Hello everyone! Welcome to the 128th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic and Lordrex have continued to work on the code for the Capital Update, with major strides being made this week in combining the two systems. Juszl has continued work on a brand new map, with some beautiful shots. We also have a new page on the website, dedicated to clarifying what assets a faction can, and should build before applying. This week Idyllic was wrestling with the fighter spawning function. In our previous demos we've shown plenty of shots of Capital ship modifications and launching those ships, but for fighters, the code already existed to take a table of turret and ship data and spawn that ship in the game for everyone, so it didn't make much sense to redo all that work. But that did mean that the complicated structure of fighter spawning had to be worked out. Idyllic now has a hand-written map of the data structure required to pass to the spawn function, and was extremely close to spawning fighters with custom loadouts straight from his menu system, but wasn't quite able to get that done in time for the newsletter. But the good news is that the menu system was nearly entirely drag-and-drop to add to the Update, with only one line referencing a camera point having to be edited for it to work. We highly recommend coding in such a modular fashion to allow ease of transfer, if working in the original file isn't an option. With the menus, effect, turret models, and ship models transferred over, what remains is the process of changing the code over from using the old menu system and limited fighter spawning code, to use the new, much more functional and usable system. Juszl has continued his work on the map we showed shots of last week, by adding wrecks of Capital ships and more rocks, as well as work on the station that will be the focal point at the center of the map. We're happy to announce that the time has come for us to go public with our Faction Build List guide, available here, which goes over the various assets factions are encouraged to build prior to applying to become an Official RoVerse Faction. It's contents are divided into three color-coded categories based on when those assets will be implemented into the game - the first, orange colored categories are for the Capital Update and Dogfight. Fighters, Capitals, Turrets and Effects will all be implemented soon, and will have specific limits and dimensions available the soonest. The second category, colored green, will be implemented in the Freeroam Beta stage, where infrastructure and civilian craft will make their first appearance. The third category, colored blue, will be implemented at release or the Planet Expansion, which gives you quite some time to plan ahead, and gives us time to design gameplay for that field. These lists aren't nearly comprehensive, we plan on adding to them as we move forward, both with more categories as well as more detail to help you in building these assets. Feel free to suggest vehicles in the Discord, we're always looking for more faction ideas to support. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Will there be terraforming? A1: There currently aren't any plans for any dedicated terraforming system in the game, though there is the possibility for limited trench-digging or similar, if it's determined necessary. Q2: Will fighters be able to hover in place moving forward? A2: Yes. This is space we're talking about, let alone science fiction and in the far future. We're not making a physics simulator here, we're making a fun and fantastic combat and exploration game. If it's tactics you're worried about, I recommend practice. Hovering will be an important mechanic when it comes to docking at stations or outposts, as well as when landing on pads on a planet's surface. Q3: Will there be lootboxes? A3: No. At this point lootboxes are a tired and lazy mechanic to try and suck money out of players. Skins and aesthetic changes are the only outright purchasable items, and I think directly purchasing what you want is better than trusting a 'random' system. Q4: Will we be able to find rare ship blueprints in the wild? A4: Potentially. This could add an extra level of interest to exploration, as long as its properly executed in a reasonable way - no finding a high-tech stealth ship blueprint in an ancient cave. Q5: High-speed trains on planets? A5: Potentially, but not anytime soon. If faction colonies are developing to significant size and faster methods of transportation than roads and vehicles, we could add faster options like elevated light rail, or even heavy rail for transporting cargo quickly across planets. Q6: Specific scientific or salvage ships to look through wrecks? A6: Any ships should be able to access some loot from destroyed ships, from electronics scrap to cargo drops, but the idea of a specific ship to collect more resources from wrecks than your typical combat ship is intriguing. Q7: Will there be any rewards for early participation? Free ship? A7: While we won't be handing out any free ships to large groups of people, there is potential for rewards for active participation, like providing feedback or bug reporting. Q8: Any plans for holiday events? A8: As a few of you might have seen on our wiki, there are a few events already in the planning stages, like a cross-planet death rally, and the annual celebration of RoVerse's inception. More details on these events will come later. To note, no events will change gameplay in any way, to keep everything fair - your long-planned military campaign won't be tossed because of a critical element of the game changing. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 127th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Lordrex has made excellent progress on the Capital Update, implementing the leaderboard gui we talked about last week, as well as varieties for a bunch of different gamemodes. Idyllic began implementation of his Capital functionality and main menu revisions, as well as created the most recent system mockup. We also discuss the implications of the new Roblox feature - automatic LOD. Last week we showed you the original graphics mockup for the game-end leaderboard. This week, Lordrex has spent a good chunk of time turning it into a functional board - better layout for coding, columns for stats we want to track, list layouts for the actual lists of players, and hooking all that up to the gamemode system so it actually shows valid data at the end of a match. With that out of the way, he jumped over to the in-game displays for important gamemode information - for instance in the KOTH gamemode, you'll be able to see the current top players, compared to team gamemodes that show the two team's stats that you are familiar with from the dogfight. Speaking of the dogfight - there is a relative simplicity and ease-of-use that came from the way information was displayed on-screen. The two teams are clearly defined, and the information is well-labeled, though the team identifier needs some work. But just plain numbers simply don't cut it for every situation - it's hard to tell how far you've come if you're heading for a goal as in koth, or fighting off destruction as in tdm. To that end we've been working on adding in a system of percentage bars, that you're all well-acquainted with from all over Roblox, most prominently in ammo displays. So far lordrex has the coding done, but the presentation is being worked on. We'll be sticking to the center display for this information moving forward, rather than sliding it off to the side of the screen where you have to actively go looking for it, which pulls you out of battle and could lead to disaster. Idyllic spent time this week working directly on the Capital Update code, removing the intro animation for the fighter hangar that had become severely broken over time, instead laying the groundwork for combining the work he has completed over the past few months with the dogfight alpha file. This meant trading the full-scale hangar for the space-scale fighter hangar that supports showing the player their ship options at native scale, rather than requiring a set of scaled-up ships rigged with a special format, among other code changes to better support the new menu systems. He also got a chance to work on the system mockup - a few weeks ago we determined our boundaries were going to be right around +- 50,000 studs from the origin, before floating point rounding errors caused significant warble among ship parts when moving. Since this limit was recently expanded to this size, and it doesn't look like there are any plans to move that any further in the near future, we're intent on developing an at-scale mockup of the layout of a typical system, from planets to asteroid fields to jumpgates to stars. Speaking of stars, this new limit will require us to reduce the actual size of stars in systems, but not their visual size. There are plenty of tricks up our sleeves when it comes to creating mirages, from billboard guis to fancy coding, that will let stars feel enormous, without taking up a significant portion of the system they reside in - made possible by the fact that of the objects in systems, the stars are pretty much the only things you won't be able to interact with up close (well, you can try, but I wouldn't recommend it). Roblox recently released a feature that we've been testing for its viability in making RoVerse Systems even better - Dynamic CSG LOD, or Level Of Detail. This feature takes parts that have been made using CSG, and at a distance greater than 500 studs, generates a lower-resolution model so save on rendering power. This is of particular interest to us in an application to the asteroid fields that will fill the 220 star systems available in the galaxy. While it doesn't function quite as intended, since RoVerse is scaled down significantly, it may work best for our needs in combination with a chunk system - rather than outright remove asteroids at significant distance from the player, we could thin them out, with a few low-res versions taking the place of an entire field of full-res asteroids. It is important to note that as of this newsletter, this feature only applies to CSG and there is no word on any future support for meshes, so its applications so far