EXODE Starships: How they are made, and how to fix them!

in #hivegaming2 years ago (edited)

Heeeyaa!
Today we will be speaking about ships!

They are your space racers, carriers, fighters, transports and everything else.
But in 2325, they are also the saviors of mankind, or at least the saviors of you all.

Yes, that's true, your ships are your Heroes.
But now, your ship is damaged, and your Hero feels abandoned.

It was shot, rushed, torn apart by by an irregular hyperspace jump and then, crashed.

That's a lot of mistreatment for a ship.

So now it's time to take good care of it, to whisper nice words to its circuits and understand how it feels.

How it feels? maybe not...
... but maybe how it's made.

Because that's what we are going to share!
Well, not exactly how to make one, but at least, how to fix one.

Keep seated, and enjoy the read of this new diary...
... and be warned, we may be getting hardcore!

diary3.png


EXODE Ships are a Beast!

Yes, that's it, these creations are pieces of ultimate technology, an assembly of hardware, metal structures and reactors of all kinds.

But actually, the basics are simple.

Like everything there is to EXODE, or to things in our century, there is an intuitive understanding:

If anything is complex, it's only when you look into the details.
If you want to just use it instead? Then it's simple.

A ship is simple to handle otherwise:
In evacuation, press LAUNCH.
In scanning, name a pilot. Oh, and once finally there, remember to press LAND.

Who would ask you to know more than that?

Well, actually, at some point we may think it's interesting for you to know how it works, or more exactly, why your ship can't take off again.

To understand everything which is required to "repair your ship", you may need to connect with your inner engineer.

This may be the inner voice inside you which as a child guided you while playing with LEGO boxes. Or that guy you like on our discord, who knows everything there is to know and will tell you how to fix it.

Fortunately, we'll put tutorials and bold text and everything to guide people while fixing their ship, but for now, let's put your engineer googles instead, and get inside the beast!

The Drachian Mantis has all the Tacscan and Farscan required, but also cargo and turrets. What it lacks are missiles, which is something space superiority vessels have.


How a ship is made

... and inside the beast, you'll see that a ship is made of a large list of attributes, and a list of modules.

It's these modules we will share with you today.
Basically it's the modules who usually are no longer working.

So to fix your ship, you will need to replace the damaged modules.
As you don't have a spare new module in your pocket (do you?), this means you may have to reconstruct one.

Technically, some players may propose their shiny modules in the colony market later!
There is no shame in taking them instead. That works too.

Once you have the good module, you put the bad module out, you put the good module in, and that's it!

You'll have to make sure we released the next gameplay scene (SPACE), and you'll be good to go.

The Myrmidon has an impressive armor, and this will be useful even when landing (or crashing).


Let's see a module!

Ok, let's take a module example here:
Your pilot's cockpit!

We are using the Archeon Military Frigate here as an example:

We use the Archeon in this example and as a test base for all ships at the moment.

Let's see some simple values first:

ModuleCategoryQuality LevelLocationInternalArmored
CockpitEssentials7FrontNoYes (2)

Sounds simple enough?
Or not?

Ok, I can help you here with this:

  • Category: when you see 'Essentials' in the Category, then if you lose this: you are dead. Or at the very least, out of order and in serious spacecrap. This should sound rather clear, if it's marked "Essentials", then it's essential to your survival.

  • Quality Level: this determines how this module helps crew performance.

  • Location: only useful in space combat. Don't mind this, only people wanting to kill you need to understand that.

  • Internal: if a module is "Internal", then a hit needs to pass external armor before even thinking of touching it.

  • Armored: military ships usually have additional armor to protect essential modules. If a module is "Armored", then even after passing your shields, and then external armor (for internal modules, that is), the hit must also pass the "module armor" to damage it.

Now let's get into other engineering aspects:

ModuleCategoryLocationInternalConstruction Chain*What this means
CockpitEssentialsFrontNoEEEGSElectronics x3
Generic Alloys x1
Space equipment x1

The new thing you will observe here is the Construction Chain.
This is actually the first time we are revealing something related to "player economy".


What is a Construction Chain?

Well it's actually simple.

Every module or construction has a construction chain.
It's just a list of letters.

  • Every letter is a "slot".
  • This slot is awaiting something "compatible with it".
  • So for instance, the letter "C" stands for Cables.
  • If you find cables from somewhere else, (ie. recover them from another place on your damaged ship), you can use them there.
  • If you design a new Cable product from rubber vines on your planet, and you see your design produces the letter C, that will work too! and you'll be able to put your rubber vines in that slot.

Simple then:


You just have to understand every letter is a slot, and this slot wants something with the same letter. There may be a few "yes but" (because it's a ship module, because it has a 'complexity', because you transform all of it into a module, and so on), but that's the core concept.


Speaking of letters, the old Orwell 1 uses an "old technology". It has a special letter to actually go with it (the letter 'O').

There are other details, such as this:

ModuleConstructorArmorArmor ConstructorComplexity
CockpitMars ComputingDurasteel GlassFederal Mines8

... you may consider this last table as not important for now. This will get interesting once characters get more expertise in different fields.


List of Modules

Now let's share more modules from the Archeon Military Frigate:

I won't show you the constructors, armor constructors etc, or module descriptions, and will focus on modules and their construction chains.

ModuleCategoryLocationInternalConstruction Chain*What this means
CockpitEssentialsFrontNoEEEGSElectronics x3
Generic Alloys x1
Space equipment x1
Life SupportEssentialsAllYesCCSZCables x2
Space equipment x1
Gas x1
Ship StructureEssentials
(Structure)
AllNoCCEGGGCables x2
Electronics x1
Generic Alloys x3
Ship ArmorProtection
(Structure)
AllNoGGGGggGeneric Alloys x4
High Quality Alloys x2
GeneratorEssentials
(Engine)
RearYesceKKkRHyperconnectors x1
Rare electronics x1
Fuel converter x2
Fuel converter (Extreme) x1
Reserve energy x1
HyperdriveEssentials
(Engine)
RearYescerrrvvHyperconnectors x1
Rare electronics x1
Reserve energy (HQ crystals) x3
Veil components (HQ) x2
PropulsorsEssentials
(Engine)
RearNoEgrzElectronics x1
High Quality Alloys x1
Reserve energy (HQ crystals) x1
Gas x1

Now, this may have sounded a bit hardcore here.

But you'll notice several things:

  • You will be guided with dynamic quests to help you know what you should do to fix your ship.

  • By "dynamic", we mean there will be a tutorial adapted to the situation on your ship. Such as: "oh, we have researched this biomaterial and it sounds compatible with making cables (C) from it!"

  • Ships are at the end of the colonization loop on your first planet. Once you are there, you should have had all the time to understand it

  • The "letters" for construction will be repeated over and over for multiple designs, so you'll get used to these slots.

The Rhino has ground attack weapons, which can allow it to attack "alien nests" on your planet once it can take off again.


This was a text overview!

As you have noticed, this is a non-graphic text overview:
letters and words, about a game concept.
you'll see more of that ingame, along with the user interface to go with it.

You may have noticed we use raw, primitive, obvious uppercase letters for "basic things".
And lowercase letters for "advanced things".
It's possible we will keep that.


A lot of customisation and player-made designs

So the big 'C' is Cables.

Cables is its own thing and needs two components:

('C') Cable requirementThe solution on your planet
Insulating partThat rubber vine vegetation you found.
Conductive partAny metal on your planet.

The result of your design will be a "Cable".

It does not have to be the best Cable in the world. But it will be YOUR Cable. You will give it the name you want, and it will have the performance you have designed, and you will be able to use it in YOUR ship, or to sell it to players.

As you can see, this model allows for a lot of customisation and player-made designs!

And still about letters, the small 'c' is hyperconnectors (very hi-tech and high performance cables). It shares the same letter because it's the same thing, but may have more requirements.


Other module examples

There are more modules:

  • the Cantina, Cabins, Reserves, Cargo space and Lockers ("non essential amenities").
  • Comms, Farscan and Tacscan (your "voice and eyes in space")
  • Maneuver Microjets, Shielding and Atmospheric Shielding (these are useful, you can't land without atmospheric shields)
  • and since this is an Archeon, there are Weapons too.

We have them all but there is not really a point in sharing another table about it.

We'll still share some more about the Archeon weapons:

ModuleCategoryLocationConstruction Chain*What this means
Gun turret
(x4)
Weapon
(Turret)
RearEGPPpElectronics x1
Generic Alloys x1
Projectiles and Ammo x2
High Energy Projectiles x1
Wasp Missile LauncherWeapon
(Missile)
RearEGWZElectronics x1
Generic Alloys x1
Weapon charge (anti-ship) x1
Gas x1
K-4 Storm MissileWeapon
(Missile)
RearEGWXZElectronics x1
Generic Alloys x1
Weapon charge (anti-ship) x1
Highly Destructive Weapon (anti-capital ship) x1
Gas x1
Shark Torpedo LauncherWeapon
(Missile)
RearEgwXXzElectronics x1
High Quality Alloys x1
High density weapon charge x1
Highly Destructive Weapon (anti-capital ship) x2
High quality gas x1

That's it!

Now you are a pro, and you'll be able to connect that information to research and design later!

*Remember all this data may change at any time during alpha, and even receive some adjustments during beta. This is especially true for construction chains (marked with the asterisk). *




More information about EXODE can also be found on our Discord, or multiple posts such as this one about our epic characters, or this trailer made by a fan, or this review or this one . A summary of latest posts and events is also here.

Also running a witness node:

And we can't believe we are at around position 100.
You can help if you think we deserve more game witnesses and EXODE is one you like!


Thank you pilots, see you soon in eXode!

Sort:  

I'm getting more excited with every update you're posting here!

Do you need a napkin?

Posted Using LeoFinance Beta

haha not yet :)

When I landed, there were many roll failures, and this means that I most likely hit the ground hard. I hope the damage is not so much that I can not repair. Could this be the case in some landings? The ship is so damaged that it can not be fixed?

All ships can be fixed.
In addition, all ships still have some "still functioning" modules.

Worst case scenario is that you have to import more things on colony market ; but all planets can export stuff too, from food to other components you can make.

Also you will be able to speed up the process by deconstructing or scraping some functioning but not essential modules, to recover some components to use in essential ones.

About your failed rolls, I also have some good news:

This landing is not final so that we could make sure there were no bugs, but once the game is updated, next landing will be "final" until our "make a new deck" step.

Well, this also means you could fail "more rolls" next times, but I hope you'll be lucky enough!

You gave an excellent guide on EXODE Starships. It's going to be an amazing game !

!PIZZA

There was a time when I was up on all you are doing, I am now so far behind.

By the way, you are still coming on CryptoManiacs?

Posted Using LeoFinance Beta

Yes, and very pleased to do so.
We meet on May 10th! :)

This is going to be such a great game.

!PIZZA

Good information as always!
It makes it really clear what we need to do to try and fix our baby... err ship...
Can't wait until its ready for use!

Good Lord! I've been so busy with the multiple courses I have this semester, that I completely forgot about this game. Bought the starter pack, and then got swamped by education/life, so never did the initial mission attached to it. Good to see the development moving along, and am glad you wrote this as it will remind me to "start it up" as soon as I have an open window to do so. Thanks for putting your heart and soul into this great game!


source

Posted Using LeoFinance Beta

It is easy to fall behind. @elindos doesnt screw around. He is in the process of creating something amazing.

Time to get caught up on all that I missed I guess.

Posted Using LeoFinance Beta

Seems like a very complex system. Excited for how it turns out!

!PIZZA

It is very detailed. The artwork is fabulous. We are seeing a true space colonization game being developed from the ground up. A great job being done on this one.

Posted Using LeoFinance Beta

!PIZZA

It will be bittersweet once the ship is space-worthy again. I'm sure it will be a lot of fun fixing it but then... to ultimately abandon my planet?
Like you said: if it works, why keep it on the ground?
Gotta move on

!PIZZA

I noticed some interesting information was missing with the first version of the article. I was worried I may have shared a lot of information at once.

But the missing part was interesting enough in my opinions, so I added something with an edit. It details player-made designs further.

So the big 'C' is Cables.
Cables is its own thing and needs two components:

('C') Cable requirementThe solution on your planet
Insulating partThat rubber vine vegetation you found.
Conductive partAny metal on your planet.

The result of your design will be a "Cable".

It does not have to be the best Cable in the world. But it will be YOUR Cable. You will give it the name you want, and it will have the performance you have designed, and you will be able to use it in YOUR ship, or to sell it to players.

It will have its own performance, durability and so on. But it will be enough to put that on your ship.

As you can see, this model allows for a lot of customisation and player-made designs!

And still about letters, the small 'c' is hyperconnectors (very hi-tech and high performance cables). It shares the same letter because it's the same thing, but may have more requirements.

PIZZA! PIZZA! PIZZA! PIZZA! PIZZA!

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This information will make people talk, we were waiting for more depth about our ships!

This sounds very interesting, and pretty straight forward as ver 0.x specifications go. I am very interested to see how both budget and well heeled players are able to enjoy and contribute to the game going forward. I can hardly wait to play the real colonization loop. I am not sure I will survive long but I will learn and grow as long as budget players are considered in ability to advance. I am looking forward to learning more about the game progression, will our planets become our own, can they be revisited, what can be permanently gained on a planet, ...?

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