March Update: Fleet Combat, Backer Reward Update, and Work Experience

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The past month has been jam-packed for the Predestination crew. We made a lot of progress with the fleet combat part of the game, designed our first reptilian race (The Sauros), and hosted work experience weeks for two students aiming for careers in the games industry. We also moved to a new house with more office space to work in and applied for some government funding to help your pledges stretch further.

Update notes for fleet combat:

  • Added projectile weapons such as mass drivers, with their own graphical effects.
  • Added dumb missiles that travel to the target hex and explode, or explode early if they enter a hex with another ship or object in it.
  • Implemented smart missile AI that locks onto a ship and follows it, avoiding obstacles.
  • Added interceptors. They use the smart missile AI and attack the target ship every turn until destroyed.
  • Implemented area-effect weapons (smartbombs, area missiles).
  • Implemented proximity mines and cloaked proximity mines.
  • Created some basic explosion effects with screen shake, and a timing system to synch explosion graphics and screen shake with sound effect volume.
  • Implemented a module system that lets us create interesting non-weapon ship technologies. Modules added so far include: Holographic Projector Matrix (creates decoy holographic ships), Afterburner (double movement for one round, then takes a round to recharge), Shield booster (consumes movement points to boost shield hitpoints), Cloaking device (ship is invisible until its next turn, but then takes a round to recharge).
  • Fleets can now engage each other in the galaxy view, which switches to the fleet battle screen.
  • Ships can now retreat from combat. They will wait for one full round without moving or attacking and then warp out.
  • Combat now detects the winner when one side’s ships are all destroyed or warp out.
  • Ships destroyed in combat are now removed from the galaxy view.

Holographic projector ship module

Dozens of backers have now given us their ideas for interesting weapons and ship modules over at the Predestination Community forum. If you have any ideas, feel free to post them in the official fleet combat thread!

Kickstarter Backer Reward Update:

As part of the Kickstarter campaign, many people selected rewards such as your own custom-designed commander, missile, building, singleplayer level or core game race. Almost everyone has now submitted their commander and missile ideas, and our race and level designers have let us know how they’d like to be contacted to discuss their ideas. We had hoped to get back to all of you by now to confirm your selections, but are unfortunately running a little behind schedule due to moving house.

Those of you who have submitted commander, missile, or building designs will be emailed by Tina soon to confirm that your designs are good to go. Level and race designers will be contacted personally to get a brief outline of their ideas, but don’t worry if you haven’t got much of an idea yet as we don’t need the full details just yet. If you wanted to upgrade your pledge for any of these rewards but missed the end of the campaign, you can upgrade your pledge at our Paypal Upgrade page or send us an email with your inquiry.

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One of our big goals with Predestination is to help kickstart the Northern Ireland games industry and help emerging talent get into game development. With that in mind, we’ve spent part of this past month organising work experience weeks for students aiming to get into the industry. Our latest student was the extremely talented budding concept artist Nuala Mc Garry, who is already producing fantastic character art at the age of just 15.

In addition to giving Nuala some experience in the industry and advice on education paths, we were able to send her home with a new graphics tablet and an upgraded PC to help her continue developing her talents. This would not have been possible without all the support and pre-orders pledged through Kickstarter and Paypal. Your support has made a big difference to one talented young artist this month, and on her behalf we’d like to say thank you!

As part of her work experience, Nuala created her own race with unique concept art, technology and lore. They’re a species of intelligent feline humanoids whose culture revolves around entertainment and gadgets and treats fighter pilots and scientists as celebrities. The race isn’t named yet and we’d like to open that up to the community. If you have any name ideas or just want to give some feedback, please head over to the race’s official thread or leave a comment here on the blog!

Nuala's race (work in progress)

Background Lore:

The [Suggest a name] are a feline humanoid race discovered on a Terran planet near the Human empire’s borders. It’s not known whether the species is natural or the result of genetic experimentation, but they predate the Human empire and have shown incredible intelligence and adaptability. Their society revolves around entertainment and research, with great technological accomplishments being spurred by competition to make the ultimate gadgets and televised sports.

The race to achieve space flight, break the lightspeed barrier, and colonise other worlds were all sponsored by entertainment megacorporations looking for the next big show. When first contact was made with the Humans, the event was televised across the homeworld and eventually led to an alliance between the two empires that persists to this day. Not to be underestimated, the [Suggest a name] have repelled several attempted invasions of their space by turning the war effort itself into a form of entertainment. Fighter pilots became celebrities overnight, and research labs competed to make flashier and more inventive defensive technologies.

When the Revenants were unleashed on the galaxy, the [Suggest a name] were the only race able to sometimes successfully evade the attacking ships. Using clever holographic modules to hide ships and project decoys into space, pilots were able to evacuate millions of citizens from colonised planets across the sector. It’s thanks to their efforts that so many ships survived to take part in the final battle with the Revenants. Now sent back in time, they seek to explore space, find their former allies, and develop technology that can stop the Revenants once and for all.

Nuala's scientist

Possible race stats and abilities:

As a humanoid race, the [Suggest a name] are most at home on Terran worlds but can adapt to live in other environments. Their diminutive stature makes them poorly suited to ground combat, but quick reflexes makes them excellent fighter pilots. The celebrity status their society grants fighter pilots attracts a lot of legendary ship captains, and normal ship crew are more likely to achieve legendary acclaim following a successful battle. Their culture emphasises openness and honesty, increasing morale on all planets but making them vulnerable to spies. They also freely trade their entertainment programmes with allies, adding a free empire-wide morale boost to all trade agreements with other species.

Example stats: (not finalised, just to give an idea of the abilities we think they’ll have)

  • +10% Morale On All Planets
  • +2 Research Per Turn From Research Labs
  • -20 Ground Combat Rating
  • -10% Spy Mission Success Chance
  • Cultural Traders: Your empire freely exchanges its culture and entertainment with other nations. Trade pacts with your empire increase global morale across both your empire and the empire you’re trading with by 10%. This effect can stack for each new race you establish trade agreements with, up to a maximum of 50%.
  • Natural Fighter Pilots: Quick reflexes make your people natural fighter pilots who favour small hulls over larger ships. +50% beam and projectile defense on small and medium sized hulls, but -25% beam and projectile defense on larger ships.
  • Legendary Pilots: Double the normal chance for a legendary ship captain to emerge following a successful fleet battle, and ship captains will cost half as much per turn to employ.

Possible starting technologies:

Each race starts the game with several advanced technologies that are either not available for research or can only normally be researched late in the game. Possible starting technologies for this race include:

  • Camera Array (Ship module): An array of high-definition cameras are fitted inside and outside the ship, recording footage of fleet combat to be used as propaganda. If your fleet wins a battle with a ship carrying this module, all planets in your empire get +10% morale for 10 turns.
  • Holographic projector (Ship module): Holographic projectors are hooked directly to the ship’s power core, allowing the ship to project fake versions of itself into space. This ship module can be activated in combat to split the ship in three, moving the real ship into one of the three hexes directly ahead and placing decoys in the remaining two hexes. Decoys last for one full round and are instantly destroyed if fired on, but are otherwise identical to the original ship.
  • Cultural Hub (Building): You can only have one of this building in your entire empire. The city it’s built in becomes a huge cultural hub, completely eliminating all morale penalties on the planet. This allows higher taxation and prevents revolts and unrest.

Thanks for your feedback!

A huge thank you to everyone who has supported Predestination on Kickstarter or via Paypal, and a special thanks to fans who have contributed feedback on updates and shared their ideas on our forum. As always, we’re eagre to hear any feedback you have on this update or any ideas or questions you have relating to it. Head over to the official feedback thread or leave a comment on this post!

Cheers,

– Brendan, Lead Developer

Predestination Race Reveal: The Sauros

Sauros race reveal

The Sauros are Predestination’s first reptilian race! The race is composed of three distinct sub-species:

  • The purple Monitor Sauros: The shamanistic ruling caste and diplomatic contacts for the empire. They are native to the desert regions of their home world and are worshiped as if they were gods.
  • The white Albino Sauros: A rare breed possessing an immense intellect. They are native to desert regions and are responsible for all scientific discovery in the empire.
  • The green Jungle Sauros: Have been selectively bred to be the perfect labourers and ground combatants. They are native to the jungles of their home world and make up the majority of the Saurosian population.

Background Lore:

The Saurosian Empire is one of the oldest and most feared cultures in the Predestination universe. The desert-dwelling ruling caste conquered the jungles of their homeworld, enslaving the primitive jungle race as a worker force and military army. In breeding massive slave armies, the Sauros soon overpopulated their home planet and were forced to expand into space. The empire slowly grew without interference for millennia, producing colossal armoured hulk ships and protecting its borders from intrusion.

The Sauros watched as other species emerged into space and began colonising the stars, but rejected all attempts at contact and co-habitation. No-one dared enter Saurosian space, and they liked it that way. When the Revenants were unleashed on the galaxy and started destroying their hatchery worlds, the empire finally broke its silence and led the younger races into war. But despite their advanced technology, even the ancient Saurosian hulks couldn’t stand against the Revenants.

At the final battle with the Revenants, the last surviving hulk was torn apart by temporal rifts and pulled back in time, crash-landing on a terran world. Now cut off from their empire, the Sauros have only a few scraps of advanced technology remaining and several technological relics whose secrets remain to be unlocked. The Sauros now aim to rebuild their civilisation and stop the younger races that might foolishly wake the Revenants again in the past.

(Sauros story trailer still to come)

Race stats and abilities:

As a reptilian race, the Sauros are at home on Desert worlds and have a penalty to living on Ocean and Tundra worlds. Military expansionists by nature, the Sauros have a bonus to armour hitpoints, ground combat and diplomatic intimidation. The species’ isolationist ways give them a large diplomatic penalty with other races, and their starting planet contains ancient artifacts left over from the crashed ship. Example stats for the Sauros are below: (Stats are not finalised but are intended to give a general idea of what we’re thinking of)

  • +10% Armour Hitpoints
  • +15 Ground Combat Rating
  • +10 Intimidation (bonus to diplomatic extortion)
  • -20 Diplomacy (penalty to friendly diplomacy)
  • -50% Population Growth Rate
  • Ancient Artifacts: Home world contains ancient artifact resources that increase research output. Once your race reaches a certain tech level, the artifact turns into a usable item.
  • Low Metabolism: Population use half the normal amount of food per turn.

Sauros starting technologies: Each race starts the game with several advanced technologies. The Sauros start with a number of technologies left over from the crashed hulk ship:

  • Assault shuttles: Armoured shuttles are fitted with shaped charges and fired at enemy ships. They pierce the enemy’s hull and deliver marines that try to capture the ship and kill its crew. Enemy shields must be down for the shuttles to penetrate.
  • Reactive armour: An inert polymer is inserted between two layers of hull armour. Dissipates some of the impact energy from projectiles, increasing the effective toughness of the armour. Reduces damage from projectile weapons by 10%, and cannot be penetrated by assault shuttles unless the hull is exposed (armour hitpoints are all gone).

Sauros Shaman

Reptilian race archetype:

Unique gameplay: Each of the four race archetypes in Predestination (Humanoid, Aquatic, Reptilian and Mechanoid) has its own unique gameplay that will hopefully feel iconic to that type of race. Reptilian cities feature a unique hatchery for storing and hatching eggs, and an organised breeding area to speed up their usually slow reproductive habits. Players can decide what percentage of the hatchery building to dedicate to each particular sub-race of their species: Workers/Ground troops, Scientists, or the Diplomatic ruling caste. This will in turn provide bonuses to Production, Research, or Morale/Tax at that colony.

Unique tech field: Reptilian races have access to a unique technology field full of upgrades to the hatchery to let you specialise each city to a particular task. A few ideas we’ve had for possible upgrades include:

  • Heat Lamps: Improves the population output of the hatchery by 25%.
  • Farm Upgrade: Uses up one food resource linked to the city, but gives a large bonus to population output of the hatchery.
  • Training Center: All workers are trained as ground troops and give a bonus against invasion. *We could also have training centers for scientists and diplomats
  • Forced Breeding: An emergency option to produce extra ground troops.
  • Euthanasia: Can kill existing population and replace them with another species. For example, can kill workers and replace them with scientists. Has a huge morale penalty.
  • Genetic Manipulation: Can convert existing population units from one subspecies to another. For example, can turn all workers into scientists. No morale penalty.

Have your say!

What do you think about the Sauros? Head over to the Sauros thread on the Predestination Community forum to leave us feedback, and don’t forget to share this post on Facebook and Twitter if you like it!

Tactical Combat ideas: Crazy weapons, The Junker and more!

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Throughout February we’ve been working on Predestination’s planetary exploration and colonisation gameplay, designing the first Reptile race, and sorting through the ideas from our Kickstarter backers. With the core planet gameplay complete and the reptile race reveal  in the works, we’re shifting development focus to a part of the game we didn’t really get the chance to properly show during the Kickstarter campaign: Tactical fleet combat.

Every space 4X game has some kind of ship combat system, but most games have chosen to discard the MOO2-style tactical combat in favour of realtime 3D gameplay or even automated fights that you have very little control over. With Predestination, we plan to not only revive turn-based tactical combat but revolutionise it!

Read on for a breakdown of the Tactical Combat system, details of some fun new weapons we worked on with our work experience student Niall, and to submit your own ideas for awesome ship weapons and special abilities!

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Kickstarter success! Wrap-up post with stats and graphs

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Last week Predestination officially succeeded on Kickstarter! Thanks to a huge push in the last few days of the campaign, we managed to hit over double our initial goal and smashed the three biggest stretch goals. We’ll now have a full singleplayer story campaign, play-by-email and full online multiplayer for release.

We’ve decided to wrap up the campaign in the same spirit of transparency that we intend to keep up during Predestination’s development, so I’m releasing a ton of stats that are normally kept for the project creator’s eyes only and discussing some of the lessons we learned throughout the campaign. This kind of info from previous projects was invaluable when I was researching and putting together this campaign. I posted this originally as a Kickstarter update, but am posting it as a blog post so it can reach more future Kickstarter project creators. It’s a bit of a wall of text, but hopefully future Kickstarter creators will find it useful!

(More updates on the way)

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90% funded on Kickstarter, help push us over our goal!

We launched Predestination on Kickstarter a few weeks ago and the response has been absolutely immense! Over 500 people have backed the project so far and we’re at around the 90% mark. There’s just 10% to go until we’re guaranteed funding and can press on into stretch goals. It’s very important that we hit 100% as soon as possible, because that guarantees we’ll get our minimum goal and we can take that guarantee to banks and government grant schemes. If you haven’t pledged yet, head over to Kickstarter and take a look at some of the rewards you can get for supporting Predestination.

Thank you so much to everyone who has pledged their support so far! If we exceed our goal, we’ll move into the stretch goals to let us add extra features like multiplayer, a singleplayer story campaign, tools to let players mod the game and design their own levels, and other features we can’t realistically fit into the $25,000 minimum goal. There’s still a long way to go if we want to make the ultimate 4X game, and with your help we’ll get there!

New screenshots: Galaxy map, planets, system window and planet exploration

There are some big announcements coming in the next week or so for Predestination, but until then we have some new screenshots of the game in action. These screenshots show the three main parts of the game: Galaxy Management, Planetary Exploration, and Tactical Fleet Combat. All three areas are still work in progress, but they’re really starting to come together.

Robot concept art: Character artist Connor Murphy in action

Most game developers work behind closed doors and don’t let players see early work in progress designs. With Predestination we aim to give fans a front row seat to the game’s development and let you help develop the game with your feedback and suggestions. We have a community website launching soon where you can suggest ideas and discuss the game, and we should be finally launching our Kickstarter campaign within the next few weeks, but today we want to give you an inside look at how we’ve been designing our first race:

Concept sketches:

We wanted the robots to look like they were originally designed as humanoid robots to serve another race but have had to adapt to survive when left to fend for themselves on their starting planet. When their power sources began to run out, they had to adapt to using fossil fuels and became all steampunky. They began building new robots and reprogramming them to do new tasks like mining for coal and designing new technology. Now they’re pretty much a fully-fledged race with workers, scientists, and military robots. Our new character artist Connor Murphy turned those ideas into the five concept sketches below:

We really love the top left design but want to keep that kind of tentacled concept for a more organic race. We decided on the top right design for military robots as it looks like a standard combat robot built by another species as part of a war. The bottom left robot looks like what would happen if those military robots were forced to adapt and become engineers or scientists, with the huge humanoid arms and hands being replaced with an array of tools.

 

Science robots (work in progress):

Today Connor got back to us with his first draft sketch of the Scientist robots. The left arm now has all these precise tools that remind me of the Borg from Star Trek, and there’s a window into the robot’s furnace that adds to the steampunk effect. It’s still a work in progress, so expect to see more race art from Connor soon! He’ll be focusing on the robots first and then moving onto the humans, aquatics, reptiles and other races.

I hope you’ve found this to be an interesting look behind the scenes at Predestination, it’s a real pleasure for us to have Connor on the Predestination team and the whole team just loves his artwork. Soon we’ll be launching our new community site where you can post your own ideas and have your say on what you’d like to see in the game. Until then, please feel free to post your ideas in the comments. If you’d like a reminder when something new is posted to the blog, like us on Facebook or sign up to our RSS feed.

Concept art: Robotic races

Not all the races in Predestination will be organic; The race below assembled itself from a crashed transport full of worker droids, service bots and military hardware. To survive, they had to adapt themselves  to their new home and fossil fuel energy sources. We haven’t named the race yet, but the population and ships will have a steampunk visual style. Different tasks like industry or research will be completed by specialised robots, so the military robots may look very different to the researchers or workers. Below is concept art for the race’s industrial worker droids, produced by our new character artist Connor Murphy:

Unique race gameplay

In the last post, I talked about the fact that each type of race is specialised for a particular type of planet: Aquatics on ocean worlds, robots on ice planets (so they can overclock themselves), lizards on deserts etc. But the differences between the races go a lot deeper than just their preferred planets and some stats. Every race type will have its own unique gameplay that suits that race, and a research field that only that type of race can access. Our current thinking for the robotic races is to give them:

  • Factories that build new population rapidly.
  • Population consumes energy instead of food.
  • Unique technologies let you upgrade the population or produce huge mechs and ships.
  • Terraforming technology lets you freeze over planets, turning them into ice worlds.

What kind of unique gameplay and technologies would you associate with robots? If you could have any feature in a robot race, what would it be?

A brand new planet colonisation system!

This week we did a major design iteration on the planet colonisation system. In the previous design, the planet was split into a huge square grid and you could send scouts anywhere to find resources. Extractors were built on the resources and they were piped to the planet’s main colony for use, so if you found a mineral deposit you’d build a mining station on it and the colony would then have +1 minerals/turn for use in factories.

After some testing, I found that it felt like I wasn’t really colonising the planet; I was just exploring it because I had to get it out of the way, and that’s not fun. Since I could see the terrain and knew where resources would spawn, I tended to go straight for those areas and there wasn’t much left to find in the entire planet. There were also unanticipated problems with designing a reusable colony blueprint: How do you know how many fossil fuel power plants or factories to build if each planet has a different number of resources? And what happens if the blueprint finishes building all your factories but you haven’t found the minerals to supply them yet? This week’s design iteration solved all of the above problems.

Residential cities:

The new design splits the planet up into a hexagonal grid and you can only scout hexagons adjacent to currently explored areas, so you have to explore outward. Unexplored areas are black so you can’t see the terrain, and the hexagons for scouting are huge so you won’t spend forever exploring the planet. Most hexes will be empty, but some will contain resources or suitable locations for additional residential cities. Below is a mocked up image of the city planner:

Tiny planets will have just one viable city location, and larger planets will have several. These cities will be fully independent colonies on the planet, each housing its own population and requiring its own energy generation, military protection etc. All of your important buildings will go in the cities, but it’ll be mostly residential and military. You can have multiple of every building and their effects stack, so you could build nothing but power generators and orbital cannons or mostly housing and entertainment centres to generate tax, it’s up to you. Later in the game, new technologies will give you more space in every city.

Resource gathering towns:

When you find a resource like a mineral deposit or research artifact, you now colonise it with a small industrial town. The town starts with just the extractor building (such as a mining drill or research outpost) and 6 empty hexagons around it that new buildings can be built on. Rather than always sending the resource to the main colony to be used, you can use buildings here to refine it locally and either use the refined product immediately or send it elsewhere for stockpiling. Below is a mock-up of an example town:

In a mineral mining town, you might build an ore refinery, a metal factory, a few power plants and a transport link to an orbital shipyard. This little self-contained town would then send metal to your shipyards each turn, where it’s stockpiled to be used to build ships, missiles, etc. You can build your towns  manually or design blueprints to save your designs and help update them later. So you could colonise a uranium deposit and select between blueprints you’ve designed for nuclear power generation, uranium processing for sale, or a  nuclear weapons factory and missile silos.

With limited space to build buildings, you’ll have to make tactical trade-offs between money generation, military defense, research and ship production. Do you sacrifice a valuable square to build a shield generator in each towns to protect it from orbital bombardment, or a weapon to help in fleet combat above the planet, or more industrial buildings? I’m leaving it entirely up to the player to decide how to use the system. When it’s done, it’ll have to be tested extensively to make sure there are no clearly overpowered strategies and there’s no single best way to build a colony.

Population control:

Your colonists live in the cities most of the time and are rotated into the towns for work. Cities start with a colony base that houses 1 million colonists and provides food and water for them, and towns start with an extractor that does the same. In cities, you can build houses to increase the maximum population at the cost of using squares. You can’t build housing in towns to increase the population limit, they always have 1 million colonists. It costs 1 million colonists to establish a new town so all of your population growth happens in cities.

Each town links to its closest city and decreases its connected city’s morale because people really hate working in harsh industrial environments. Each unit of population in the city increases the city’s morale because more people in the city means people have to spend less of their time working in the industrial towns. You can build entertainment centres, police stations and other services in the city to increase the morale bonus each colonist gives, so balance the morale on your planets with their industrial output.

Morale affects the amount of money that population can be taxed for and the chance of a revolt or worker strike. Robotic races would be immune to morale but also can’t tax their population. Communist races would force people to work in the towns, while democratic races might be able to pay their workers to reduce the morale penalty. There’s a lot of potential for race picks and new technologies in this system, and we’re still throwing a lot of ideas around about it.

 

I’ll implement the new colonisation system this week and will get a video of it up to show you the results, then I’ll get back to working on the fleet combat system :D .

Nebulae and asteroids in ship combat

I haven’t posted an update in a while, but rest assured I’ve been making a lot of progress on ship combat system. Ships now have armour, regenerating shields, structure hitpoints and weapons; they can shoot at each other and destroy each other. I’ve also implemented the reactive strike system that lets ships fire when an enemy flies through their firing arcs and players can hit a button to highlight all the squares the enemy’s reactive strikes cover so you can make tactical decisions quickly. There are firing animations for beam weapons and projectile weapons, which I’ll put a video up of once I’ve built the hotbar user interface to show it off properly. Below is what I’ve been working on this week:

Nebulae and asteroids

This week I added asteroids to the ship combat system and built a new system for creating gas nebulae, dust clouds, area-effect weapons, warp effects and explosions. Any fight taking place in an asteroid field will have asteroids moving slowly through the map, disappearing when they reach the edge and new ones periodically entering. The video below shows a few example nebulae using different colours, amounts of luminous gas and amounts of dust.

Nebulae will add some tactical variation to fleet combat, some being dangerous areas to avoid and others providing a tactical benefit. If you live in a system surrounded by a nebula you could even build a specialised defense fleet to take advantage of them.  A few of the things I could use this for are:

  • Sensor disrupting nebula – Attacks on ships inside the nebula have a chance to miss, or all ships inside are cloaked unless you come close. This could be a huge nebula covering most or all of the battlefield.
  • Shield dampening nebula – Shields don’t work at all inside the nebula. This could also be a huge nebula.
  • Ion storm – Ships inside the area take damage every round.
  • Slipstream – Ships gain bonus movement speed while inside the slipstream.
  • Wormhole – Two wormholes connecting far-away points on the battlefield.
  • Charged plasma – If a ship inside this nebula fires or is fired upon, the nebula discharges a bolt of lightning on a random nearby ship.
  • Explosive gas – If a ship inside this nebula fires or is fired upon, nebula explodes, dealing damage to everyone inside the nebula and dissipating the gas.

Most of these should have a small random chance to spawn, and if a solar system is surrounded by a nebula there will be at least one of that nebula in battles there. Certain weapons could even leave behind charged plasma fields or ion storms.

Science vessels

Recently the team and I have been discussing whether there’s a role for science vessels and non-combat ships in a combat encounter. Some of the most awesome moments from Star Trek all involved on-the-fly science using equipment that wasn’t meant for combat, and we’d like to do that in Predestination. The idea would be to let you research a suite of science modules that can be used in combat, like a scanner that probes enemy ships for weak points. Some of these might have uses outside combat, so you might build an asteroid belt mining ship to gather resources and still be able to use it in combat when the system is attacked. A few ideas we’ve had include:

  • Nebula scanner – Reveals the properties of the nebula. The nebula may have a hidden property that you can reveal using this, or scanning it may increase its existing positive effects and decrease its negative effects. For example, scanning a charged plasma nebula might reveal the plasma’s frequency, giving your ships immunity from the lightning discharges.
  • Gas harvesters – Let you suck up a nebula and deploy it elsewhere on the battlefield. This could be hilarious fun :D
  • Asteroid scanner – Reveals the composition of the asteroid. Asteroids may have hidden minerals that could be used in battle. For example, it might contain explosive material that you could detonate or add to a missile, or a rare element you can use to increase weapon damage temporarily, or something that boosts your shields.
  • Tractor beam – Alter the direction of an asteroid.
  • Slipstream/wormhole generator – Creates a slipstream/wormhole between two locations on the battlefield.
  • Shield harmonic probe – Missile that determines an enemy ship’s shield frequency when it hits, letting your fleet ignore its shields.
  • Impulse disruptor – Creates and area effect slow or decreases an enemy ship’s movement speed.
  • Electronic counter measures – Could decrease an enemy ship’s attack range, give it a chance to miss, or disable its reactive strike.

If you have any ideas of your own for nebulas, area-effect weapons or interesting ship modules, please post them in the comments! We’re at the point where we can start making practically anything and I’d love to see what kind of ideas people come up with.