are rather limited, but luckily our csg asteroids built with such care by Heromaster and Domeboybeene should work for any immediate testing. It's actually hard to tell if it's working or not, so that either means it's doing a really good job, or it doesn't work at all. We'll keep testing and let you know. It's the holiday season again, and on behalf of the entire RoVerse Development team I'd like to wish you all a Merry Christmas. We'd like to thank you all for sticking with us through thick and thin these past two years, and hope you'll stick around a bit longer as we keep pushing the boundaries of what's possible on Roblox, all to support a fantastic clan community that keeps us excited and optimistic about the future we're all building together. --Idyllic Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Will land vehicles have limited fuel? A1: Fuel is a feature we're still on the fence about throughout the game, but I will say this - if capital ships have fuel, expect ground vehicles to have fuel of some kind. Q2: Will you be able to build extremely large ships that can carry other ships inside them? A2: Definitely. If your ship has the hangar capacity, you can stuff it full of whatever ships you want - fighters, civilian craft, mining teams, even small capitals. Q3: In the capital alpha will there be a first-person view? A3: No. The views you've seen in the dogfight alpha and the newsletter previews are what you'll get. Care was taken in the design and coding of the camera and its relationship to the ship you're piloting, throwing in a cockpit surface view would only be disorienting. We found that a third person camera view was the best balance of visibility and control for piloting both fighters and capitals. Q4: Will RoVerse use FiB? A4: Of course! We waited a whole year in anticipation for it to be released and make our games look as epic as veds pictures made them look, it'd have to be extremely broken for us not to. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 126th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, we have continued work on Capital features from Idyllic, coding work from lordrex on gamemode and menu systems, Juszl has begun work on a new map for the Update, and skinny has progress work on a medium Capital turret. First up is the weapons work Skinny has been up to. We have here a double-barreled Plasma turret fitting into the medium turret category, comprised of 2 (two) single plasma turret barrels welded together, showing the adept engineering talents of the designers over at the Celestia Vega Defense Incorporated. Early progress this week involved defining the form of the turret, then going in and adding detail as needed. With results looking excellent. Earlier versions had neon loops at the ends, but they kicked the triangle count through the roof, so neon spikes have been substituted. Juszl has been hard at work on his studies, but also a new map for the Update. Featuring mysterious and alien rock formations, and a sinister environment, intrepid explorers and seasoned fleet commanders alike are cautioned against entering this field of battle, for within it lie the wrecks of countless precursors who have fallen before. Building a map for the Update isn't as straightforward as setting up a randomized asteroid generator, adding a few spawn points and calling it a day - real planning has to be involved to create an interesting map with variety and opportunity for unique engagements. Picture your favorite FPS map - there should be different paths to take, different heights to be at with opportunities for advantages and disadvantages based on your team tactics. In space we have a lot more degrees of freedom for players in combat, so to keep the map interesting special care needs to be taken. A feature that sets us apart from other games in the genre is the variety of scale in our ships - from the minuscule Excalibur to the behemoth Capulus, but that also leads to a problem - designing maps to work at different scales. A Capital ship may want a clear area with lots of large rocks and debris to maneuver around, but to a fighter a large empty space means being stranded if they get caught. This doesn't mean there won't be gulfs of space, just that we have to be careful with their placement. Lordrex has taken on the task up updating the dogfight alpha's ui elements that tie into the gamemodes we plan on adding, making UI mockups like the image below into functioning team lists and leaderboards. This is no easy task, though - these menus were designed by a visual artist, not a ui designer, and as such aren't properly set up to code right out of the box. But they are pretty sweet. Idyllic's work this week focused primarily on the systems that have been in development for the past few weeks, like shields and nameplates, and a few older features like lights and engine effects - rigging and adding them to the rest of the roster of ships we have awaiting the Capital Update. This is no small task, however, so he's been working on processes and automation to make the whole thing easier. Part of this task was rigging up a high-quality mesh created by skinny to test the triangle limits of the system, as a sort of impromptu-capital ship. This 400k tri, 56 meshpart ship functioned perfectly under normal conditions, casting a positive light on future ships having a quite substantial triangle count. The gif above shows the hitmarker system developed this week as an addition to the shields demoed last week, in it's most basic form. The effects will eventually be scaled to fit the size of the ship they're hitting, as well as consider the size of the projectile hitting them - a pea shooter wouldn't leave a mark on a battle tank. The images below are a selection of the ships that have been fully rigged and are ready for combat. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: How will managing stations work? A1: The idea is that a Faction leader assigns someone the role of stationmaster, who has access to all the controls involved in managing and operating a station - for an industrial station this would include setting prices to purchase ore from independent contractors, for a military station it would be managing fleet storage and access. These players would have access to the menu systems that allow all sorts of controls. Q2: Can faction devs have input on their ship stat style? A2: Faction-submitted ships will be able to be customized to faction specifications within reason - if your faction prefers meters of armor over advanced shield systems, we will buff your ship armor stats and debuff shield power. A faction has already requested such variations, talk to Idyllic if you have something else in mind. Q3: How does the inter-system drive that ships that can't fit in jump gates work. Is it like cynosural fields where there has to be a ship on the other side making a beacon? A3: Our current plans are nowhere near that complex - a large Capital would trigger the wormhole device, and it would connect with the nearest system in that direction. Vectors will be calculated to determine the exit point of these temporary rifts. Q4: Can you upgrade your FTL drive for more speed? A4: We don't plan on allowing this at the moment, as ftl is planned to be a really fast speed close to the max the server can handle us slinging players around at. I'd look for more useful modules to add first, like shield enhancers or repair bots. Q5: Can you upgrade turrets to be more powerful than usual? A5: This isn't currently planned. There are the different turret classes and mounts, and the variations between fixed, gimbal, and turret types, as well as faction asset custom stats, but other than that it will be a fair playing field. Q6: What would happen if an XXXL rammed an outpost? A6: Someone would get fired. Imagine going through the months to years of effort to construct the largest most devastating weapon in the galaxy, then destroying it by crashing it into a solid object. I highly recommend using the actual weapons we so helpfully provided on ships to attack things, not destroying yourself by running into an immovable object. Q7: Can Capitals dock with other Capitals? A7: No. Find a station or use a shuttlecraft to transfer personnel between ships. Q8: Can ships honk? A8: I just might put our best audio engineers to work on making that happen... Q9: How long does it take to get a ship rigged and ready? A9: Now that Idyllic has had plenty of practice, rigging a capital for flight is a matter of minutes, when the ships are set up nicely to let him work. Grouping attachment points for weapons together, engine particle emitters, and nameplate surfaces makes his job easier, as well as placing a center core for the ship and anchoring all the parts before submitting it. Q10: Will lunar mining be a thing? A10: There will be all sorts of mining possible, from using a mining ship in space armed with lasers that eat through rock, to landing on planetary bodies with a hand tool or heavy equipment to scour the surface for minerals - moons being no exception. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 125th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic has continued his work on Capital Ship functions, this week getting back on to the more important functions - ship stats and shield damage effects. Juszl has also completed the Industrial Station, and we have some cool pictures of it with ships to show off. First up is Idyllic, with his work on Capitals. Quite a while ago we demoed shield effects made by Ved around a UEE vessel that served as a proof-of-concept for using beams to wrap ships in mysterious energy barriers, and now it has finally come time to implement that feature, both by adding the shield model to all the ships we have rigged, as well as adding the code that deals with hit marking and flickering the shields when damage is taken. Now the biggest challenge of getting this feature to work was working with numbersequence values for transparency. The flexibility of beams that allows you to make cool things out of them, also makes coding them to change more complex, but not impossible. The result was a satisfying flicker when you get hit, an energy burst where you get hit, and a nice fluid recharge animation when the shields cycle into recharge mode. And all fully color- and texture- customizable, to make it easy for factions to have their own style. Next up is a look at Juszl's completed Industrial Station - home to cargo processing and refining to drive your faction's war efforts. Don't expect to be able to build ships just because you have a lot of credits in the bank - in this war-torn galaxy collecting and refining resources is king. Deploy these stations tactfully, at key locations for resource gathering expeditions, or risk your cargo lines being attacked by enemy forces. Measuring in at around 850 studs square horizontally, this station is bigger than most ships available - which is important, since construction of a station is a significant undertaking that you can't just rush into blindly. Huge amounts of resources to be collected and delivered to the construction site, as well as defense of the station while it's being built means it comes at significant cost. You won't be able to drop in and build a station in a war zone, you'll need a nice peaceful server that is well-guarded to construct them. Featuring lots of nooks and crannies for Fighters and even Capital ships to fly around. As well as large cargo docks and storage containers for holding the vast amounts of resources these stations can process. Here we see the station in comparison to the Dogfight Alpha map, nearly as large as the whole thing! Other work this week included a wrap-up of Skinny's work adding windows to his XXXL, with quite astonishing results. Goes to show what going the extra mile to add the little details to your work can do. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Can you attack stations or outposts while they're under construction? A1: Of course. To prevent people from flying into a hostile system and dropping a station blueprint in the middle of your territory and leaving you with no alternative, attacking structures under construction will be possible. They'll get the same buffs completed stations do during a Factions' off-hours, but you'll want to put extra effort into securing and protecting the defenseless structure while your civilian cargo crews deliver the resources. Q2: Will you be able to harvest gas and ice? From gas giants? A2: Gasses are on our list of resources we want to include, to add variety to your resource-collecting options, but ice hasn't yet come up. Perhaps it's just a solid resource collected into your cargo holds, or maybe we'll require special hyper-cold containers to store it for your journey. Q3: If you get stranded on a planet without a vehicle, will there be any options for you? A3: I would recommend carrying a beacon with you, maybe someone will fly by and you can hitch a ride with them. Other than that, you'll have to walk back to civilization, or find a cliff to leap from. Q4: What is the volume difference between fighters and capitals? A4: There's quite a jump from military fighter craft to capital ships, to prevent any confusion down the road. The Bolitho, for example, is about 2000 cubic studs, while fighters are right around 1-3. Capital ships are all big enough to have hangar space to hold fighters, so there has to be quite a big difference. Q5: Will FTL within systems let you crash into objects? A5: Ships won't be able to FTL within a certain distance of certain landmark zones in a system, like around jump gates, stations, or planets, and must travel to the edges to engage their warp drives. The space between these areas will be less dense, and have no structures, but there will still be asteroids out there to avoid. I recommend hiring a talented navigation's officer to help you plot courses that don't intersect with giant hunks of rock floating in the void, as that makes quite the mess. Q6: How does security work in the rookie zones? A6: Think of them as peaceful areas for new players to get their feet wet before diving into the chaos of battle that will be the RoVerse Galaxy. It will be, at a basic level, a tutorial for how to play the game, that gets new players interested and get them wanting more, which will require taking a step out of safety, but have great rewards if they do. Q7: If a rookie joins a faction, will they have to travel to that faction's territory? A7: One of the key features of the game is persistent location - you exist in a physical place that doesn't change. You leave the game on a planet's surface, you'll be there when you come back. You need to get to the other side of the galaxy? Better settle in for the trip, or find a transport ship heading that way. No teleporting billions of miles in an instant. Q8: Do Fighters use the same weapon types as Capitals? A8: Yep, same base classes, from laser to conventional to plasma to railgun, but most of the time with a gimbal setup instead of a full turret. Q9: Will ship explosions damage anything in the area? A9: Unlikely. If we did, explosions would have to be very small and very close to the ship that's exploding, but we like Ved's gigantic flares a bit too much to go changing that now. Try doing damage with your weapons first, and avoid exploding altogether. Q10: What are the biggest issues you are working on overcoming with the Capital Update? A10: Many of the issues we had to solve for the Capital Update came from the Dogfight Alpha. It was rushed to production really quickly, and as such wasn't really coded to support the features we wanted to add to it over time. A lot of time was spent fixing that code to work with game modes and interchangeable ships and switchable weapons. Once that got done, the next biggest task was creating the Capital flight and weapons systems, and making sure it could support all the features we want down the line out of the box. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 124th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic has continued working on feature sets for Capitals, knocking out a ship christening system, complete with ceremonial champagne bottle, and continued work on the intra-system warp system effects and code. A few newsletters back, we showed one of Sae's ships that featured quite prominently a nameplate designating that ship as the Bolitho-class ship the Athena. Since then, coding a feature to let everyone edit their ship's name live was on the checklist, and this week, between exams and construction projects, Idyllic found time to make it happen. Included in this project was the creation of a default format for nameplates, to be included on any ships wishing to have customizable names, consisting of a forward-out facing stud sized appropriately for any length of text that could fit on the side of the ship. Here on the Avenger, this is a 2x6 stud area, on both flanks of the vessel and below. It's important to face the gui the correct way, or your nameplate could end up upside down. Since the surfaceguis are parts on top of the ship, they function perfectly well with our ship skinning system, if you pick an appropriate color for contrast. We also recommend factions create naming conventions for their ships, to keep a consistent theme for fleet vessels - there is an opportunity for differentiating fleets by naming scheme, like a fleet of bird names, a fleet of prey species, etc. Be creative. Speaking of color picking - the nameplates will have access to the full range of colors provided by our handy color-picking wheel or hex value input. Why be limited to a selection of preset colors, when the full rainbow is out there waiting for you? And thanks to former dev Fractality, a Color3.fromHSV function is already available to make it easier on the coders. In continuation of his work last week on intra-system warping, Idyllic has added a few default effects to the mix, including the dust particles you know and love from fighters, at a touch bigger scale, as well as some energy waves cresting off the bow, as well as upgraded the code to be a bit more smooth of a transition from regular speed to hyper speed. These effects should be completely customizable per faction as long as they're in a similar format. If you plan on using attachments for your beams, have the host part in the same location as the ship's core so they're properly offset when attached. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Do fighters and ships need landing gear? A1: It is entirely possible for us to anchor ships in place when you land them, but if hovering doesn't fit your faction's theme, I'd recommend building in legs of some kind, either inbuilt into the shape of the ship so that it can land flat, or extendable pylons. Q2: Will landed fighters use VTOL? A2: Yes - we're in the future, of course we will. Trying to make functioning runways is just asking for trouble, and would probably only see minimal use next to a ubiquitous hovering takeoff and landing. Q3: How big can civilian ships get? Giant Cargo ship? A3: These ships are still in the planning phase, but if you want to build an absolutely ginormous cargo ship, we won't try and stop you. In reality, you'll have to balance the efficiency of cargo capacity with construction material requirements, to determine if a fleet of smaller ships is a better option, but we would like to see someone try. One of the wrecks in the dogfight alpha is a large cargo ship, I'd love to see one working. Q4: RoVerse rts? A4: While we aren't going to go change the style of the game at this point, there are aspects that may be similar to rts games. Faction commanders will have access to overview maps and troop movement monitors, that allow them to direct invasion and defensive forces like a top-down game would, but with real people and equipment being moved around. Q5: What ships does a faction need at minimum? A5: At a basic level, a fighter, a capital, and a mining ship, though there are defaults available, but we only recommend going that route if it fits your faction theme to do so. It won't look very good if you only put three ships worth of effort into it. Q6: Would you be able to ''steal'' a clan's uniform in an attempt to stealthily infiltrate an area? A6: While this would certainly be an interesting mechanic, we'd have to be sure to control it's use so it doesn't become common. Perhaps a rare drop from a civilian vessel or wreck. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! |
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |