Ask The Devs!

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Space Viking
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Backed: 08/01/2016 - 12:29
Post subject: Ask The Devs!

A few weeks ago, we told you what you could expect from us with regards to communication. We gave you an overview of the game vision after our overhaul, then we gave you a look at the roadmap for the Early Access development. The next step is to publish our answers to your questions. We're going to make this a feature just like the community updates and the roadmap, and if it's popular, we'll turn it into a regular event.

So, we're now collecting your questions for this update. We plan to publish it in about two weeks. That gives all of you time to absorb the info that we've released and gives all of us time to come up with the right answers. For this first Q&A session, I'd like to focus on the new vision and roadmap. It doesn't mean that you can't ask other questions but we'll prioritise on-topic queries.

There aren't many rules for participating:

  • Post your question in this thread
  • Don't empty-quote or +1 or whatever other people's questions, if it's been asked once, we'll see it, requoting just makes it harder to sift the genuine questions from the spam
  • This is a public Q&A so we won't be answering questions related to individual accounts or personal details
  • Try and make your question concise. If you can avoid turning a simple question into a multi-paragraph story then that's going to help a lot.

I'll be keeping an eye on this thread and weeding out any posts that aren't either asking a question or specifically discussing the Q&A itself.

Have at it!

 

Mr. Seeker
Cpt. Julius 'Seeker' Martovich
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Backed: 10/24/2013 - 06:12
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Are we going to see you guys play the pre-alpha on Youtube/Twitch?

Count Thalim
Per Sanguis Ad Astra
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Backed: 11/04/2013 - 08:53
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As you hit each stage will you release video/image details of what has been achieved based on the roadmap you have released? Not spoiling the plot is nice, but images can be worth a thousand words and demonstrate you are still on track.

It is by will alone I set my mind in motion.

Veneke
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Backed: 10/04/2013 - 03:44
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Will we have 3D movement in space combat?

"In a time of war, we'd have never have left a man stranded."

"Maybe that's why we lost..."

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Colonel Paladonov
Colonel of the Reserves
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Backed: 12/01/2013 - 07:42
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Will the crew be made up of individual NPCs grouped into squads (for enlisted to ease management) and single officers?

Rishard Turox Paladonov

Colonel of the Reserves

Master of the Operational Art of War

Instructor Pilot of Lightcraft

"burn the land, boil the sea: you can't take the sky from me!"

Colonel Paladonov
Colonel of the Reserves
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Backed: 12/01/2013 - 07:42
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Will a trait system along with a stat system be applied to all NPCs or just focused on key individuals in the game?

Rishard Turox Paladonov

Colonel of the Reserves

Master of the Operational Art of War

Instructor Pilot of Lightcraft

"burn the land, boil the sea: you can't take the sky from me!"

Colonel Paladonov
Colonel of the Reserves
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Backed: 12/01/2013 - 07:42
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Will light craft be a weapon system option for equipping a carrier configured ship for space combat?

Rishard Turox Paladonov

Colonel of the Reserves

Master of the Operational Art of War

Instructor Pilot of Lightcraft

"burn the land, boil the sea: you can't take the sky from me!"

Ash87
Ash87's picture
Backed: 08/27/2014 - 08:56

1.) How much of the enemies spawn wholy randomly in the world, and how many spawn from points influenced by outside forces (The spread of territory or the gradual increase of stats associated with regions of space). IE: Do pirates spawn as a function of time, or do pirates spawn because Spaceport A has had corruption go up in that area, due to a lack of protected shipments of ore traveling between it and Spaceport B.

2a.) Will NPC crews be randomly generated, from officers to enlisted? So, is there a fixed number of officers (This is kind of specifically what I'm asking about) in the game world or do they generate randomly. And then...

2b.) Will NPC Officers have their storylines generated or will officer storylines be hard coded per individual officer? So if officers are fixed in number, or even if they are not fixed in number, how will quests and storylines be assigned to officers in the game world?

2c.) Will there be a fixed officer type of NPC, or can you promote people from Enlisted to NCO to CO, and that NPC will grow, gaining story and background as you advance them?

3.) Are resources for crafting collected by placing items [stations] or managing existing items [stations]? This is to say, if I were to need iron, do I find an area (I'd bet a planet or an asteroid field) in which there is iron present, then drop a station down in that area. From then on collecting iron from that station (Or linking it to another station where the goods will be dropped off)? Or, will I upgrade captured stations, planets, etc. with iron mines that will then produce iron?

Whotos
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Backed: 10/13/2013 - 01:59
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How will our fleets work if they are still included in the game. To what extent are they autonomous or require manual control?

Dark_Ansem
Dark Lord of the Sith
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Backed: 07/22/2014 - 20:00

How static does combat feel?

My home is for rent. Check it out.

