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Spaceship Commander News

New ship and location

Fraction of robots "Executor" has adding in the fleet! Now the frontier of the system "Barnard's Star" is guarded by a large, fearful and deadly ship (corvette class).


Also is add a new quest "Destroy of the Executor's Beacon", during which you will make a real combat raid on the planet "Djadar", controlled by the "Executor". This task is extremely dangerous and therefore you will need a ship of at least a corvette class, as well a squad of heavy armed crew, able to go on airless planets. It's gonna be a hard fight, Commander. Be ready!


You can take the quest at the "Commander in chief" in spaceport in "Afla City" or at the" Military Outpost" location.


Also were made some corrections:
- The balance of the weapon modules of the "Executor" has been changed a bit
- Fixed falling hatch in the boarding animation.
- The "Spacemarine Mk2" crew member can now be in an airless space and is resistant to low temperatures.
- Fixed the inside of a pirate ship "Scout".
- Fixed text in Tutorial

Write what you think about this update in the comments!


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Modules [Guide]


The game has the possibility to install various modules on your ship. Today, there are the following types of modules: battle, boarding, engine, reactor, mining, command, torpedo and general type.
Each type of module works differently and has its own specifics.


Reactors generates energy and damages the ship and its crew when detonated


Boarding modules starting the boarding capsule (the better module have larger capsule)


Mining modules launch mining drones, which will be directly extracting ore


Command allow the activation of Tactical Mode


Combat modules can be regular (consuming ammunition but requiring little energy) and energy (not needing ammunition but requiring a lot of energy).

Some modules carry a limited amount of consumables (e.g. the mining module carries a limited number of mining drones). For resupply and repair modules that have been damaged in battle, you will need to fly to your station or to some traders.
The modules are installed in the relevant ship's slots. Each hull has its own number of slots for modules. Please note that a ship, for example, may not have a torpedo module slot.



Most of the modules require energy (e.g. weapons or engines), and if your ship lost the reactor, they may shut down. However, each ship's hull generates a small amount of energy on its own, and sometimes its enough.

Some modules have activated ability - for example, the engines can increase the ship's maneuverability for a short time, the boarding module can start the capsule and the command module allows you enter to Tactical Mode.



Each faction has its own modules, for example, the pirates often use the modules of the Earth Federation, but they are always rusty and not groomed. And the fraction of robots "Executor" has a unique design and characteristics of modules that exceed the characteristics of standard modules of the Earth Federation. The "Executor" modules are not compatible with Earth Federation ships.


Here you can find only a small overview of some of the modules. Today, there are more than 30 modules. It is planned to add a very large number of modules of existing types as well new types of modules (e.g. Mining laser, Drone guard storage, Electronic Warfare modules).

You can participate in the development of new modules. Write in comments what types of modules you would like to see!

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Storyline quest [UPDATE]


Storyline quest is completed!
This system help new players get acquainted with the game, also this help better understand the features for experienced players. For to execution of the quest will be provided an award, which the player will receive in the process of passing.
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Feature of this quest line is that it can be continued at any time. If you want to fly on your own business, you can at any time leave the storyline and continue it later.
In the future, I plan to make so-called "Professions quests", for example, the quest "Soldier", "Miner" or "Scientist".
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You can also note that the player can go through the storyline in several ways - for example, in the task of destroying a pirate ship, the player can win and get a reward, or lose and remain without a reward.
I believe that this type of "on-the-go training" with the storyline will be more effective than a bunch of different training missions. However, if you have a different opinion, it will be cool if you say it in the comments here!)

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Storyline quest [WIP]


I'm currently developing an Storyline quest that will help new players get acquainted with the game, also this help better understand the features for experienced players. For to execution of the quest will be provided an award, which the player will receive in the process of passing, as well as a final prize - a new hull of the ship.
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Feature of this quest line is that it can be continued at any time. If you want to fly on your own business, you can at any time leave the storyline and continue it later.
In the future, I plan to make so-called "Professions quests", for example, the quest "Soldier", "Miner" or "Scientist".
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You can also note that the player can go through the storyline in several ways - for example, in the task of destroying a pirate ship, the player can win and get a reward, or lose and remain without a reward.
I believe that this type of "on-the-go training" with the storyline will be more effective than a bunch of different training missions. However, if you have a different opinion, it will be cool if you say it in the comments here!)

Join to game community!






Boarding [Guide]

One of the interesting features of the game - the opportunity to boarding enemy ship. Boarding is the same capability to win as blowing up the enemy ship via weapons. Different ships have different capacity of the crew and the number of transported boarding capsules.
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To start boarding, you need to enter in landing module (or send bots to it), and then press [F7] for launch the boarding capsule.

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A small boarding capsule carries two marines and its launch costs 1 point.


Medium boarding capsule can carry up to 4 marines and its launch costs 2 points.

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It is important to consider how much it costs to launch a capsule, for example, 3 launch points are available on a starter ship, it can launch only one medium sized capsule or 3 small.
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After the capsules dock to the enemy ship, the grenade will be thrown, space marines will exit from capsule and show will begin!

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A good way to manage the boarding its the "Tactical Mode", from which you can easily send whole pack bots to boarding!


By the way, you can't use the boarding module on the planet :)