Dev Update: Space Impossible Release 1.0 - What's ahead?
Hello everyone!
With BETA 17.1 currently released, it is time to look at what's next. We are shifting our view towards a full Space Impossible 1.0 Release, or just "Space Impossible". The major gameplay systems are in-game that we want to be there, but, there is still quite a few things to do. Instead of going quiet for months on end and just dropping the big release all at once, we will be rolling out multiple pre-releases that should have each of the smaller elements. That means for players who like keeping up to date on those more frequent releases, they'll have something to do, or if you're one of those players who wants everything to be kind of "done", waiting for the full release should be extra rewarding.
Here are some of the things that'll get added.

Image 1 - Vessel Control Loss

Image 2 - Active Bridge Scan - Note the red and green outlines
1) Bridge Targeting/Combat Information - One of the things that has bothered us, and we've heard from players as well, is the need to track down each bridge. Sometimes that's a single little tile that's just hanging around in space. Don't worry, you'll still have to do that, but now you will
A - be informed when a ship loses control (image 1)
B - the scanner will now display, via color overlay, whether or not a vessel is under control (image 2).
This should make it easier to keep track of what's going on, without being too "hand-holdy".
2) Black Hole Star Systems - We're going to be adding Black Hole Star Systems. They're going to be rare, but not singular in count.
3) More Problems, more Distress Calls - No count yet, but greater than 0, and less than infinity.
4) The Seti Rimanoo - A race of generally unlikeable insectoid aliens, these bugs are finally going to be added to the game.
5) Update Codex - Need to give that a once over, make sure it's all up to date and correct.
6) Quality Check Existing Problems and Distress Calls - We're pretty sure they're all working, but had some reports of confusion from players, especially on some of the Problems.
7) Fabricators & Manufacturing - We realize there's a lack of useful recipes to be had after the first two or three levels, as well as the factioned Fabricators are very rare, too rare. We intend to do something about that.
8) General Bug Fixes & Misc Stuff - Always on the search for bug fixes, many of them now just coming in from you the players, your help with that has been instrumental. Then there's the small stuff that's too numerous to count that goes into something big like we hope for this release.
9) Auto Turret Bridge - We have been playing around with this idea for a while, and with the recent player feedback we have decided to add Auto Turret Bridges. These are bridges that will turn any vessel into an "automated defense turret". It will allow ships or stations to respond to attacks by activating weapons, similar to turret objects. It will not be the same as AI control though. Any vessel with this bridge would not move, warp, flee or otherwise engage in "higher thinking". When a player is in control, the bridge would yield to player input, and only use vessel weapons when a player is absent. This will allow players to bring defense with them while they mine or protect a station they've built. It will operate on faction standing, or receiving damage.
We have been working on the Bridge Targeting/Combat Information already, and we're pretty happy with it. Expect the first Pre-Release to contain that soon. If you have suggestions or comments, please feel free to share. No fleets though.
With BETA 17.1 currently released, it is time to look at what's next. We are shifting our view towards a full Space Impossible 1.0 Release, or just "Space Impossible". The major gameplay systems are in-game that we want to be there, but, there is still quite a few things to do. Instead of going quiet for months on end and just dropping the big release all at once, we will be rolling out multiple pre-releases that should have each of the smaller elements. That means for players who like keeping up to date on those more frequent releases, they'll have something to do, or if you're one of those players who wants everything to be kind of "done", waiting for the full release should be extra rewarding.
Here are some of the things that'll get added.

Image 1 - Vessel Control Loss

Image 2 - Active Bridge Scan - Note the red and green outlines
1) Bridge Targeting/Combat Information - One of the things that has bothered us, and we've heard from players as well, is the need to track down each bridge. Sometimes that's a single little tile that's just hanging around in space. Don't worry, you'll still have to do that, but now you will
A - be informed when a ship loses control (image 1)
B - the scanner will now display, via color overlay, whether or not a vessel is under control (image 2).
This should make it easier to keep track of what's going on, without being too "hand-holdy".
2) Black Hole Star Systems - We're going to be adding Black Hole Star Systems. They're going to be rare, but not singular in count.
3) More Problems, more Distress Calls - No count yet, but greater than 0, and less than infinity.
4) The Seti Rimanoo - A race of generally unlikeable insectoid aliens, these bugs are finally going to be added to the game.
5) Update Codex - Need to give that a once over, make sure it's all up to date and correct.
6) Quality Check Existing Problems and Distress Calls - We're pretty sure they're all working, but had some reports of confusion from players, especially on some of the Problems.
7) Fabricators & Manufacturing - We realize there's a lack of useful recipes to be had after the first two or three levels, as well as the factioned Fabricators are very rare, too rare. We intend to do something about that.
8) General Bug Fixes & Misc Stuff - Always on the search for bug fixes, many of them now just coming in from you the players, your help with that has been instrumental. Then there's the small stuff that's too numerous to count that goes into something big like we hope for this release.
9) Auto Turret Bridge - We have been playing around with this idea for a while, and with the recent player feedback we have decided to add Auto Turret Bridges. These are bridges that will turn any vessel into an "automated defense turret". It will allow ships or stations to respond to attacks by activating weapons, similar to turret objects. It will not be the same as AI control though. Any vessel with this bridge would not move, warp, flee or otherwise engage in "higher thinking". When a player is in control, the bridge would yield to player input, and only use vessel weapons when a player is absent. This will allow players to bring defense with them while they mine or protect a station they've built. It will operate on faction standing, or receiving damage.
We have been working on the Bridge Targeting/Combat Information already, and we're pretty happy with it. Expect the first Pre-Release to contain that soon. If you have suggestions or comments, please feel free to share. No fleets though.