From smaller to bigger: Frigate, Destroyer, Cruiser, Battleship, Titan and a "Doom Star" class of ship.Įach ship class will have a base cost and allow for a certain amount of space to be filled up with various components. There are six types of ships, or ship classes. Therefore, we propose a similar solution for the ship design as the one found in MoO2, now with a different and more appealing UI. Five buildable designs +1 (unlocked by tech) is where we stand, but we're open to increase the number a little bit (more default design slots or more unlocks) if we see that could work better as the playtesting moves forward. There will be five designs available to build with no constraints regarding ship classes (you can have 5 frigate designs if you want), just like in MoO2, but we'll allow for an extra design slot to become available later on after researching a mid-late game tech. So, we're going with a "less but more important ships" strategy. Regarding the number of available designs to build, one could think of going down the "unlimited number of designs allowed" path but we favored a more constrained approach, because that fits better with our vision to give more importance, and more character to the ships in our game. The basic concepts and mechanics were kept, now with just a few tweaks, twists and different looks. We believe ship design is one of the great and brilliant features of Master of Orion 2, so we saw no need in innovating much here. You can find all dev diaries and other news regarding the development here. In case you missed the announcement, Space Sector is developing a turn-based space 4X strategy game, which will be a spiritual successor to Master of Orion 2. StarDrive 2 lifts a page from Total War's book by having tactical space and ground battles that occur separately from the turn-based 4X layer, on which you do the usual mix of exploration, colonization, planetary development, and diplomatic negotiation.This week we propose to discuss our Ship Design solution for Project Space Sector! :) But these pieces don't all fit together equally well, and tend to get in one another’s way. At its very best, StarDrive is a space admiralty simulator. There are a lot of different things to take into account when designing your fleet: the power draw of your weapons and engines, the weight of your armor and equipment, the output of your engines, and the overall maneuverability of your ships. It's an enjoyable exercise in trade-offs and forecasting when I'm sitting there in the ship designer, I'm thinking about how the carrier I'm building is going to support the battleship I just designed, and how their protection from long-range missiles will rely on an electronic warfare cruiser I'm planning to design next. It's not just a case of slapping the latest and greatest technology onto the old templates (though you can easily exchange outmoded equipment if you need to). ![]() That's because StarDrive 2 cleverly offers you mutually exclusive research opportunities in groups of three. Once you've researched one technology from a trio, the other two are closed off to you, except through trade or conquest. That means that your rivals can have very different threat profiles that you need to take into account as you build your ships.
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