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Star Command Galaxies News

Dev Chat: Crew Progression

Greetings Captains!

First, thank you so much for all of the feedback on Beta 2. We are still working to fix the bugs that you have been sending to us, such as saves. But we have also been looking ahead towards launch. With that in mind, we thought we'd spend some time today writing up a wall of text about where we plan to take Crew progression.

What We've Tried

Crew progression has always been a bit of a tricky subject, both in terms of classes and crew perks/quirks. In the past, we had a set up of 10 different classes you could choose between based upon a progression path. You could upgrade your cadet to a Tactician, then turn them into a Scout, then they could be a Soldier. Each class had it's own unique abilities...which was nice at first. But this started to feel weird really fast. A Doctor would become a Hacker which gave them the ability to hack enemy systems, but should they also keep the ability to heal? It's weird to have a Hacker heal you, but it's also weird for said Hacker to forget everything they knew about medical school at the click of a button.

We also found our perks and quirks to have their own weird flaws. Quirks as a whole we found mostly just annoyed people and seemed demotivating rather than fun. Take the IBS quirk, which made your crew member have a sudden need to use the toilet. It was funny the first time, but annoying the fifth time...and it caused a lot of weird behaviors. We would have pirates running across entire maps mid-combat simply on a toilet run. This made a lot of behaviors look and feel bugged as well. You'd tell a character to go to the shields, but their own inner nagging voice was telling them to go to bed.

Perks had some good factors, but overall the delivery system came out wrong. It was rewarding and nice to have a crew member who could use Nav better than anyone else, but trying to juggle individual crew loyalty to get a new perk felt weird. As this same juggling loyalty system was also tied into quirks, it made things that should have been optional like crew missions feel almost required. If you were in the middle of working through the Asteroid and your engineer demanded a TV in 12 in-game hours, you either had to leave the mission to find one or have a crew member with any one of a number of weird quirks.

The Plan for Launch

In the latest beta, we took out all classes above the Engineer/Scientist/Tactician level. Most of the classes above these have instead been rolled into Kits. This allows for the same Scientist to be capable of healing and hacking, but not necessarily at the same time. This we feel allows for a good amount of player choice as well as the ability to really control when things like Hackers might come into play.

With that in mind, an individual character's progression should not be limited to the first five minutes you have them. We want you to be able to upgrade each character throughout the time you have them, including your Captain. For this, we have added a tree of skills for all non-cadet crew members you have. Cadets will still need to be upgraded before they can do anything. The categories we are working with currently are HP, Speed, Ship Systems, Accuracy (for Tacticians), Repair (for Engineers), and Healing (for Scientists). Each point you purchase in these skills will enhance your crew in that area. Want to build up your Tactician's HP and make them a tank? Take the HP area first. Want that same Tactician to be a better shot instead? Take the Accuracy points first.

Into the future

While we have changed our kits to better encompass our old classes, we have not fully determined that they are gone for good. We have looked into some ideas for those, such as mixed max level classes (Hacker would be a mix of Engineer/Scientist). This would likely be along with a new chapter of the story where it best fits (e.g. a Diplomat within the Trilax story), but only if we can find an area where it feels like the new class adds new gameplay.

The nice part about our new skills system is that we can add and adjust it as needed. We can add more points to a specific area, or we can add in new areas as we find them useful. This allows us to make individual crew progression continue into future content, should we wish.

That's more or less what we think on crew progression currently. What are your thoughts on the new setup? Or is there perhaps another topic you would like to see us talk about in this wall of text style? Please let us know in the comments below.

As always, thanks for all of your support!

Cheers,
Warballoon

Star Command Galaxies Beta 2 is Live!


Greetings Captains!

We are proud to roll out Beta 2 to the general Star Command public. This has been a long time coming and this gets us very close to release.

WHAT'S NEW?

Every part of Star Command Galaxies has received some attention. Our biggest features are below:

Simpler Gameplay

We have removed energy, food and loyalty in favor of simpler crew management. Many of our fans had issues with these features and after much deliberation we agreed. Other features including automated repair and healing have also been implemented.

New Missions

The game currently features all of our main missions. Some of the later missions still have some work but as a whole the core story is there. Our next focus will be on the random encounters that you can run into across the galaxy as you travel.

New Combat UI

We implemented new tracking so that is easier to see who is shooting at whom and from where. This should make battles much easier to track - especially as more and more ships are added.

New Enemy Types

Enemies will now have new types of ships to attack you with. They are more specialized (like ships that focus on draining shields or draining your batteries) and this should give much more diversity to combat. We will really be expanding on this for our next progression update.

Fleets

You now have the ability to call in other friendly ships when the odds are no longer in your favor. You can earn fleet cards by finishing missions for other ships.

Rewards & Augments

You can now choose your rewards after missions. This system will connect to the augments system which will allow you to upgrade your ship adding HP, Shields, Battery Capacity and Recharge. The current system is very much a work in progress but will be finalized for the next release.

Hundreds of bug fixes

Too many to list we have fixed everything we possibly could.

Save Game Fixes

Save games should be much more solid and resume much more consistently than in the past.

IMPORTANT NOTES:
  • There is still a bug where people won’t use a console or item because it’s “occupied” by a character that isn’t there. If you see this bug 1) please report it and tell us what triggered it and 2) try just moving the object. This fixes it until we can find the source of this issue.
  • Beta 2 is features only the main missions of the game. Random encounters will be coming with release.
  • Some of our later missions are still a work in progress.
  • Numbers/balance is rough. This will be our biggest focus for the next release.
  • Last few missions are placeholder dialog - but the idea is there - we want to verify the missions are completable.
  • Some ship maps are placeholder.
  • Augments are still very much in beta and we will be finishing those up for launch.


What we need from you are impressions, suggestions, bugs, feedback, and whatever else. We will be on the forums reading every post to make sure the final launch is as great a game as we can make it - WITH YOUR HELP!

WHAT'S NEXT?!


Launch! Our next release will be the formal launch of Star Command Galaxies. It will feature:
  • Much better progression for you ship and crew
  • Random encounters around the galaxy
  • New loot and other gear
  • Polish polish polish
  • S.C.I.E.N.C.E. - our ship and map maker so that you can mod the game to your hearts delight. It is our goal to have that integrated with Steam Workshop as well.


Post-launch
We have 90% of the assets done for our first planned expansion the Midorians, and then it will be onto Antorians and Trilax after that as we add in new gameplay and continue to support Star Command.

AS ALWAYS THANKS FOR ALL OF YOUR SUPPORT!!!

Cheers,
Warballoon

Star Command Galaxies Beta 2 Live on BETA BRANCH

Greetings Captains!

After 6 months of development we are happy to announce Beta 2 is now beta-testing live on Beta Branch (now that's a lotta beta...).

There are some issues we are still working through, including saves but we would love to get any feedback you have.

HOW TO ACTIVATE 'BETA BRANCH' IN STEAM:

- Right Click 'Star Command Galaxies' in your Steam Library and go to 'Properties'
- Under the 'BETAS' tab, activate 'betatesting' branch
- Let the update finish
- Play Beta 2
- Leave quality, detailed, perhaps even angry feedback on the Discussion Forums

WHAT IS NEW?

With so much new we have too many features to list - the shortlist is:

- All New Missions (every mission is redone or brand spanking new)
- New Combat AI
- New Weapons
- New Bad Guys
- New Combat UI
- New Ship Augments Upgrades(very beta)
- Removed: food & energy, happiness, day timer, crew pay, and stores all to make a more streamlined game.
- Thousands of bug fixes and optimizations.
- Save game fixes (still beta)

THINGS TO KEEP IN MIND:.

- Beta 2 is features only the main missions of the game. Random encounters will be coming with release.
- Some of our later missions are still a work in progress.
- Numbers/balance is rough - help us balance!
- Last few missions are placeholder dialog - but the idea is there - we want to verify the missions are completable.
- Some maps are placeholder
- Augments are still very much in beta and we will be finishing those up for launch.

What we need from you are impressions, suggestions, bugs, feedback, and whatever else. We will be on the forums reading every post to make sure the final launch is as great a game as we can make it - WITH YOUR HELP!

WHAT IS NEXT?!


Launch! Our next release will be the formal launch of Star Command Galaxies. It will feature:
- Much better progression for you ship and crew
- Random encounters around the galaxy
- New loot and other gear
- Polish polish polish
- S.C.I.E.N.C.E. - our ship and map maker so that you can mod the game to your hearts delight. It is our goal to have that integrated with Steam Workshop as well.

Post-launch
We have 90% of the assets done for our first planned expansion the Midorians, and then it will be onto Antorians and Trilax after that as we add in new gameplay and continue to support Star Command.

AS ALWAYS THANKS FOR ALL OF YOUR SUPPORT!!!

Warballoon

UPDATE: Beta 1, Patch 4.2 Released!

Greetings Captains!

We have released an update for Beta 1 addressing many of the bugs and issues that have come up since launch. The patch is live and should autoupdate.

Patch notes below:
  • Removed Zombie Knockback
  • Added a way to show where you can/can't teleport on another ship
  • Lowered the intensity of the weapon range circles
  • Purchasing a new ship should no longer cause you to lose the inventory of your old ship
  • Rebalanced some encounters for difficulty and rewards
  • Added a Ship Wave mode
  • Fixed an issue where you could lose crew members after successfully completing a Takeover Encounter
  • Fixed an issue where you could not move items next to the Kitchenette on the Nebulous Offender
  • Enemies should no longer shoot at you post death
  • Depressed and IBS have been removed as Personalities
  • FOW has been adjusted slightly
  • Sound has been somewhat altered to prevent sound effects from going above the set options level
  • The options menu (as well as some others) has been adjusted to better fit for all resolutions
  • Survival mode can now be restarted from the Game Over screen
  • Save Games can now be deleted from the Save/Load Menu
  • Tons of other small tweaks and fixes


We are hard at work on Beta 2 with a ton of new content, new ship battles and new reward system.

Love to get your feedback!

Cheers,
Warballoon

UPDATE: Beta 1, Patch 4.2 Released!

Greetings Captains!

We have released an update for Beta 1 addressing many of the bugs and issues that have come up since launch. The patch is live and should autoupdate.

Patch notes below:
  • Removed Zombie Knockback
  • Added a way to show where you can/can't teleport on another ship
  • Lowered the intensity of the weapon range circles
  • Purchasing a new ship should no longer cause you to lose the inventory of your old ship
  • Rebalanced some encounters for difficulty and rewards
  • Added a Ship Wave mode
  • Fixed an issue where you could lose crew members after successfully completing a Takeover Encounter
  • Fixed an issue where you could not move items next to the Kitchenette on the Nebulous Offender
  • Enemies should no longer shoot at you post death
  • Depressed and IBS have been removed as Personalities
  • FOW has been adjusted slightly
  • Sound has been somewhat altered to prevent sound effects from going above the set options level
  • The options menu (as well as some others) has been adjusted to better fit for all resolutions
  • Survival mode can now be restarted from the Game Over screen
  • Save Games can now be deleted from the Save/Load Menu
  • Tons of other small tweaks and fixes


We are hard at work on Beta 2 with a ton of new content, new ship battles and new reward system.

Love to get your feedback!

Cheers,
Warballoon