playtime, it would just suck if people that didn’t play that much lacked some decent ship upgrade options as well due to the various options being crazy expensive.
I’ve always thought that one way to get at least one better ship was to acquire Gianna as a shipmate/lover and get her ship at the same time. I can’t remember who it was that thought that gating a ship behind a character was a bad idea, since it was sometime last year, I think.
Hey there…
I’ve been playing your games back since when CoC was still the Untitled Text Game.
You’ve come a looong way, Fenoxo & gang…
…I’m rather surprised that you have not only survived, prospered, and exelled.., you have also (in a way to this day, I’m still surprised) sated time and again my dreams of having a journey to beat evil and getting laid & paid to do so…
Also you have yet again blown my mind with the installment of TiTS.
You are working on a flight/space-combat patch to the game, which I am rather curious to how it will work out. Including with the (to this day) turn-based combat everything has so far been like.
I’ll get to the point of what I’m saying: each time I hear you doing such updates in new planets or dealing with going to modify the ship, I am wondering how it will turn out. I’ve been playing a game over on Steam called Endless Sky http://store.steampowered.com/app/404410/ and I kept dreaming that both E.S. and TiTS would meld and how it would be like.
TiTS has great interplanetary interactions but just no space-based combat (granted I only have played though it as recent as 5-7 months back and I could’ve missed anything added still) and E.S. actually has a admirable and fun battle system in space, but on planets there is just supply trades, mission selection, parts/ship purchasing, banking/crew hiring, and MAYBE a random event.., but no real interactions other then to progress a storyline.
If you’re still following along on what I’m saying, you may understand what I’m meaning. You’re working on your own thing, so I’ll wait for your results and will appreciate what happens regardless, though I wanted to get that off my mind ’cause I don’t really have people I interact with to share such things (that are also into… ‘this’). XD
Also, someone mind telling me wtf is my avatar pic?
…it’s… unnerving…
I can easily guess the other animal ones, just this one I can’t wrap my mind around what it could be and it’s being a bit frustrating that I can’t comprehend what it is.
Praying mantis head. You can see the mouth and bits of its eyes in the corners.
A Boy of Silence hanging from the ceiling
Upside down Frankenstein’s monster.
And then cock-to-cock combat, right? Space Frot Simulator!
So what sort of ship classes are currently planned aside from what we know of?
I mean, I like having super large capital ships performing Battleship or Carrier roles, but will that be the only end goal for the ships?
I was thinking we would get high-tier end-game ships like frigates, destroyers, cruisers, etc.
Capital ships are going to be very late-game tech.
Most ships you get will be more Millennium Falcon/Serenity/Talon Rogue-tier.
Ah, good. I sometimes prefer smaller types of ships over the larger ones.
Maybe we can have a personal space station where we can dock all of the ships we own, and act as a customizable “Home Base” with dedicated facilities for storage, business, and pleasure.
Umm, that’s what the hangar at Tavros is for.
I really hope that we get some cool upgrades/combat with this. If you’re old timey enough, you’ve played games like FreeSpace 1 & 2, or the more recent Dark Star and Elite Dangerous games. I hope that the expansion into this area can catch a little of the spark from those. TiTS Already has some decent flesh to it, so if it gives us a new expanding member I’m down for the dirty deed.
Also, let’s not forget to make a place for Hand so, She’s been trapped in that data bead for a very long time 😛
Expanding member… deliberate double entendre?
I’m a little bit worried about how the crew quarters will play out when you implement it. For those of us who have their ships currently jam packed with followers are we going to lose them when put this stuff in or are we going to get a free ship that can hold everyone right off the bat?
You’ll have to tell some of them to wait off the ship before you can take off.
They immediately get vented into space via the airlock when you take off and you get arrested for Space Murder.
[looks at the votes]
huh… 606 for ship combat n travel…1184 for nursery and the chance to see my queen of the deep babehs….
yeah… tots excited…. woooo……
The nursery’s already well under way.
This. Nursery will be done before Space Shit.
