Hello everyone and welcome back.
Last Sunday we announced that the game was changing its name to Outscape! We started on the changeover right away and managed to get the bulk of it done this week. There’s still a few bits to do, such as releasing the new patch with the new name/logo changes…
Most of the team continued working on the game during the changeover. Which was lucky, because despite all of the team being excited about the new name, the actual process of changing names is many times less fun than actually working on the game 🙂
As mentioned in last week’s dev diary, this week we have a few more details about the changes on the way to share with you – so let’s get to it!
Let battle commence!
In the current galaxy a battle begins with the fleets positioned at the angles they were at the moment of interception. e.g. if the attacking fleet intercepts from the side, the defending fleet doesn’t begin turning to defend themselves until it’s too late and they are already being fired at (unless they have turrets or rockets)!
But does this make sense? Surely a fleet that can see an enemy about to intercept and with time to react would better prepare themselves for the start of a battle. That’s why this mechanic will be changed, and fleets will start a battle facing each other – but not always…
Of course, if the attacking fleet is cloaked and the defending fleet is blind to the pending threat, the battle will begin at angles based on the fleet’s trajectories. And the cloaked fleet will have a big tactical advantage going into the battle!
Whichever direction a fleet is attacked from – turrets and missiles will help counter any positional disadvantage.
Olzine powered modules
Another important change concerns special modules e.g. cloak detector, minesweeper and mine detector. Like the cloaking module, these modules will also require olzine to work.
However, they will not need to continue to consume olzine to function – only to initialize. But how long they can function for once started will depend on their tech level (there is no cooldown – the module can be reactivated again). The cloaking module will also work in this way moving forwards.
Corvettes and Special modules
We’ve had a lot of feedback in the past from players about the lack of a Corvette class. Therefore we’re replacing the Clipper class with Corvette class and making some adjustments to it to make it a better fit:
- Only one special module can be used per Corvette hull e.g. cloak detector, mine detector etc. Which will lead to more tactical decision making when forming fleets.
- A Corvette class ship can only activate its special module when it is designated flagship of the fleet (Corvette class will have a low flagship level). This is to prevent jack-of-all-trade fleets which have every possible capability reducing the need for strategic planning.
You can still have multiple ships equipped with different special modules in the same fleet. But you’re going to have to switch them up as flagship before activating their special modules. So only one function per fleet can be active at a time.
The Ripchee will have an additional Corvette class hull over the other civs – the Saber. Its flagship level will be much higher than other corvettes, so it will be possible to create very powerful fleets around it.
Coupling that with the ability to approach an enemy while cloaked will allow Ripchee to launch devastating ambushes against their enemies.
That’s it for today. Thank you all and see you next time. 🙂