by Perihelion Interactive LLC
Like the user James, I am curious as to how long it takes for the pledge-tier to be upgraded. Already sent a couple messages here as outlined in the last update.
I'm curious how long we should expect upgrading to take? Had some extra holiday money I decided to invest, and I sent a message here on Kickstarter. No rush, just curious.
@Peri Brilliant work! I just love the level of detail in these updates. I second what backer Jean-Luc Picard commented "Every update is like a mini-christmas in itself". Lots and lots of info and details to "unwrap" and dig into like a child on Christmas morning.
Also, I have to say that I'm quite impressed with how well thought through the Mandate features seem to be, even the minor ones. I seems like you guys are working through every aspect of the game with a keen eye on "how will this element/feature add to fun/depth/replay-value of The Mandate". Love it!
I'm really looking forward to further updates. And I see that I need to start working on to fill inn for my pledge tier in order to match up to the quality of The Mandate lore/theme :-)
The Arkwright SS isn't bad looking, but when I read the design notes, I expected to see an aesthetic along the lines of Minmatar from EVE or Adeptus Mechanicus from WH40K. Not enough wear on the components and definitely not enough external reinforcement.
Dear peri, don't forget it's capital not capitol ^^ you have this typo present in almost all your documents ( last I've seen it is on the starbase design pdf). Might want to send a global memo about capital and hangar.
Thanks for the update looking great!
I'm really enjoying these long, detailed updates. They give so much insight into the design process, e.g. the problem of 'scaling up' encounters on larger ships. And I must say that the designs are looking great so far.
Animation's definitely looking better!
One quick question: is it going to be possible to set some fireteams up with heavy weapons? Such as, for example, setting up a heavy machine gun (or futuristic equivalent thereof) at a chokepoint, thereby providing an additional challenge to an attacker (or even a defender, if you're a particularly clever attacker)? I would also imagine that heavy weapons like that would be pretty useful on away missions, if they were included.
Might you consider ladders as additional points of infiltration or traversal between decks? Something the ship's owner can lock down in the event of boarding and the invaders can cut their way up/down if they cant reach the guard room to disable the lockdown? Same deal with staircases.
+1 to Naoskev comments.
Looking at the floor plan, life support machinery do seem to be missing or it is the "BDC room"?
Is the crews escape capsule part of the wall for look?
Is the an officer mess the "Gallery room"?
As in space movies and tv show the "shuttle bay" should have air lock too.
Possible to have 2 types of airlock, small one and normal big one?
Wow !! I'm always so amazed & fascinated by your updates. Keep up the excellent job you're doing : )
I was asking more about airlocks on the main deck. Also, I don't see anyplace for the life support machinery. As a boarder, if I don't want a ship, I might just send some marines there and blow it up. Without a lot of spares, that ship is effectively dead.
Every Mandate update is like a mini-Christmass.
I have some comments about the deck plans:
- only one crew lift seems to be a single point of failure
- access to the bridge should maybe be protected by blast doors (or put the gard room in the way)
- the destroyer should have more than two shuttles
- in the destroyer, maybe the two generators should be in separate part of the ship
- the frigate should have a backup generator
And some questions :
- is there any escape crew capsule (or emergency shuttle) ?
- is there an officer mess ?
- is there a commodore room (for managing the fleet, not the ship) ?
@Veevoir: Yes, space combat is "slow" and majestic. Boarding combat will have a higher pace.
@Ken Mencher: Not all details are represented on the deck plans. Also, remember that the deck plans only show the rooms but not the actual consoles. Each room can host several consoles and each console will have some impact on systems/operations on your ship.
This game is going to be AWESOME!! Also away missions? Didn't know we were going to have those too, NICE!
Away Team Missions? Cool :D
I was wondering about the flow of boarding combat vs space combat. Both operations take place simultaneously and with deck plans this size - how will it be balanced so we can board a ship and take it over *before* either it will get blown up or our ship will get blown up in space combat? Especially that multitasking has it's limits ;)
Will space combat be a "slow" slugfest compared to boarding actions or is there another system in mind?
Why are there no locks on the Main Deck? One would think that even on a warship you're going to want to have easy access to all decks from the exterior for maintenance/service/upgrades....
I'd hate to have to be the engineer upgrading the sensors and having to drag everything up from the cargo hold...
So many engineers forget about maintenance. Also, where's life support?
And are ventilation shafts passable by small troops/drones/droids?
Nice update, always good to learn more. (c: