by Perihelion Interactive LLC
Can you guys give us an approx. percentage of completion as of now, and an estimated release date?
@Lars Andersson - it looks like they are working pretty hard on building a complete game, updating us nearly every month, and not skimping on the final product. Would you rather get an inferior rushed product sooner, or wait for a complete experience? It would be one thing if they weren't giving us any info or updates, but clearly they are doing their best to get this out in a reasonable time frame. People like you, who "worry" and rush developers are what cause rushed, shitty products. Be patient and be quiet you moron.
On Alpha/Beta - this announced as delayed in update #51:
There hasn't been a revised alpha/beta date since.
Will we get the sheet music for the main theme?
Any news on Alpha or Beta Play? Final launch date? It seems to be running very late with little explanation as to why? Looks like the game I have always wanted to play but am worried when that will be?
Cool that this is still gaining momentum, but it is also kinda late. By kinda I mean really. Perhaps I missed a previous update but is there some point in time when this might be complete?
Still amazing updates with outstanding-looking design decisions. I really hope this game can be as good as you bright fellas are clearly envisioning. Kudos to you for taking the time for the detailed updates. The most information I've gotten on a KS project since Star Citizen, and they have many times your budget with a dedicated staff to talk about it! Great job, Peri.
I was curious what kind of warship the IFTL would field, so I did some research on irl escort ships. Apparently, they differ from frigates and destroyers in that they are not built for speed nor are they armed to destroy heavy warships (with torpedoes).
Escorts are cheaper to make and maintain, only marginally faster than the freighters they escort, are equipped for detection (anti-air, anti-submarine) and are armed against what it's likely to detect (aircraft, motorboats, submarines).
Historically speaking, pirates thrive where there are weak governments, poor and/or disenfranchised people and the skill to handle ships. Examples might be the Vikings vs English kings, the Wako vs Ming Dynasty or Privateers in the Caribbean.
War is pretty self-explanatory. Low Security is typically a symptom of corruption and political infighting. Funding gets cut from "non-essential" assets like law enforcement or is co-opted as a tool against political enemies.
If left unchecked, the pirates gather in greater numbers and organization, forming their own "free ports" and mini-states like the Danelaw.
Keep up the good work guys, looking great! Merry Xmas all!
This is the update for which I have been waiting. Looks and sounds fantastic. And what you wrote was ohhhh so promising.
Questions re: modding - because you are using 3rd party AI, will there be hooks so that we can create unique factions and have them play differently than the major factions in Canon history? Can modders change or add to the major storyline, triggers, decision trees, and all? (e.g. could someone decides that they enjoy the Expanse, so they are going to add crazy precursor tech that is discoverable, and if (and only if) discovered creates cascading political ramifications for each of the factions?)
The freighter convoy thing reminded me of something from David Gerrold's "Star Wolf" series, namely that while Star Wars makes space combat look like a WW2 dogfight and Star Trek makes it look like futuristic "broadsides" combat of the 1700s, the best guess to the reality of space combat would be comparing it to submarine warfare.
Consider the vast distances involved, the implications of FTL propulsion, the sheer power of even 20th century weapons compared in overmatch to the meager defenses, and then figure how much computer power would be needed to even make it run. The human element would thus be reduced to decision making, tactics, intuition, or freeze-dried jerky.
I mention this because grouping convoys and assigning escorts is exactly how the Allied powers responded to the U-Boat menace back in WW2. A space pirate would have to play a game exactly like that of a submariner: Slowly stalking their prey while trying to remain invisible, hoping to close quickly enough to board and/or cripple their target before it can scoot off to FTL speeds. Looting would have to be done quickly before reinforcements could show up. Afterward they'd have to go passive-sensors and low-emissions to slink away undetected into the void.
Point being, it wouldn't be cut-throats with flashing lasers rolling in like something out of a Mad Max film. Pirate attacks would have be well-planned precision operations. Having a few guys taking payroll under the table back at merchant HQ wouldn't hurt to gain the precious intel advantage, either.
Great work Peri! Love the detailed updates with in-depth looks into the development process, including the game design and technical parts! Can't wait to get my hands on an Alpha-something-release when it's out at some point!
This is making me curious about how the AI of other Great Captains will work.
Another request for main theme lyrics! Learning Russian, this would be fun to sing.
Another fantastic and detailed update.
The music sounds great, I'm really enjoying the variety in ships and armours as well as the art style in general. It seems like there have been quite a many intelligent decisions made with all of these. While I don't personally love all of the ship and armour designs, what I do like is that they are all quite distinctive, pretty appropriate to their factions, and varied enough that I'd guess most folks will have obvious most and least favourite factions/sets, which is probably about as good as it gets in terms of good game design.
I'm loving these regular and detailed updates and am tremendously encouraged by the great progress by what seems to be a strong, well functioning, and very skilled team.
Keep up the good work, I'm looking forward to the next update! :)
@Quickboots The implication of the update is that other factions can buy any type of IFTL freighter they want. The other factions won't have faction specific freighters of their own, and would use their own warship classes as escorts.
Wishing to play a demo of the game in 1Q 2016. Or Alpha version of the game.
" IFTL ship roster which is a bit different from the other factions"
"they may be rebuilt or enlarged by combining multiple midship sections. By chain multiple midship sections together it is possible to construct freighters with additional cargo capacity or purpose-built freighters which can fulfil two roles"
Does this mean that the other factions will not have the same option when it comes to their freighters and escort craft?
I loooooove the Osmani armor!!!
What is the current projected release date for the beta?
This project is heading in the right direction and looking great! Merry Christmas everyone!
Can we please have the lyrics for the choir part you posted? I think I understand Russian quite a bit, but I hardly could make anything out. Thanks in advance!
Thank you for the update. I am really looking forward to the eventual release. Wishing the team the very best for Christmas and the new year.
This update provides the biggest insights into the game to date! The design section talking about tags and events and then to hear those discussed in the context of the IFTL is going to make for a pretty awesome game. A universe that coherently changes during the game with real competitors in the Great Captains that may not be adversaries and the very serious ability for you to have a major affect through your consistent actions on the whole deal.
Could you release the soundtrack lyrics, please? Sounds majestic, but a bit difficult to understand.
"We hope this update has given you a good picture of where we are in production..." Absolutely, you did *not* (unless I missed it somewhere in all that text). Your post was all what and no when. Also no how much done vs. yet to be done.
Ill just say what i have been saying since you announced you got a publisher. I'm just happy it is being made and will be completed, I trust you guys to make the best game you can make and complete it
Looks really nice, thank you for the update. :D
Very exciting (as always)! Thanks!
Looking at the different GUI styles... Are those going to change depending on what faction you're with? Could at least be a fun possibility to let modders play with, changing UI themes based on scripting.
Social animations, looking forward to see the end result there.
Being able to control progression through the chapters is very welcome. That + sandbox makes me think about Freelancer a little, lots of flaws in that game but that was a nice feature.