Hello everyone! Welcome to the fourteenth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! Every passing day we're returning back to our full level of activity and this week has been a very especially noteworthy with many of our developers returning to nearly full activity. This includes our ship scripter which means the Dogfight Alpha will be nearing public release within the next couple of weeks! HeroMaster has completed yet another ship to add to the lineup for the upcoming Dogfight Alpha. This one is a light fighter but one of the most heavily armoured and packs a big punch for its class, however due to the added mass of its thick hull, it suffers from slow agility. This makes it a poor turn fighter but very deadly in a joust where it can bring all of its forward-firing guns to bear. Some of you may have caught our build stream yesterday, where Galbotrix was working on one of our latest guns for the neutral civilian armaments. We were the top ROBLOX stream for the duration of the broadcast with viewer count peaking at 30+, but if you happened to miss it you can check out the recorded video at https://www.twitch.tv/roverse_official or take a look at the end result here: Lots of tweaking finalization to the Industrial and Corporate outpost aesthetics, here's a shot of one of the sections ArcticCitadel made: We're continuing to constantly add to our pool of environment assets as well as drawing up images to represent each when they are in the distant horizon, so the physical models don't have to be loaded until they're close enough. Each week we'll be compiling a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there's something you'd like to ask about RoVerse: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Q1: What are the dynamics of combat in space? Will there be different types of damage and defenses to counter each one? (Ex. plasma, laser, kinetic, etc.) A1: Absolutely, there will be many different forms of weaponry such as missiles, torpedoes, seeker mines and kinetic ballistic guns which does most damage against hull. Then there's pulse cannons, laser blasters and beam railguns which do most damage against shields. There are different types of shielding which better reflect damage from certain types of weaponry so versatility and a mix of damage types are important when outfitting your ship. There's also the importance of ensuring your ship has a good countermeasure dropper for deploying flares to stop any missiles from getting a solid lock on you. Q2: Will we be able to chose our planet? In the way of where it is, or what scenery/nature it has? A2: When it comes to a clan's starting homeworld system, it will always be random however the credits the clan earns from the homeworld system will be the same amount for all new clans in order to have a fair start. Q3: Will clans be able to submit their own ships and such for their armada? A3: Of course! When clans first apply to join RoVerse as an official faction they will need to supply designs for their starting ships, stations and equipment in order to remain culturally identifiable and feel like they accurately represented for their roleplay. Q4: How will alliances work? A4: Clan leaders will control their clan through the Commander mode of the galactic map, we talked a bit about this in last week's newsletter if you haven't hard of it before. In this mode, the clan's Commanders will be able to access expansion of their territories, construction of structures, research of technology and diplomacy with neighbouring clans. The diplomacy options will allow Commanders to declare war, request peace, or offer alliances to any clan with territory that neighbours their own. When clans are in an alliance they are able to help each other in war engagements, they also sell goods at lower prices to players in the allied clans, meaning their economies also grow together. These reasons are why alliances in RoVerse are very important and can be very beneficial but also harmful to a clan if they become reliant on an alliance and then lose it, or ally a clan that could be a burden. Q5: If let's say my faction joins the RoVerse game and we have a name for our homeworld would you be able to change the system's name to fit our lore? I really want my war clan to be a part of RoVerse. A5: Definitely, in fact *all* locations of RoVerse will be nameable and these names will be seen on the system and galactic maps for all players. When RoVerse first begins, the players who first discover locations will be able to name them like real life explorers who discover new lands. However once a faction owns that territory, they will be able to rename the locations to what they desire for a very small fee. All names will go through a scripted in-game system where a team of moderators will approve or deny names before they are automatically assigned to become the new names of those locations. Q6: First of all I see that your wanting to make foot combat, does this mean that you will also have ground vehicles? Or that clans would be able to have pilots in the air protecting their troops on the ground? I'm also wondering if you've ever considered having ocean planets/worlds. A6: Yes indeed, there will be ground vehicles of numerous types - jeeps, APCs, tanks etc. Air support for troops on the ground will be very important however anti-air defences will be a key aspect of planetary invasions which only ground forces can take out. Q7: What would happen if, through genius coordination and blitzkrieg, a faction somehow managed to take over most of RoVerse's star systems (most of the map)? Would the admins override it? Would they be allowed to do that in the first place? A7: It would take a *very* long time and an extremely large pool of active and skilled players with expensive warships to gain control of even half the RoVerse galaxy. Though it is unlikely, it is still very much possible for one single powerful empire to take over the entire galaxy and 'win' the game if total conquest was the goal of that clan. However whenever a clan loses all of its star systems, it undergoes a dead/defeated period of roughly a month (subject to change) where all of its members are stranded on the last planet the lost with no ships, forced to live as a primitive people until the dead period is over. At that point their Commanders will get the option to 'resurface' as a space-faring civilization again and be given a random planet to become their new homeworld system just like a newly joined clan (this star system will be randomly selected and will be a currently unoccupied one if any are available). Now, when a single empire controls all of the star systems in the galaxy at the same time, a total conquest victory time period will begin that will last at least 2 months (subject to change) where no clans will be able to resurface. Once this time period has concluded, *every* dead faction in the galaxy will be simultaneously given the option to resurface and a galaxy-wide uprising will commence to overthrow the rule of the dominant empire. It is this civil war that will decide whether or not the conquering empire gets to continue their reign of tyranny over galaxy or if the civilizations of species across the galaxy will gain their independence and freedom from the empire's rule. This concludes this week's newsletter, we look forward to bringing you more news of our progress next week, see you out in the black!
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |