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Update #23

Capital Ships, Shields, and How Hard is "Hardcore"?

5 comments

If you take on the role of a strike-fighter pilot your main targets will be "capital" ships and other high value military items. These ships can carry a variety of turreted weapons, from short-range Repeaters to medium-range missiles. The larger ones also may have long-range beam weapons (beam weapons haven't been fully coded yet). You'll need to know how to defend against each to complete your assigned task.

A fighter's shields are very good at protecting against short-range energy-based weapons, but offer little protection against blast damage from, say, missiles. Your armor and counter-measures will help with these, but there's only so much your armor can take, and there are weak points you need to be aware of. The most devastating to your ship though are beam weapons. Their prolonged attack can easily overpower a charged shield and eat through almost all types of armor, so you'll need to be careful not to stray into the path of one of these.

So, while you'll have protection, you'll need to know what you're going up against before the mission to know which defensive systems to have installed, and the best way to attack the target...

Flight sims are generally classed into two categories--"Survey" and "Hardcore." Survey sims typically represent a wide variety of planes with commonly modeled systems so you can easily jump from one plane to another. Hardcore sims generally model one or two planes in extreme detail (or add more over time, such as the DCS series) and are often as complicated in function as the real thing.

Rogue System's aim is to be a "Hardcore" sim in that each ship system is simulated in great detail. However, via the ship's computer (the SOI) I can allow options to offload lower level system control and management to it. This effectively changes the sim from "Hardcore" to "Survey." So, Rogue System's difficulty can be tailored to each player's taste. If you want total control, you can have it. If you want something in between, or just want to worry about flying, targeting and shooting, you can do that, too.

The idea is not to change the simulation, only how much the player is responsible for, to cater to varying tastes.

(NOTE: I re-posted this update using proper terminology after realizing an error I made this morning while typing the original, thus reminding me of a valuable lesson--fully wake up in the morning before trying to do an update :) )

Comments

    1. 8419_1049512814192_2814408_n.small

      Creator Mike Coopman on February 25, 2013

      Michael, i understand now why the maverick module will take a fair amount longer to complete then the Core module. Looking forward to it thou. . .And im allready starting to wonder what talented Community members would dream up. maybe replicas of knows SciFi ships, with full detail and working systems
      For example the Normandy or The battle star Galactica Mothership :D (dreaming is nice isnt it)

    2. Fb_profile_picture.small

      Creator Shawn Erickson on February 25, 2013

      I'm enjoying these little insights and frequent updates. It puts a smile on my face while I drink my morning coffee. I love the details. I can imagine detailed specs of how all the systems are interconnected and laid out throughout the ships. The space centric tactics that will be developed. Keep 'em coming.

    3. Mj_fbheadshot.small

      Creator Michael Juliano / DCI on February 25, 2013

      @Remi -- Yes. You can only edit for up to 30 minutes though, and I had JUST missed it. I try to only do one update a day to keep the email to a minimum. So I'm sorry there was a bit of excess today if anyone had an issue...

      @Mike -- That's why we can't do the Maverick Module right away. I want every ship to be similarly detail for the sim enthusiast, but for explorer/trader style play you'll want more than a couple ships to pick from to fly. All that art will take a focused effort to achieve on its own...

      The community will definitely help to fill out these numbers by adding their own content--that's the hope anyway.

    4. 8419_1049512814192_2814408_n.small

      Creator Mike Coopman on February 25, 2013

      so how would it work with the other modules? lets say the Maverick module. Same idea? for instance a couple of Ships but very detailed? I presume it would be then. Especially with the community added ships (looking at Rfactor ) Some are very detailed.

    5. Missing_small

      Creator Remi D. Finjord on February 25, 2013

      Remember you can edit updates on the Kickstarter page, though the already-sent emails will obviously not be updated. Re-posting works too though, but some people may prefer less emails.
      No worries though. :)

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