Just a bit of Aerospace nerdery here….. but uh…. almost any design for a space-capable thruster would have to be gimballed or have some other form of thrust-vectoring… to uh… actually work (make you go in a desired direction in any kind of burn/thrust). I don’t imagine maneuvering thrusters could possibly be of any real use at speeds required for timely space travel.
That flavor text should read:
“Thrust vectoring: For space pilots who would rather have a maneuverable craft than an uncontrollable ballistic projectile.”
Yeah…. I’m a big nerd.
that and unless you had a rather odd design you wouldn’t have your thrust drop by a large amount unless you decide you hate your main engine. Also in space since thrust doesn’t dictate your max speed it’s a fairly useless stat, and any RCS system you had could also be used to accelerate as any KSP player could tell you. Hell in combat shifting your position is much more useful than going fast since that will generate a miss and it would also let you shift your main engine much faster than another craft.
We Ace Combat now?
Honestly, the thing I’m looking forward to most about this is ship upgrades/new ships (and finally interacting with Hand So). Hopefully there’ll be a way to increase the storage limit as well.
New Ships will have different sized holds. There are plans for a storage room upgrade as well (and maybe options to upgrade a specific category by a lot instead of all of them by a little).
Do you have an idea on the price range for these ships?
While the page was loading, Thrust Vectoring System briefly looked as if it was the caption for that picture of Celise.
By crew you meant ordinary crew besides your followers? I can see the need when using a larger ship, but not smaller ships. Actually, regarding ship battles, would it not be better for the main ship to be kind of like a carrier and separate the battle mechanics from main ship design? I foresee many difficult trade-offs otherwise like choosing to between a fully equipped dungeon for all sorts of plays, or another power source for more weapons or bigger engines, or a smaller more maneuverable ship where it would not fit, etc.
By the way, customizing this crew will be tough, notably regarding their personality, I mean, will they be mercenaries, professionals, regular military personal or friends the player can trust? There are lots of constraints like upkeep (food, equipment, quarters, air), effectiveness regarding each aspect like combat, maintenance, trustworthiness (how likely they are to betray the player), navigation/intelligence and livelihood (fetishes). Could the player, for instance, add some some requirements like being or nor of some race, origin (kind of nationality), sex, etc?
I feel like you’re talking about a different game here mate.
Followers == Crew
Good.
For ships if you want ideas for rooms and balancing you could look at StarDust CYOA (https://1d4chan.org/wiki/StarDustCYOA). It has a pretty nice selection of weapons and rooms. Something similar would be nice in TiTS. For example the room system. A weight class of ship would have a specific number of slots for rooms and weapons. You could put a extra crew quarter increasing your followers limit or an extra storage bay giving you more storage space or even a secure cargo bay opening special missions to transport packages between planets that would be really attractive to pirates. Or if you add quests that require transporting cargo a lack of a secure storage could cause the transported cargo to break out (your client was smuggling tentacle beast eggs in his/her cargo) and rape your crew in addition to failing the delivery:).
I’m also waiting impatiently for capital ships. My pack rat genes always cry out in pain when I have to sell something unique due to lack of storage space.
The newest version of Star Dust I found 2.0.3 is here http://imgur.com/gallery/MeOEM
Walking around in my own Capital class ship is what gets me fully erect.
I feel like the old Casstech is gunship sized, which leaves little room for fully extended dongers.
All jokes aside, I’m fairly hyped for this feature, and I’m glad Gedan convinced you to go balls-to-the-wall on it. Walking around in my ships on Star Citizen is 90% of why I even play the game, and I feel like you’ll have some great fluff for ship appearances that I can’t wait to read. (Typing that makes me wonder if you’ll come up with something like the appearances button, but for ships! That’d be cool I think. But I do realize it’d be more involved to code than static ship descriptions.)
ehhhh, I think you ought to look up what thrust vectoring is in current rocketry before you go throwing the term around. Now, diverting some of the main engine power to the reaction control systems would make more sense, as the RCS would be responsible for making the ship more maneuverable.
Just to throw that out there. I mean, after all, might as well be right about it since it seems like it’ll be such a large part of the (non-sexy times) game, even if the explanation and perk with only be viewed once during selection.
But hell, it’s your game. Do what you want.