Pegasus Rising It's a fast-paced, team-based, multiplayer space shooter with RPG elements, a well-fleshed backstory, and plenty of ambition for up to 50 player. Upgradable parts, synergistic ship classes with flexible equipment and modular levels that randomly assemble before each match as well as fixed maps. Different mission objectives will force players to a new kind of teamwork in reaching the faction goals.

Post news Report RSS Project Update 5

We show recent progresses in the gameplay and map setup section.

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Project Update 5

in this update we´ll show some more work and features from the strategy and tactic section - a part we had postponed for some time to get the Carrier Components done. The current version is 000.7.3.1

So here the first news regarding the Motherships:

Carrier / Motherships are one HQ Possibility per faction.
A Carrier is equipped with several substations that will influence the mission parameters like spawn production / tec production etc.
A Carrier is protected by a mastershield that is absorbing all damage frome the carrier hull as long as the shield generator substation is working.
The Carrier itself is protected with a bunch of plasmaturrets that will target hostile ships and torpedos or rockets.

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The Carrier Hull can only be destroyed when the Shield has gone down - same goes for substations.
Turrets can be killed directly because they are "outside" of the mastershield ....
Current Carrier Model with mounted substations:

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Example NPC Freighter Objects for more complex mission setups like "Embargo"

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Interceptor Class Update + recent Hunter Class
Bomber Class is getting prepared

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stay tuned for more updates in the future ....

please use the forum for any comments like ....
Questions / Ideas / Critics . . . .

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