Hello all! We're a little later than usual with this update as we've been working hard on the new teaser trailer. The original videos were more a proof of concept and didn't really represent actual gameplay (and totally lacked combat), so we've rectified this in our latest teaser. We're really excited to show you all, if you like the video please do let us know in the comments!
We'd also like to announce our partnership with Curse and Gamepedia, who will host the official Flagship Wiki. Gamepedia is home to some of the best-known gaming wikis; including titles such as Minecraft, Terraria and DayZ, so we're pretty excited to join their ranks. You can find the wiki at Flagship.gamepedia.com. It's brand new, but we'll be looking to populate with information it over the coming months.
Also, in case you missed them we've been trickling some new screenshots over the last few days.
Finally, we're sorry if you've asked us a question and we've kept you waiting, we do try to answer questions as they're asked, but it might take us a while if we're busy. We'd like once again to say thanks for all the positive comments and support, it's very much appreciated.
Brad & Matt
teaser is the right word for it i must have this game now
Oh sweet Jesus.
The sporadic screenshots and the occasional article have certainly piqued my interest and got my attention, but hot damn did that teaser video completely shatter my hype meter.
Congrats on pioneering the game that's going to make people smack their heads and say, "why the hell hasn't someone done this before?"
this is literally my main question, why has this not been done yet?
Are we going to be able to target weapons, engines, shields, etc? on individual ships? This looks amazing. Also do you guys plan on having mod support (probably a bit early to ask)?
Targeting systems will definitely be in, (you can actually see a rough version of it very briefly in the video). Mod support isn't likely in the short term unfortunately, but it's not off the table completely.
Han Solo reporting for duty...nice!!
this looks awesome, I now cant wait for a release
This look,s great. I have been following its progress since Captain Shack did a video on it and with every screen shot that I have seen since I have a feeling that this game is going to be something special. I will eagerly await a release.
Great work devs.
If those are pre-alpha assets than the finished product will be brutal.
What I like the most on this game is that real feeling of being a small drop in an ocean. Especially when that unidentified ship appeared. It was huge. BTW first thing that came to my mind when I saw the last battle was Wolf 359 massacre.
Excellent work done so far on this one!
This is actually one of only two games I'm really looking forward to.
I really like how when the capital ships die they crack in half and turn into derelicts. Will there be any interaction with these derelicts? Send teams over to salvage? Also are there any plans for escape pods for crew of enemy and friendly ships (including yourself)?
We're thinking there will be dedicated salvage ships that come in to collect the hulls, but we're still figuring out exactly how that will work. Escape pods are also likely, humans are a limited resource and losing too many could seriously affect your success in the game.
Will this game have modding supports?
Unfortunately it's unlikely at this stage, we're still looking into it though.
Mineminemineminemineminemine!!!
Looks fantastic. :D
Something I am curious about however, is the player's interaction with the wider galactic strategy/empire building components. What I mean is, the central table-like display used to control local fleet movements and navigation looks to be absolutely fantastic for that task, but it seems a bit small for the more complex and widespread uses associated with a galactic empire-building game.
For example, taking advantage of the resources you have captured to produce ships to join your fleet, browsing collected information on other planets and possible enemy installations to determine your next step, tracking both ally and enemy fleets throughout known space via reports from distant outposts... Elements all generally associated with the more traditional, 'demi-god view' RTS game, and are generally more focused on long-term planning then heat-of-battle tactics.
What kind of came to mind for me was something like stellar cartography in Star Trek: Generations and Voyager; large rooms and massive displays devoted entirely to the Galactic perspective.
Anyway, have you run into any difficulties balancing the amount of information you'd like to make available to the player against constraints as simple as display size?
(as a sort of side question, is it safe to assume that the galactic war will be one fought on several fronts? In other words, not only would winning a battle be important, but so would prioritizing where your fleet, and especially your flagship, is needed most?)
I'm worried that I'm starting to sound a little too nitpicky, so I'd like to say again that this looks like an absolutely fantastic game, and my only complaint is I can't get my hands on it right now. D: Why do you teeeease me sooo?!
Phew, quite a few questions there!
The map table is primarily used for the RTS combat, as well as the broad-strokes galactic management such as moving fleets and tracking battles across the galaxy. More complex tasks such as managing the economy and build queues etc. (stuff you wouldn't tend to do during a battle) will have dedicated consoles.
We are considering a sort of stellar cartography room, but it'd be a bonus thing really, the ideal situation is that everything can be handled from the bridge.
The war will be fought in multiple fronts, but we're going to balance that so the player never feels too out of control. Although the player will only have fine control over battles where the flagship is present, potentially you could sit in a nebula for the entire game and command your forces from a distance.
Hi Urban Logic i have been reading up on your game and it seems really cool! I love the look of what you are making and i think i have a suggestion!
Basically i've noticed that you are not only desining interfaces for the commanding of units but actually other things too such as movement and i know you are thinking of adding in fighter pilots too, but are unsure of how to implement them well i have an idea.
What if you don't start as the captain? But your start at the bottom, doing various jobs around the ships untill you become the rank of captain? It would very easily let you give the players a tutorial on each aspect of the ship and you could easily implement your fighter jet mode if you went ahead with it.
We've been thinking about something similar to this, though the player would likely start on the bridge as that is where all the primary gameplay takes place. Can't give away too much at this point. :)
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As I said before and will say again "I want this" I just wish I had it now.