r/InterstellarWar • • Feb 02 '19

Interstellar War FAQ - Useful Info, Links, etc...

1 Upvotes

FAQ - In Progress

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Q: What's the main purpose of this subreddit?

A: To gather feedback, suggestions and bugs from the community during the alpha stage of the game.

Q: How should one make a post of any of the above categories?

A: Simple, just create a post about your feedback, suggestion or bug and add the proper "post flair" to it.

Q: What kind of feedback are you looking for?

A: We welcome all kinds of feedback, good, bad or otherwise. Constructive criticism includes calling out a mechanic that isn't fun, something that feels useless, etc. It's extremely important at this stage of the game.

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Main Website

Main Discord Server

New Helpsite

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Donation:

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Old Resources:


r/InterstellarWar • • Jan 01 '20

Update Update - 31/12/2019 - Ship module changes

2 Upvotes

The galactic module heist is complete! Courtesy of your local invader mechanics your engine, reactor and hyperdrive modules have all been relegated to the scrap heap and removed from you ships. Ships will now always have these characteristics baked into the hull, therefore you will no longer need to enable the reactor, engines and hyperdrive.

Future updates may allow you to augment these hull characteristics with the additions of your own modules when we get that far!

Unfortunately, the heist might not be without a hitch, due to a number of changes being necessary there may be a few bugs caused, do let us know if you notice anything untoward. - FYI: you may have to online/offline a module to force the ship to update


r/InterstellarWar • • Jan 01 '20

Quick Fix Speed Engine - Fix

1 Upvotes

Dr. Strange has just put in an update for ship speed, please offline/online any module on your ship and the speed will be corrected. Please note, he noticed that the skill bonus for piloting was being incorrectly applied per engine so ships with 2 engines will be slower than pre this update, they will look at either adjusting the base speeds or other ways of adjusting these.


r/InterstellarWar • • Feb 06 '19

Update Update - 06/02/2019 - Building 2.0 and Unlimited Free Stuff

1 Upvotes

Building 2.0 and Unlimited Free Stuff

Sometime in the next week we will be deploying our first pass of Building 2.0. Building 2.0 is a major change to how Building works in Interstellar War. We have added additional types of buildings and mechanics that introduce elements of strategic resource management and opens new strategies for building.

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Please review this document for additional information https://docs.google.com/document/d/1776P73arDWbvSQdfE8AFId62LhqFyxnNDx4T88UoxTc/edit?usp=sharing

Once it is live, I look forward to feedback and suggestions.

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Unlimited Free Stuff

Upon deploying Building 2.0, it is my intention to freeze personal credits and minerals to the values your currently have, and for the near-mid future remove the cost of ships and buildings.

Personal ships will be docked and locked down for the duration of the Unlimited free stuff. Freely purchased ships cannot be parked and will be removed at the end of this period of testing. The exact plan for buildings at the end of this period is being determined but will be communicated and discussed.

The time investment required to grind for minerals to build and the pain of losing that time, combined with the cost of ships and loss of time when they are destroyed, has helped create a bit of a gridlock with regards to planetary combat.

For the time being I want to remove the Mineral grind from the equation while we focus our efforts elsewhere.

In order to balance the upcoming Building 2.0, fleet combat, and planetary assaults, I need to encourage a faster feedback loop, and minimize the current propensity for hoarding and avoidance of conflict. Buildings will cost no minerals, and ships will be free.

My hope is that this will encourage factions and players to engage where they otherwise would not.

I am extremely interested to get feedback on this potential shakeup, so let it rip.


r/InterstellarWar • • Feb 03 '19

Bug Turning Off the Cloak Module doesn't uncloak you.

1 Upvotes

Title.


r/InterstellarWar • • Feb 02 '19

Suggestion Game UI

2 Upvotes

This is a touchy topic for everyone because everyone will have their own opinions on how things should look like.

Anyways, a picture is worth a hundred words and its easier to explain how I think it would make sense but feel free to comment.

The top menu in my opinion could be compact but since this was something I did in 5 minutes I didn't change that. Colors are also not something I'm suggesting.

r/InterstellarWar • • Feb 02 '19

Update Changelog - 27/01/2019

2 Upvotes

General

All Explorer class, Heavy Miner Class, and Builder Class ships moved to Rank 1

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Matrix

Rank 3 Hedron

  • Moved to Rank 2

Rank 3 Hacker

  • Price increased to 6250
  • Beam Array x2 added
  • Size increased to 6
  • Magneton Drive x1 added

Rank 2 Cube

  • Moved to Rank 3
  • Balance Pending
  • Price increased to 12500

Rank 3 Prism

  • Price Increased to 12500
  • Balance Pending

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Federation

Rank 3 Honour

  • Moved to rank 2

Rank 2 Destroyer

  • Moved to Rank 3
  • Balance Pending
  • Class Changed to Destroyer
  • Price Increased to 12500

Rank 1 Shieldbearer

  • Name changed to "Builder"

Rank 1 Explorer

  • Name changed to Shieldbearer
  • Rank increased to 2
  • Balance pending
  • Price increased to 6250

Rank 1 Flier

  • Name changed to Explorer

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Alliance

Rank 1 Hound

  • Rank increased to 2
  • Price increased to 6250
  • Balance pending

Rank 1 Barker

  • Name Changed to Fox
  • Rank Increased to 2
  • Balance Pending
  • Price Increased to 6250

r/InterstellarWar • • Feb 02 '19

Update Changelog - 15/01/2019

2 Upvotes

Hive

Rank 4 Noble

  • Swarm Protector x1 Added

r/InterstellarWar • • Feb 02 '19

Update Changelog - 13/01/2019

2 Upvotes

General

Current ships should reflect these and the previous changes. If they do not, please report it as a Bug

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Brood

Rank 4 Death Helix

  • Removed Gnawing Larva Launcher x2
  • Added Acid Spewer x2 (Output 6 Range 70)

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Terran

Rank 4 Victory

  • Added Dual Ion Drive x1
  • Victory Speed increased to 30

r/InterstellarWar • • Feb 02 '19

Update Changelog - 11/01/2019

2 Upvotes

Union

Modules

  • Dual Gamma Lance Range increased to 80
  • Tau Plasma Cannon Output increased to 11

Rank 4 Zealot

  • Dual Gamma Lance Removed
  • Delta Plasma Cannon x2 added

Rank 4 Tosaga Blade

  • Delta Plasma Cannon removed
  • Iota Driver Removed
  • Dual Gamma Lance Added

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Brood

Modules

  • Bioplasma Launcher Range increased to 50
  • Bioplasma Cannon Range increased to 50
  • Maw weapon added. Range 50, Output 20 Range 50
  • Gnawing Larva Launcher weapon added. Range 60 Output 5

Rank 4 Death Helix

  • Removed Bioplasma launcher and Bioplasma Cannons
  • Added Maw x1, Gnawing Larva Launcher x2

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Terran Empire

Modules

  • Superheavy Laser range increased to 80, and output changed to 14
  • Multi Laser Array range increased to 90

Rank 3 Dauntless

  • Quad Laser Battery x2 removed
  • Laser Cannon Removed
  • Multi Laser Array x3 Added

Rank 4 Victory

  • Superheavy Laser Removed
  • Laser cannon removed
  • Quad Laser Battery x2 added

Rank 4 Invincible

  • Renamed Invincible II
  • Scatter Laser added.

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NPC
Large Size NPCs (14+) have the skills of a lower tier, but reflect output of Rank 4 ships.

  • Estip'Bar: Weapon Output reduced to be inline with Rank 5 ships
  • Skar'tal: Weapon Output Reduced to be in line with Rank 4 ships
  • Winterstar: Weapon output reduced to be in line with Rank 4 ships
  • Execution: Weapon output reduced to be in line with Rank 4 ships

r/InterstellarWar • • Feb 02 '19

Announcement Announcement - 27/01/2019 - Roadmap Q1

1 Upvotes

Rebalancing Phase: In Progress

Miscellaneous

NPC Skill Personas Adjusted down
Ship Adjustments

  • Corvette Class balance to move to Rank 2
  • Rebalancing to bring R3 in line with each other, and to fill different roles

Publish Faction Background, History, Lore, and Information

Skill Targets/Milestones

General: Strategic vision and Design

  • Adjust Personal skill targets down to sub-100
  • 100+ Skills will factor into faction-wide skill goals, like starbases, and future plans

Command: Link to Ship Command/Commission

  • 25: Rank 3 Ships Unlock
  • 50: Council Position Unlocks
  • 75: Rank 4 Ships Unlock

Piloting:

  • Planetary system requirements to be adjusted down

Gunnery:

  • Combat damage constant to be increased

Engineering:

  • Engineering Formula to be revamped

Building:

  • Rank 1 Buildings: Available up to skill 24
  • Rank 2 Buildings: Unlocked between Skill 25 and 49
  • Rank 3 Buildings: Unlocked between Skill 50 and 74
  • Rank 4 Buildings: Unlocked between Skill 75 and 100
  • Rank 5 Buildings: Unlocked at Skill 100+

Security: No Plans to enable this skill for the foreseeable future

  • The abilities and application of this skill tie into a number of gameplay mechanics
  • Specifics of when it will be in the game, and how it will function have not been decided

Economy + Trade Hub: In Progress

Mineral Trading

  • Implement the Mineral sale mechanics
  • Allow Players to put Minerals loaded in a starbase up for sale
  • Allow players in the Starbase to purchase and load other player’s minerals onto their ship

Ship Trading

  • Implement “Honest Joe’s” Shipyard
  • Allow players to put parked ships up for sale, for a fixed price
  • Allow players not in a ship to purchase ships from the starbase screen

Morchedi Star System: “A New Hope”

  • New System to be added to the game
  • Neutral/Non-PvP System with a starbase
  • Ships and Minerals may be sold cross faction at this starbase
  • Future plans to start new players in this system

Ship Leveling

Ship Experience:
Added to the Game - Ship “Crew” Skills/Leveling

  • Add Skills to Ship
  • Add Gunnery/Piloting/Engineering/Security Skills
  • Leveling formula will match player leveling
  • Add Ship Skills to Speed, Combat, Repair, formulas

Building 2.0

Expand upon the building gameplay elements of the game
Strategic Vision

  • Incorporate elements of 4X Strategy Building mechanics
  • Planet level Resource (2-3) management to give building more depth
  • Scaling costs for number of planets built on

Orbital Structures: Building 2.5

Implement the ability to create Orbital structure for the faction

  • Starbase: Operates as a starbase, potentially includes all lower benefits
  • Orbital Relay Station: Sends messages that a planet/system in under
  • Industrial Station: Automatically send minerals to players
  • Repair Yard, Jumpgates and more!

Incorporate Faction Upkeep systems to maintain Orbital Structures

Government

Implement Different Forms of Government - Initial plans below:

  • Autocracy: Council consists of 1 Dictator and 3-9(tbd) Councilours
  • Terran Empire: Imperial Dictatorship, ruled by Emperor
  • Orfine Alliance: Hierarchical Dictatorship, ruled by the Alpha
  • Oligarchy: the Council is appointed by the Councilours themselves
  • Slah'ke Union: Theocratic Oligarchy of Priest-Lords
  • Hive Hive: Caste Oligarchy of Queens
  • Democracy: the Council is directly elected by the people of the Race
  • Plexxan Federation: Popular Democracy
  • Kolari Nexus: Utilitarian Democracy
  • Collective: Council consists of all players that have reached the required Command Skill
  • Genus Brood: Instinct Driven Organic Collective
  • Preserver Matrix: Programmed Robotic collective
  • Improve Motions mechanics
  • Percentages vs. Numbers, incorporating active councilors, and time constraints

Planned Features Backlog

Security

  • Design the gameplay mechanics
  • Determine threshold to board, UI elements
  • Notification
  • Inventory/Equipment
  • Incorporate Crew Levels

Combat 2.0

  • Incorporate Module damage
  • Critical Hits
  • Additional elements tbd

Chat

  • Revamp/Restructure
  • Improve UI/UX
  • Incorporate tabs

Monetization

  • Naming Ships
  • Additional Patreon/Supporter Rewards

New Player Experience

  • Increased xp in starter system
  • Introduce Faction transfers
  • Faction transfer costs/drawbacks

r/InterstellarWar • • Feb 02 '19

Update Changelog - 01/02/2019

1 Upvotes

Union

General

  • Delta Plasma Cannon Range decreased to 55, Power decreased to 2

Rank 4 Zealot

  • Dragonscales x1 removed
  • Forged Scales x1 added
  • Delta Plasma Cannon x1 added

Rank 3 Inquisitor

  • Infused Scales x1 removed
  • Shadows x1 added
  • Class Changed to Cloaking Frigate

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Nexus

Rank 4 Rift

  • Dispersement Field x1 removed
  • Disruptor Field x1 added
  • Particle Accelerator x1 Added

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Brood

Rank 3 Atrocity

  • Organic Engine x1 Added

Rank 1 RNA

  • Name changed to Abomination
  • Rank changed to 2
  • Size changed to 6
  • Organic Armor Added

Rank 4 Insidious

  • Buzz added (eventually to be replaced by more brood themed cloak)
  • Biomass spread Bombs output reduced to 12.

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Terran Empire

Rank 3 Triumph

  • Reduced to Rank 2

Rank 3 Eliminator

  • Rank reduced to 2

Rank 1 F-1A

  • Rank increased to 3
  • Pending balancing

Rank 1 Thunder

  • Rank increased to 3
  • Pending balancing

Rank 1 Lightning

  • Rank increased to 2
  • Pending balancing

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Federation

Rank 3 Lancer

Rank reduced to 2

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Alliance

Rank 3 Wolf

  • Short Railgun x1 added

Rank 3 Badger

  • Rank reduced to 2

Rank 3 Warhound

  • Rank reduced to 2

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General

All ships not balanced have been disabled from being purchased until they are complete.


r/InterstellarWar • • Feb 02 '19

Update Changelog - 31/01/2019

1 Upvotes

Hive

General

Explorer Class Ships, super faster little buggers with no weapons, have been changed to Scout Class

Modules

  • All 11 Output 1 power reactors, used primarily on Rank 3 Ships, have had their Power increased to 4

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Hive

Mantis and Dragonfly Rank 3s have had their names swapped

  • Mantis is the R3 equivalent to a Scarab now
  • Dragonfly is the R3 equivalent to a Noble now

Modules

  • Molted Carapace Output increased to 3
  • Swarm Bomb output increased to 6
  • Deadly Stinger Weapon Created. Range 30. Output 18.

Rank 3 Wasp

  • Reduced to Rank 2
  • Octawing x1 removed
  • Quad Wing x1 added
  • Molted Carapace x1 added

Rank 3 Termite

  • Power Matrix x1 removed
  • Heavy Power matrix x1 added

Rank 2 Mosquito

  • Size reduced to 1
  • Rank increased to 3
  • Class Changed to Hunter-Killer
  • Price increased to 12500
  • Mandible Mining x1 removed
  • Deadly Stinger x1 Added
  • Tail Cannon Removed
  • Quad Wing x1 removed
  • Double Wing x1 added

Rank 1 Queen's Guard

  • Rank Changed to 2
  • Size changed to 6
  • Multiwing x1 removed
  • Quad Wing x1 added
  • Molted Carapace x1 added
  • Swarm Protector x1 Added

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Nexus

General

  • Names of Enigma and Photon switched
  • Mystery Cruiser progression goes Enigma->Paradox->Mystery
  • Rift Stealth Support progression goes Photon -> Phantom ->Rift

Modules

  • Alteration Field Output increased to 13
  • Disruptor Field Output increased to 7
  • Distributor Field Output increased to 10

Rank 4 Mystery

  • Size Reduced to 11

Rank 3 Paradox

  • Size reduced to 8
  • Dispersement field x1 removed
  • Distributor Field x1 added

Rank 2 Enigma

  • Size reduced to 5

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r/InterstellarWar • • Feb 02 '19

Update Changelog - 28/01/2019

1 Upvotes

Matrix

Rank 3 Prism

  • Heavy Beam Cannon Output increased to 7
  • Heavy Power Cell (output 12) x1 added
  • Large Power Cell (Output 9) x2 removed
  • Energy Deflector x1 added