Experience the thrill of being part of a bridge crew on a spaceship with up to four other players in cooperative (player ships vs AI ships) and adversarial (player ships vs player ships) missions.
Player Roles
Each player takes on one or more roles on a ship. There are five roles (Helm, Tactical, Science/Comms, Engineering, and Captain), each designed to be easy to pick up but have depth and variety for more advanced players.

Helm pilots the ship in fully realised 3D space, performing evasive manoeuvres to reduce the coverage and accuracy of enemy weapons while keeping targets within the firing arcs of their own turrets and torpedo launchers. Helm also uses a combination of fancy flying and counter measures to escape torpedoes, which are some of the most devastating weapons in UNION.

Tactical utilises the ship's armaments to disable and/or destroy their targets. In order to do this most effectively Tactical can monitor the heat output and integrity of key systems on enemy ships/structures, firing on those which will give the greatest effect (hitting systems with a high heat output and low integrity can create power surges which affect other connected systems). The choice of weapons used in any situation is very important as each has different effects and penetration on shields, hulls and systems.

Science/Comms uses a combination of sensors, scans and probes to provide information to the crew, increase the accuracy of weapon locks, show detailed information on targets, and discover enemy shield frequencies. Science/Comms also communicates with other ships and structures, allowing for the purchasing of information and assistance from allies/neutrals or the surrender of enemies. Comms actions cost Renown which is earned from success in combat and missions.

Engineering is the beating heart of the ship, keeping systems operational and boosting their performance by re-routing power from other systems. Performance has to be balanced with heat output and system integrity. Low integrity and high heat output makes a system unstable, potentially leading to energy surges which can travel through connections to the power core and other connected systems on the ship. These energy surges can cause damage, temporary loss of functionality or system destruction. Decreasing overall heat output reduces the ship's "energy signature", making the ship harder to detect and weapon locks on the ship less accurate.

The Captain role is a hands off one, which can be on taken on it's own or shared with one or more of the roles above. It is the Captain's job to coordinate the other roles, making key decisions with their help. The team dynamics are defined by the players, so the Captain may not be necessary in some situations.
These are core features which will be included in UNION at launch.
  • Command a spaceship with up to four people in different roles (Captain, Helm, Tactical, Engineering and Science/Comms). Work together to survive and conquer in hostile space. Develop your own tactics and team dynamics.
  • Deep emergent gameplay; each role on the ship is designed to be easy to pick up but also provide a lot of depth for repeated play.
  • Fully simulated; all systems, from physics to power and heat, are simulated in an integrated environment.
  • Fully realised 3D space with physics (velocity and momentum).
  • Cooperative (player ships vs AI ships) and adversarial (player ships vs player ships) missions.
  • Optimised networking designed to be played over the internet.
  • A focus on mod-ability, opening up as much as possible to customisation. This includes creating your own spaceships, weapons and missions.


These are features which we intend to add to UNION post launch (for free).
  • Dynamic campaign; a large cooperative campaign map where missions are generated dynamically while you play.
  • Singleplayer/bots; allow an AI to control one or more stations on your ship. You will be able to issue simple orders to the AI via a UI or take over the a role whenever you want finer control.
At present we plan to have UNION in English, French, German, and Polish. If your language is not listed please leave a comment requesting that it be included. We will support as many languages as we possibly can.
We want to help create a great community around UNION and would love to hear your comments and suggestions. We really can't wait to share UNION with you.
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Blog RSS Feed Post news Report abuse Latest News: Flight, Lasers, Shields & Destruction (Dev Log 5)

2 comments by Faerdan on Jun 26th, 2015

My Recent Progress, And A New Video

A rock solid simulation, and the creation of a believable reality, are very important elements of UNION development. For this reason I have been focusing heavily on multiplayer flight, physics, turrets, (beam) weapons, shields, and destruction. And I finally have something to show for it, in the video below.

Turrets

Kite class frigates firing on each other


Turrets are fully simulated on the server, finding targets (or at least attempting to up to the edge of their firing arcs) with their own rotation speed. These turret rotations are are then synchronised on the player clients so that they can see the the turrets as they currently are. As with all of the networking code this functionality has been designed to work well over the internet (using a variety of techniques to minimise the bandwidth requirements).

Firing Laser Beams

Kite class frigates firing on each other, one has lost it's shields


Turrets are grouped into weapon groups which can be targeted and fired independently. Turrets will only fire when they have the target in their sights. Shields however do not block line of sight, so it is possible for a target to hide behind another ship's/station's shields (or for you to accidentally hit the shields of another ship).

Beams do damage based on their strength and how long they fire for. These variables can be tweaked by the Engineer. The more energy a weapon uses, and the length it uses it for, affects how much heat that weapon generates.

Shields


Shields absorb energy from weapon hits, depending on the current strength of the shields. If all of the weapon's energy isn't absorbed there will be some penetration to the hull.

Structural Integrity And Destruction

A Kite class frigate exploding


A target's hull absorbs the energy from any hits, removing or reducing any damage to internal systems. This absorbed energy damages the ship's structural integrity. If that integrity drops low enough the ship will explode.

That's it for now. I would love to hear your comments and suggestions.

- Faerdan

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Post comment Comments  (0 - 10 of 98)
Doci
Doci Jun 27 2015, 8:46am says:

Looks really nice :D
I love the shield and weapon effects :)
And i hope it will be possible to mod the game so you can use a BC-304 or a NX-01 :p
Keep up the good work!

"Hallowd are the Ori"

+2 votes     reply to comment
Faerdan Creator
Faerdan Jun 27 2015, 10:31am replied:

Thanks Doci. I am quiet happy with the effects now and the performance (network and rendering) is very good.

Mod-ability is high up on my list of priorities and I am building the games systems with that in mind. I will have more solid details on it in further in development.

Thanks for the support. :)

+2 votes   reply to comment
Doci
Doci Jul 1 2015, 6:55am replied:

This Game will be one of the best Lan_Party games :D
I seriously keep an ... all of my eyes on that game !
Keep it up ! :D

btw how many people are working with you ?

+2 votes     reply to comment
Faerdan Creator
Faerdan Jul 1 2015, 7:28am replied:

I really appreciate you saying that. Part of me thinks we are a bit mad to create such a niche game, but it is a game that we really want to play.

There are two of us working on the project, David being the other. He likes to stay behind the scenes though, so you probably won't be seeing him here.

I would like to expand the team in the future, adding an artist, if we can get the funding to do so.

+2 votes   reply to comment
Doci
Doci Jul 1 2015, 7:45am replied:

I think i could help you a bit :D
i´ll see how my studying goes (im finished in the end of july)
And then i´ll practice my programming and 3DS Max skills :D
As a student one does get 3DS Max for free !

+2 votes     reply to comment
Faerdan Creator
Faerdan Jul 1 2015, 1:08pm replied:

I can't promise anything, but if you present work of a high enough quality (with a low enough poly count) I will definitely consider contracting you to do some models for UNION.

Best of luck with your studies!

+2 votes   reply to comment
Doci
Doci Jul 2 2015, 9:14am replied:

Thank you ;)

So for the model, do you wish something specific ?
Like a theme or do you wish to see how creative and skilled i am ? :D

+2 votes     reply to comment
Faerdan Creator
Faerdan Jul 2 2015, 9:55am replied:

You should do something which interests you, for your portfolio. Unless it's a place-holder I don't use models in the game which I haven't commissioned. That is to ensure a unique and consistent look for the UNION.

+2 votes   reply to comment
Doci
Doci Jul 2 2015, 9:59am replied:

Very very well :D

I like your idea about creating a unique game !!

Have a very nice day Faerdan :D,

Doci

+2 votes     reply to comment
Doci
Doci Jun 27 2015, 8:47am replied:

ups i should read befor i write :D
"mod-abillity" ^~^

+2 votes     reply to comment
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UNION Spaceship Command
Platforms
Windows, Mac, Linux
Developer
Wired Games
Engine
Custom Built
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Release Date
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Genre
Futuristic Sim
Theme
Sci-Fi
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Multiplayer
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Indie
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Latest tweets from @wiredmark

I just finished a revamp of the #UNION #Spaceship #Command @IndieDB page, would love to get some #feedback: T.co #gamedev

Jul 3 2015, 1:21pm

A new pre-alpha #video for #UNION #Spaceship #Command #sim #game showing flight, weapons, shields and destruction T.co

Jun 26 2015, 6:47pm

@ReverendSpeed Haven't even considered vibration yet to be honest, but the helm officer will be able to use controllers or a flight stick.

Jun 21 2015, 1:40pm

@ReverendSpeed haha, well there would certainly be a lot of discomfort :)

Jun 20 2015, 8:32am

Latest pic from #UNION #Spaceship #Command #game, one of the ships in this battle has lost it's shields #sim #gamedev T.co

Jun 19 2015, 4:36am

#UNION #Cooperative #Spaceship #Sim is now #UNION #Spaceship #Command, it's a little snappier and leaves more to the imagination #gamedev

Jun 19 2015, 4:33am

Here is the first screenshot ever of ship-on-ship action in #UNION #CoOp #Spaceship #Sim #Game. Video soon! #GameDev T.co

Jun 18 2015, 12:23pm

I am doing a video dev log of #UNION #CoOp #Spaceship #Sim this weekend with more/better detail #game #gamedev T.co

Jun 11 2015, 4:09pm

I short video clip from my pre-alpha #UNION #CoOp #Spaceship #Sim showing mp flight, physics and shields T.co #gamedev

Jun 11 2015, 4:06pm

@ReverendSpeed If you've any direct questions, give me a shout. And best of luck!

Jun 11 2015, 3:51pm

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