Sugeng Rahardjo
Intercultural liaison
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Backed: 11/16/2013 - 11:44
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When will the tools to work on our backer designs be released? With this I mean the fleet designer, ship designer, character designer & crest designer. 

There is no gain without sacrifice

Vocarin
Corsair of the Empress
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Backed: 10/21/2013 - 19:39
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How soon after the release do you see the mod tools being delivered?

"I wish to have no connection with any ship that does not sail fast for I intend to go in harm's way."

Go-Captain
Extraordinaire
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Backed: 10/09/2013 - 14:20
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  1. Will you be using the questions from the old Q&A question request thread? I honestly cannot remember what happened with that.
  2. What kinds of exploration can be expected? Dead civilizations, new life, strange worlds?
  3. Is there an interesting set of non-mini-game mechanics specific to discovery of resources, life, and structures?
  4. Station docking will be complete for September, will ships have airlock ports on the port side for embarking into stations?
  5. Are the observation decks still in and useful?
  6. The missions seem to so far involve only closed sets of text. Will we have missions which involve text>action>text>exploration>text and so on?
  7. In regard to beautification, what qualities, such as realism or cartoonishness, are being aimed for in regard to ship rendering? Will it be more important that the ships pop from the screen, or have realistic sun based illumination and hard shadows?
  8. Which games are most similar in regard to how weapons will work in combat in The Mandate?
  9. How much data will we have available within the game in regard to weapon stats? Will we have to delve into the game's files and make estimates in game to get precise data? Will we have to guess at what range our guns and missiles will activate and how fast they will fly?
  10. How customizable are small arms?
  11. How customizable are the loadouts of officers versus the loadouts of enlisted and squads?
  12. Will fighter and shuttle customization be closer to that of ships or squads?
  13. Will we be able to zoom in so far the game might not look its best? I ask because I always feel like I can never zoom in enough and I don't care if I see pixels from doing so.
  14. What is being done to combat the effectiveness of defensive play in turn based games over offensive play?

Ash87 wrote:

1.) How much of the enemies spawn wholy randomly in the world, and how many spawn from points influenced by outside forces (The spread of territory or the gradual increase of stats associated with regions of space). IE: Do pirates spawn as a function of time, or do pirates spawn because Spaceport A has had corruption go up in that area, due to a lack of protected shipments of ore traveling between it and Spaceport B.

  1. To add to this, it was previously mentioned that the leaders of factions will be like the human player, an individual outside the game who has to follow the player rules and mechanics. Is this still part of the game?
  2. If so, without counting as a player level AI, will independent NPC pirate fleets also be bound to player mechanics for things such as resource gathering, ship construction, and crew collection?

 

I love it when a plan comes together.

Space Viking
Space Viking's picture
Backed: 08/01/2016 - 12:29

Go-Captain wrote:

  1. Will you be using the questions from the old Q&A question request thread? I honestly cannot remember what happened with that.

Most of the questions in that thread were answered there. Any that weren't might still be included in either this or a later edition of the Q&A.

Mr. Seeker
Cpt. Julius 'Seeker' Martovich
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Backed: 10/24/2013 - 06:12
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From another topic: How would co-op differ from the normal singleplayer game?

Kiyoko Kawakami
Rogue Agent
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Backed: 10/18/2013 - 08:15
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  • There are several inconsistencies and uncertainties across the design documents; will there be any clarification soon? I’m most interested in:
  1. “Marines are listed as ‘squads’ but the design a marine platoon document is made up of 4 squads. How is this handled when designing a mercenary company? Is each marine squad listed in the Ship (Fleet) document then actually a platoon?” -Tsubakixv
  2. If these squads are not in fact actually Platoons, doesn’t a maximum of 96 Marines on a retrofitted Battleship seem low?
  3. Regardless of how squads were intended, do the squads come with officers like squadrons do?
  4. For that matter, if we’re designing a fleet, can we design our officers (or at the very least name, gender, and assign them)?
  5. Light Craft have different costs for Space Stations, but are a flat 10 points each on Ship and Fleet design tiers. Is this intentional or an oversight?
    EDIT: It turns out that light craft aren't even consistent among fleet designers. The Pirate Fleet documents mirror the Space Station documents, while increasing the cost of Passive Boarding Defenses when compared to the other fleet tiers. Again, is this an oversight or intentional?
  6. Veterancy and Tech Level are upgradable on both the Ship Documents AND the Platoon and Squadron Documents.  Does one supersede the other? Do they stack? If they stack is there a limit? Is this just the result of the documents doing double duty and, if so, are we supposed to ONLY use the Ship option to upgrade?
  7. Less pressing: how do the various upgrades compare to each other?
  • I would very much like my Mercenary Fleet to be based at a Space Station, would this be negotiable? The ships themselves can wander about and generate as intended, I just want them linked to a station in some way, preferably one that I could influence.
  • My concept characters have Russian names (and Turkish, French, German, etc.), and to be immersive they all have true Russian patronymic middle names. Will there be support for this? What about Cyrillic script (The Russian Alphabet)?
  • When can we have a general visual breakdown of the various ship categories and their modular parts? Heavy Cruisers and the Osmani have seen several concept designs, but I’ve seen next to nothing on the Europan Ships or the Battle Cruiser, which I am most interested in.
Go-Captain
Extraordinaire
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Backed: 10/09/2013 - 14:20
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Since I know how much you guys like my questions, here are some more.

  1. Since combat is inspired by games like Frozen Synapse (1&2?) how does The Mandate set itself apart within tactical combat?
  2. Is combat for space and surface envisioned as being entertaining enough to stand on its own as a game?
  3. Is the mission and dialog system seen as entertaining enough to stand alone as a game?
  4. Is surveying of planets, moons, asteroids and anything else, part of the game?
  5. Is planetary surveying performed through the mission system or its own set of mechanics?
  6. Is surveying seen more as a single function, more useful than fun, or a game in itself?
  7. How imortant will positioning be in space combat versus infantry combat?
  8. Will terrain or ship design have a greater influence in derterming where players position ships relative to each other?
  9. Will armor and shield protection be equal in all directions for ships and infantry?
  10. Will ships have momentum and acceleration values or will all maneuvers have instant acceleration?
  11. Will missiles accelerate over time with no hard capped speed limit?
  12. Will missiles lead their targets, rather than tail them?
  13. Officers get their own GUI in November, what is this interface for?

I love it when a plan comes together.

Space Voyager
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Backed: 10/28/2013 - 15:10
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Is simultaneous space battle/boarding as was envisioned from the start even feasible? I'm sure it is possible but from a gameplay and computing load it seems a huge problem.

Dark_Ansem
Dark Lord of the Sith
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Backed: 07/22/2014 - 20:00

How reactive and interactive is combat?

My home is for rent. Check it out.

Kiyoko Kawakami
Rogue Agent
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Backed: 10/18/2013 - 08:15
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Squads don't seem to pick Service Branches; do they serve a purely combat role? Will we only be assigning Officers to non-combat posts like Engineering or the Med Bay, and are those posts assumed to be filled by offscreen NPCs or drones?

Go-Captain
Extraordinaire
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Backed: 10/09/2013 - 14:20
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  1. December and January have feedback integration, are these expected to be the only points where developement might slow down, or speed up, before Early Access?
  2. How influential will Kickstarter backer feedback be?
  3. How influential will Early Access feedback be?

Kiyoko Kawakami wrote:

Squads don't seem to pick Service Branches; do they serve a purely combat role? Will we only be assigning Officers to non-combat posts like Engineering or the Med Bay, and are those posts assumed to be filled by offscreen NPCs or drones?

From what I recal, squads serve in a branch and the squads can flexibly serve in a ship or infantry role as desired. Officers can be assigned to squads to open more abilities and might not be fixed to a squad permanently.

Last we were told, rooms are staffed only by squads, so the infirmery would be staffed by a medically focused squad lead by a medically focused officer.

That being said, I am curious if all of that is still the case, especially because I'm not sure the squad system makes sense in manning the bridge. But, the bridge could be an exception.

I love it when a plan comes together.

Kiyoko Kawakami
Rogue Agent
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Backed: 10/18/2013 - 08:15
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Looks like it was just an oversight in the design docs. They do explicitly ask you to assign a branch... they just... don't give you anywhere to do it XD. Though that does bring up a different question that I have with these very outdated documents (Seriously, I want to get back to messing with loadouts, let's work out these conflicting sheets PLEASE)

Will the Service Branch of a squad actually DO anything? According to the design doc, they don't seem to numerically effect a squad in any way... Or is the Marine Platoon document assuming Marine branch...? If THAT's the case, then... I mean... are there default crew and infantry and what not in Backer Fleets? Will those ships be defended by auto-generated low-level infantry? Because a maximum of one squad defending a frigate seems... odd.

Also, Update 53 indicates that the Bridge does in fact assign officers differently.

 

Tsubakixv
Systems United Navy - Logistics Coordinator
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Backed: 11/22/2013 - 19:18
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Lots of good questions posed by Kiyoko Kawakami.

 

When can we expect updates to the design documents?

Are design tiers going to change at all? 

When can we expect to have access to tools to help finalize our designs by supplying us with more precise information on what everything does in the documents?

Burian
Burian's picture
Backed: 06/21/2016 - 02:55

Hey guys,

thank you for all the questions coming. I'd like to close the section for now and we are going to give you answers soon.

As IainC already mentioned, questions regarding the vision and roadmap will be prioritized.

Burian
Burian's picture
Backed: 06/21/2016 - 02:55

UPDATE:
Hey guys - we did not forget you, but our week was quite busy!

We had Garret and Greg arrive from the US and a publisher visit. Of course we did not forget about the Q&A tough and we plan to publish it by the end of this week.

Burian
Burian's picture
Backed: 06/21/2016 - 02:55

Hello!

Sorry for the delay, but as already mentioned above, we had a really busy time and tasks that had to be done, before we could focus more on your questions.

Our designers sat together to answer most of the questions on the list. Unfortunately not every question could be answered – some of them were quite subjective or others were simply too specific, to be answered right now (meaning: we need to figure it out ourselves first).

On a side note: We are posting a Kickstarter Update soon and this Q&A will be part of it. On the one hand we considered postponing the answers to this thread again, but on the other hand we want to stick to our word and give you the answers today, so here we gooooooo:

 

Are we going to see you guys play the pre-alpha on Youtube/Twitch?
Possibly :)

As you hit each stage will you release video/image details of what has been achieved based on the roadmap you have released?
We expect to be releasing a lot of video and screenshots of our progress as we get closer to final production quality.

Will we have 3D movement in space combat?
No, Combat takes place on a 2d plane.

Will the crew be made up of individual NPCs grouped into squads (for enlisted to ease management) and single officers?
The crew that you interact with are your officers. These are individuals with their own backstories, personalities and skills.

Will a trait system along with a stat system be applied to all NPCs or just focused on key individuals in the game?
The trait system is currently designed to work with the officers on the ship. Other NPCs traits will be displayed through their dialogue and interactions.

Will light craft be a weapon system option for equipping a carrier configured ship for space combat?
Yes, you will have multiple choices for your carrier configuration. Even ships that aren't designed as carriers can have attendant drones.

How much of the enemies spawn wholly randomly in the world, and how many spawn from points influenced by outside forces (The spread of territory or the gradual increase of stats associated with regions of space). IE: Do pirates spawn as a function of time, or do pirates spawn because Spaceport A has had corruption go up in that area, due to a lack of protected shipments of ore traveling between it and Spaceport B.
Mission-based enemies spawn as a script depending on the mission. When it comes to other enemies, the AI spawner will spawn things in regions depending on the general situation there and the players level. There is also supposed to be an upper limit to this levelling, based on the player level or player progression in the story.

Will NPC crews be randomly generated, from officers to enlisted? So, is there a fixed number of officers (This is kind of specifically what I'm asking about) in the game world or do they generate randomly.
There is a fixed number of starting and potentially hirable officers in the game. All the officers are hand-crafted, not randomly generated.

Will NPC Officers have their storylines generated or will officer storylines be hard coded per individual officer? So if officers are fixed in number, or even if they are not fixed in number, how will quests and storylines be assigned to officers in the game world?
Both. Officers have specific content attached to them as part of their background, but there are also randomly generated story elements that will be based on traits that you might encounter in different places each time you play through the game.

Will there be a fixed officer type of NPC, or can you promote people from Enlisted to NCO to CO, and that NPC will grow, gaining story and background as you advance them?
Officers are a fixed type. You can hire new ones in certain circumstances and you can shuffle officers between bridge stations.

Are resources for crafting collected by placing items [stations] or managing existing items [stations]? This is to say, if I were to need iron, do I find an area (I'd bet a planet or an asteroid field) in which there is iron present, then drop a station down in that area. From then on collecting iron from that station (Or linking it to another station where the goods will be dropped off)? Or, will I upgrade captured stations, planets, etc. with iron mines that will then produce iron?
Resources are currently collected with your ship using a module fitted for that purpose. It's an active ability and not a passive stream of free resources.

How will our fleets work if they are still included in the game. To what extent are they autonomous or require manual control?
You will control one ship and possibly a number of smaller vessels such as drones or fighter-craft. These will be entirely ordered and controlled by the player.

Will you be using the questions from the old Q&A question request thread? I honestly cannot remember what happened with that.
Most of the questions in that thread were answered there. Any that weren't might still be included in either this or a later edition of the Q&A.

What kinds of exploration can be expected? Dead civilizations, new life, strange worlds?
Answering this question in detail would possibly entail some spoilers. Let me instead state that the Mandate is not science fiction like Star Wars or Star Trek where alien races are all over the place. Humanity is the only thing we know about. However - there are certainly dead civilizations and strange worlds to discover, and life on exo-planets are not only human; the wildlife on certain planets are certainly spoken about. That said, we don't populate these worlds with encounters featuring these things. Instead, we speak about them in encounters and in lore so that we can flesh out the universe. So you won't be fighting Mega-Rats on Saturn-VII, for instance.

Is there an interesting set of non-mini-game mechanics specific to discovery of resources, life, and structures?
Currently we have no mini-games planned for discoveries of this kind. The player may scan stellar objects such as stars, planets, starbases and so on, but this is a general mechanic of the game rather than a mini-game dedicated to exploration.

Station docking will be complete for September, will ships have airlock ports on the port side for embarking into stations?
No. Station docking gives you access to an interface where you can manage various tasks. You aren't in an FPS view here.

Are the observation decks still in and useful?
No - while we consider ships to have observation decks and they may be referred to for events that take place there, you yourself do not interact with or visit the observation deck in any capacity.

The missions seem to so far involve only closed sets of text. Will we have missions which involve text>action>text>exploration>text and so on?
We are attempting to make missions in such a way that they make use of any other mechanics we have available in the game. As such, they will encompass combat, exploration, dialogues, puzzle solving, getting items, stealth, and so forth.

In regard to beautification, what qualities, such as realism or cartoonishness, are being aimed for in regard to ship rendering? Will it be more important that the ships pop from the screen, or have realistic sun based illumination and hard shadows?
We're aiming for a realistic but cinematic feel. We want the ships to look and feel like real ships but we're going to make sure that they look cool and are nicely lit at the same time.

The next two questions relate to the earlier asked question:
How much of the enemies spawn wholy randomly in the world, and how many spawn from points influenced by outside forces (The spread of territory or the gradual increase of stats associated with regions of space). IE: Do pirates spawn as a function of time, or do pirates spawn because Spaceport A has had corruption go up in that area, due to a lack of protected shipments of ore traveling between it and Spaceport B.
1. To add to this, it was previously mentioned that the leaders of factions will be like the human player, an individual outside the game who has to follow the player rules and mechanics. Is this still part of the game?
2. If so, without counting as a player level AI, will independent NPC pirate fleets also be bound to player mechanics for things such as resource gathering, ship construction, and crew collection?

It depends a bit with what you mean by Faction Leaders. For the most part (but not always), faction leaders are not touched by the player as combat encounters. However - there are plenty of high-ranking individuals inside of the factions that will feature as part of the world - as an example, high-ranking captains amongst the Arkwrights will routinely patrol the Arkwright territories to protect them from intruders. These fleets will likely do some AI rule-bending in terms of how they behave, but as a general rule, they won't break the rules. We won't have AI fleets teleport around or suddenly become invincible, etc. Pirates will also feature in the game, and their AI behavior is slightly different from Faction AI. Pirates are definitely tied to the player experience in that you can encounter and defeat them. As far as specifics on this (for instance about ship construction), we will have to see.

My concept characters have Russian names (and Turkish, French, German, etc.), and to be immersive they all have true Russian patronymic middle names. Will there be support for this? What about Cyrillic script (The Russian Alphabet)?
We don't have middle-names, but we have support for first names and family names. We need to check for the Cyrillic, this is not guaranteed.

Is the mission and dialog system seen as entertaining enough to stand alone as a game?
This is difficult to answer because it's a matter of preference. Let me tell you how the dialogues and the system works. Firstly, the dialogues are non-linear and branching. You as the player get to make choices and where applicable, these choices will matter both for the story and the game ending. The Dialogue system itself could in theory be viewed as a stand-alone game, but the player will need to do actions in between dialogues. The game features quite a lot of dialogues and dialogue options. There are mission-briefings, dialogues that happen during specific missions, debriefings. There are events, which also feature the dialogue system to a great extent. If you are flying around space, you may for instance, encounter a derelict ship as an event. This event is a dialogue with choices, where you as the player get to decide on how to approach the derelict, if you want to board it, scrap it or leave it alone. A great deal of events have already been written, quite a lot of them being unique in nature and we want the dialogues to be entertaining as well as informative. For those who do not like sifting through a lot of dialogue, we try to put in convenient "skip" options but in general, we try to make the dialogues as exhaustive as they need/ought to be.

Is surveying of planets, moons, asteroids and anything else, part of the game?
Yes. This is how resources are gathered.

Is planetary surveying performed through the mission system or its own set of mechanics?
It is based on the capabilities of your ship. You don't need a specific mission.

Is surveying seen more as a single function, more useful than fun, or a game in itself?
It's a single function. It's not intended to be a main element of gameplay.

Will terrain or ship design have a greater influence in derterming where players position ships relative to each other?
Both. Terrain will limit your possibilities and provide new ones, your ship fit will determine the engagement range and your best arc.

Will armor and shield protection be equal in all directions for ships and infantry?
Yes.

Will missiles accelerate over time with no hard capped speed limit?
No.

Will missiles lead their targets, rather than tail them?
Gunnery in general leads the target.

Officers get their own GUI in November, what is this interface for?
This is for managing them. You can compare them, spend skill points, read their backstory, etc.

Is simultaneous space battle/boarding as was envisioned from the start even feasible? I'm sure it is possible but from a gameplay and computing load it seems a huge problem.
After evaluating this, it is very unlikely we will do simultaneous boarding and space combat.

December and January have feedback integration, are these expected to be the only points where developement might slow down, or speed up, before Early Access?
Depending on the Feedback, it might slow down the production time. But there can always be external factors that might slow down / Speed up development as well which we could not take into account before, e.g. requests from the Publisher, technical issues, etc.

How influential will Kickstarter backer feedback be?
It's already been very influential on the way that we've been designing the game. It continues to be one of the main points of reference for our work.

How influential will Early Access feedback be?
We want to make the game that our players want to play. Feedback from Early Access will be vital for planning our priorities for updates and changes.

 

Veneke
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Backed: 10/04/2013 - 03:44
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There's a great deal of information in here. Thanks for letting us see it before it goes to the KS. There was one point I want to follow up on though...

Burian wrote:

How will our fleets work if they are still included in the game. To what extent are they autonomous or require manual control?

You will control one ship and possibly a number of smaller vessels such as drones or fighter-craft. These will be entirely ordered and controlled by the player.

I think the question here was asking to what extent we'd be able to control or influence other capital ships in the fleet.

"In a time of war, we'd have never have left a man stranded."

"Maybe that's why we lost..."

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Go-Captain
Extraordinaire
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Backed: 10/09/2013 - 14:20
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This is extremely significant. It looks like our fleet is just one ship plus small craft, space combat is 2D and no simultaneous ship and boarding combat.

Is the player fleet really just one capital ship, or is that specific only to some sort of higher level control? For instance, the player can activate player ship special powers through officers, but NPC ships in the fleet use special abilities in a purely automatic manner, thematically because we lack direct contact with those lower officers?

I love it when a plan comes together.

Space Voyager
Space Voyager's picture
Backed: 10/28/2013 - 15:10
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[hint] This would make an excellent Kickstarter update! [/hint]

 

;)

Space Voyager
Space Voyager's picture
Backed: 10/28/2013 - 15:10
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Go-Captain is right, this Q'n'A answers a lot of significant questions and negates even more of the Kickstarter promises. No fleet, no simultaneous space battle and ship boarding... Granted, the latter seemed farfetched from the get-go and I don't mind it NOT being played at the same time - I wouldn't want a torpedo hit an enemy hull while my best marines roam the halls and see them vacuumed into oblivion.

But one wonders how much of the promised game will we get at all. Anything is better than nothing I guess.

Count Thalim
Per Sanguis Ad Astra
Count Thalim's picture
Backed: 11/04/2013 - 08:53
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It is a significant scaling back of the original vision. Disappointing, not overly surprising, but gives us a more realistic game in the end I guess.

The rest of the KS update could prove very interesting as it will hopefully give more context to all of the details revealed above.

It is by will alone I set my mind in motion.

Go-Captain
Extraordinaire
Go-Captain's picture
Backed: 10/09/2013 - 14:20
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I just realized, the most significant question is easily, how much of this applies only to Early Access? Being limited to a one ship fleet in EA is perfectly fine if the intention is more ships once the game goes gold. Similarly, if non-simultaneous combat is only for EA that is no problem either.

Why was space combat made 2D rather than 3D?

I was looking forward to 3D combat but even though I'm bothered it is not as if 2D is unfun.

I love it when a plan comes together.

Cassiodorus
Imperial Stalwart
Cassiodorus's picture
Backed: 11/08/2013 - 15:00
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Hmm, I can't say that I am not dissappointed by the fact that officers appear to have just become prescripted, hireable "heroes" essentially. I was hoping for more procedurally generated characters and emergent gameplay, such a bright ensign being given a field commission, though I guess the traits are still random? I would appreciate some clarification.

I was content with the squad idea, but the fact that this says that the only people we interact with are officers troubles me. If indeed we are being limited to one ship, I would very much hope that the crew component of the game is given more weight. Similarly, some of the answers seem to suggest that we will not be able to walk about all areas of our ship, which would be very dissappointing, especially if it is just one-ship focused.

I look forward to more information.

Kiyoko Kawakami
Rogue Agent
Kiyoko Kawakami's picture
Backed: 10/18/2013 - 08:15
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I second everything Cassiodorus and Go-Captain have said. If we only control (and customize: I like options) one ship that's... intensely disapointing.

Mr. Furious
Mystery Man
Mr. Furious's picture
Backed: 03/29/2015 - 08:00

This is pretty disappointing.  The crew management was the key selling point for me.  It sounds very much like it's been reduced to a faint, scripted shadow of what was pitched on KS.  The Mandate becomes a little more generic with every update.

On a completely unrelated note: when is Peri going to make their stance on refund requests clear?

Rookie
Rookie's picture
Backed: 06/05/2015 - 08:00

Will we have 3D movement in space combat?
No, Combat takes place on a 2d plane.

 

     Sooo, that means left and right, but, for example, I can't go above or under an asteroid if I wanted/needed to? This takes SIGNIFICANTLY from the immersion. 

"Ich kein sprechen ze duetsch..."

"I can't speak German"

Whotos
Whotos's picture
Backed: 10/13/2013 - 01:59
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Veneke wrote:

There's a great deal of information in here. Thanks for letting us see it before it goes to the KS. There was one point I want to follow up on though...

Burian wrote:

How will our fleets work if they are still included in the game. To what extent are they autonomous or require manual control?

You will control one ship and possibly a number of smaller vessels such as drones or fighter-craft. These will be entirely ordered and controlled by the player.

I think the question here was asking to what extent we'd be able to control or influence other capital ships in the fleet.

 

My question was basically trying to see whether I could still command a fleet of 6 ships and I hope in the future, an expansion will be able to make it so that dream of my own fleet is still possible.

Saying that, I do want an answer to your question Veneke as well

Vocarin
Corsair of the Empress
Vocarin's picture
Backed: 10/21/2013 - 19:39
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Cassiodorus wrote:

I was content with the squad idea, but the fact that this says that the only people we interact with are officers troubles me. If indeed we are being limited to one ship, I would very much hope that the crew component of the game is given more weight. Similarly, some of the answers seem to suggest that we will not be able to walk about all areas of our ship, which would be very dissappointing, especially if it is just one-ship focused.

To be fair, that is how the chain of command in a modern military works. The captain wouldn't do more than know the names and maybe qualifications of the average crewman, and if the ships get into the size of needing hundreds to keep it running, then knowing everyone by name would be impractical. The captain would talk to his officers and they would handle the problem or concern, and if they can't then the captain would deal with that officer directly rather than jumping that officer and handling it himself, so I think that option is consistent with the level of realism Peri are putting into the setting. Also, the player being restricted to their ship only and the other ships being NPC controlled was an idea that was in the design documents and is on the website.

However, I am curious as to how much of the ship we will be able to affect and customize. If we are staying on one ship and not dealing with the entire flotilla or squadron, then only one ship would need to be rendered and loaded at any given time. I hope that Peri take this chance to allow of some badass customization and plot markings and trophies that can be earned and displayed in the captain's qaurters, cantina, whatever. If the ship is part of the equation to making the player feel like what they do matters, then it should reflect the player, the crew, and the choices overall as much as possible.

"I wish to have no connection with any ship that does not sail fast for I intend to go in harm's way."

Vocarin
Corsair of the Empress
Vocarin's picture
Backed: 10/21/2013 - 19:39
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To what extent will we be able to explore the star bases? Will we have quarters on them and a chance to see the different sections that we are building up by way of walking through hallways and visiting the officers there? Or will they be limited to just the loading bay and the specific sections just give status buffs and further build options?

"I wish to have no connection with any ship that does not sail fast for I intend to go in harm's way."

Go-Captain
Extraordinaire
Go-Captain's picture
Backed: 10/09/2013 - 14:20
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I think we need significant clarification on fleet information. If we do have more than one ship, and we can tell those ships where to go, but cannot tell them how to fight, then that is great, because it fits the simulation of the chain of command. It fits the idea that we only have full direct control over the units in direct contact with our player character.  If something like that were done with the ground combat, then we would have our reason for sending our player character into ground combat at the head of a squad, because it is the only way to get fine detail control down to where a grenade is thrown.

If the game is trully limited to one ship though, despite us having an entire space station, that just seems weird.

- What is the reasoning behind our fleet consisting of one ship? Is this only for Early Access or intended for the final form of the game?

 

The other question is on promotion.

- Why are officers premade rather than procedural and how does this relate to not being able to promote enslisted personnel to officers?

Even though I didn't care about lack of deep access to crewmen, for similar reasons to those of Vocarin, I was still looking forward to the possibility that I might be able to promote crewmen from non-comissioned officer to commissioned officer.

I love it when a plan comes together.

SacremPyrobolum
Who Needs Armour When You Have Medals?
SacremPyrobolum's picture
Backed: 11/30/2013 - 06:11
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- No fleets

- No enlisted

- 2D space

Wow.... Just wow. I knew this game was going to be watered down from the original kickstarter promises but this is just completly beyond the pale. Are we going to next find out that we can't walk around our ships? That combat consists of a card game? That we only have 2 ships to choose from in the entire game with an additional one if you preordered?

Now originally I was going to ride it out and see what the end product would be. After all you strung us along for so long that I might as well. But now I can see there is truely no redeming value in this game. I could play X3 or Frespace or any other space simulator and get a much better experiance than what is being offered here (in... wait for it... 3D space *gasp*). 

What a waste of everyones time. 

EDIT:

Oh wait, you actually don't have free run of your ship. 

Is this a fucking joke? This is No Man's Sky levels of incompetence and deception. 

Jean-Luc
Jean-Luc's picture
Backed: 11/08/2013 - 06:46
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Simultanious combat phases might've been interesting with a small fleet but I'm not sure how many engaging tactical options you can have with just a single ship and no 3rd axis. There could still be multiple opponents I guess. Suppose we'll see.

As for the rest, same as above.

The originaly intended set of features did seem far fetched and I wondered how it might all be implemented in a single game without creating a disfunctional mess but I assumed the devs had some sort of preliminary plan at least. Seems they were as clueless as I was. 

Palanor
Palanor's picture
Backed: 07/01/2014 - 20:00

Will we be able to customise the interior of our ship? Seems all the interior stuff (crew training ,mess hall, and socialising as been taken out). That would render squads useless so have they been taken out? If so then the boarding part would abstracted.

Go-Captain
Extraordinaire
Go-Captain's picture
Backed: 10/09/2013 - 14:20
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SacremPyrobolum wrote:

Is this a fucking joke? This is No Man's Sky levels of incompetence and deception. 

No Man's Sky lied about their features through release, waiting for players to figure things out. Perihelion is telling us straight up these things are dropped well before early access. It's disapointing, and I have the impression they screwed up too, but they aren't trying to deceive us.

Jean-Luc wrote:

Simultanious combat phases might've been interesting with a small fleet but I'm not sure how many engaging tactical options you can have with just a single ship and no 3rd axis.

That's a good a point. With only one player ship it would be easier to rationalize focusing away from space to focus on marine combat, regardless of what is going on outside.

We really need things cleared up in regard to what is strictly early access and what will change for release.

I love it when a plan comes together.

SacremPyrobolum
Who Needs Armour When You Have Medals?
SacremPyrobolum's picture
Backed: 11/30/2013 - 06:11
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Go-Captain wrote:

SacremPyrobolum wrote:

Is this a fucking joke? This is No Man's Sky levels of incompetence and deception. 

No Man's Sky lied about their features through release, waiting for players to figure things out. Perihelion is telling us straight up these things are dropped well before early access. It's disapointing, and I have the impression they screwed up too, but they aren't trying to deceive us.

Well before early access and well after they took my money. 

Space Voyager
Space Voyager's picture
Backed: 10/28/2013 - 15:10
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He he he, both valid takes on being told soon enough.

Personally I see things as a case of a Perihelion's huge error of judgement of what can be done for what funds when entering the KS. At least they are trying to have something done, some would just take the money and run. Which is not an overall excuse.

FireMyth
Brigadier FireMyth
FireMyth's picture
Backed: 10/25/2013 - 17:51
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I flippin knew it. I have been saying for a while now that things werent right with this game. Knew they werent going to deliver on the majority of the promises made once i started seeing the reorganization amd new directions they were taking. Smelled of scaling down, cutbacks, and general failure since they went dark and hired a new project lead.  I STILL WANT MY REFUND.

This is me waiting for The Mandate...

I STILL WANT MY REFUND

Jean-Luc
Jean-Luc's picture
Backed: 11/08/2013 - 06:46
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FireMyth wrote:I STILL WANT MY REFUND.

You should add that to your avatar for extra poignancy. :P

Tsubakixv
Systems United Navy - Logistics Coordinator
Tsubakixv's picture
Backed: 11/22/2013 - 19:18
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Holy clown fiesta so many features and aspects of the game dropped or altered this isn't even the same game anymore. I knew it had to be bad when they went from real time to asyncronous turn based but to even drop enlisted, fleets, 3d space and marine combat will be seperate from fleet actions.... Now I'm very very concerned. If they're dropping all of these features how is it not possible to do real time? and if you can only control one ship at a time how does that affect the design tiers? 

raptram
raptram's picture
Backed: 12/01/2013 - 06:55
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So, when are we getting our refunds?

 

I've emailed multiple times and sent 8 messages over Kickstarter.  They've all been ignored.

Sniddy
Sniddy's picture
Backed: 11/14/2013 - 05:23
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I wanted to keep the faith 

but....

This isn't what I signed up for - it's getting more and more watered down

I'm starting to want to throw my voice in with the refund crowd and if the otpion came up....I'd bail 

You've nipped and tucked and short changed, scaled back, removed so much....it's feeling flater and more generic each day 

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