it's a been a while since we post a dev diary. The last one was on May of this year, for Leaders.
Since then, pre-orders have opened with Pre-Alpha 7, we did lots of gameplay and balance adjustments for Pre-Alpha 8 with the feedback we obtained from the community, and a major UI revamp was made for Pre-Alpha 9.
Now, we're currently very busy adding all the remaining systems in our road to Alpha. These major systems include: Ground Combat, bombardment, starbases, ship refit, espionage, race customization, more techs, more wonders, more weapons and system specials (ship modules), a new race, an in-game tutorial and events. After all of this is in the game we'll hit Alpha and we should be entering Steam Early Access soon after.
Today we'll be discussing two of these systems that are already implemented and currently undergoing internal playtesting in preparation for Pre-Alpha 10. And these systems are, as you probably already guessed by the title of this dev diary: Ground combat and Bombardment.
Ground combat and Bombardment
To invade a colony in ISG, the attacker must bring Assault Ships. Assault Ships can also be used to raid the colony, to try and capture the colony leader, steal a tech or bring down the shields.
To bombard the colony the attacker must bring starships equipped with bombs. The bombardment can be focused on the population, infrastructure, buildings or on military installations.
The player can choose between conventional bombardment or mass destruction. If mass destruction is used, the chances of destroying the targets are greater, collateral damage can happen and bomb fallout "pollution" will be applied with a production penalty in the planet until it is cleared out (bomb fallout reduces every turn).
The defender can have three types of planetary defense structures: planetary shields, garrisons and airspace support facilities. Planetary shields protect a colony from bombardment reducing the chances of a bomb drop hitting the target. Garrisons increase the defender's ground defense capabilities and can make planetary assaults more difficult. Airspace defense facilities add some ground defense value, reduce the chances of raids being successful and provide support to defending ships in orbit.
Certain technologies boost your Ground Combat Strength which are the indicators you can see below each race's portrait in the picture above. Better armor technology provides greater ground combat strength. There's also personal shields, power suit and a series of different rifles (e.g. Phasor Rifle) that also boost ground combat strength further.
When you feel you're ready, you can try and take the colony by pressing "Invade".
Then a cutscene plays out.
If you opt not to invade the colony, it will be under siege until you withdraw your forces, for which the colony will lose ground combat strength every turn, production will be halved and the colony will not receive cargo from asteroid exploitations.
If you don't bring assault ships or starships with bombs, you can simply blockade the colony, for which it will have a mild production penalty and will also not receive cargo from exploitations.
As said above, the ground combat and bombardment systems are already implemented and are currently being playtested internally before being available in the next public build, which will be PreAlpha 10. If you have any comments or suggestions you'd like to make please feel free to let us know in the comments below.
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Thank you all!
Interstellar Space: Genesis (formerly Project Space Sector) is a spiritual successor to Master of Orion 2, the turn-based space 4X strategy game from the 90's that we love so much. This will be a faithful successor, that is true in spirit to the series. A game for everyone who wants to have that “feeling” of Master of Orion 2, but also wants to experience something new and fresh, with all the complexity and depth of a big and complex 4X game. You can join the discussions here. Pre-Orders with instant access are available here. Thanks for your support!
We are Praxis Games, a young development studio devoted to making great strategy games with deep and complex gameplay for a diverse set of settings and themes. We strongly believe in good and solid gameplay first, community-driven development, product quality, transparency and extensive client support to keep our clients as satisfied as possible, so that we can keep making great games for them for a long time to come!
Regarding SpaceSector.com, we're currently not providing coverage to other space and sci-fi strategy games since we're currently developing our own game at the moment. In the meantime, we suggest that you look for other sites that have been doing, and are doing a great job covering space & sci-fi strategy games, and 4X games, like eXplorminate.net, SpaceGameJunkie.com and SpaceSimCentral.com for your news and reviews fix. You’ll be in good hands with these folks.
This post first appeared on Space Sector - Everything About Space And Sci-Fi Strategy Games. Turn-Based, Real-Time, 4X. Reviews, News, First Impressions, Previews, Interviews, Discussion And More., please read the originial post: here