Hey folks,
So I've not remotely gotten through all of the ships (ahahahaha that I thought I could, sheesh).
However, what I have managed to do:
1. 7.a General Mechanics is "complete."
- I have at least ported over everything from the old game, and made changes where need be.
- I added in jacketing, as one new thing that worked well in TLF.
- I shifted the armor and piercing mechanics to work like Wingflier suggested in this thread, because that's awesome.
- I have a number of ~*~ entries in there where I'm actually asking for clarification because I don't remember what something does.
- I combined a LOT of immunities, because typically those went in predictable groups anyhow, and when they didn't they needed to.
- I am not addressing hull types or shot types yet, because I'm still thinking on that, but I think removal or at least vast simplification may happen. I'm not really "there yet" mentally on that one, though.
- I removed sizes, because very little relies on that, and the things that did rely on that I didn't feel like warranted that much text all over the place.
2. 7.b Tech Upgrades is in progress.
- This is definitely not remotely complete, but I'm creating these as I go through ships from AI War Classic and look at how to at least pull them over in spirit if I'm not pulling them over directly.
3. 8.a Player-And-AI Ship Designs is in progress.
- I've only got 9 ships on this so far, but it's actually more than it seems like.
- Those 9 ships are what resulted after parsing the first 17 ships, so already we see a sharp reduction in ship types.
- THAT said, the techs that these things have available make for some potential freaking monstrosities of ships, holy cow.
Cloaked Forcefield-Evading Engine-Boring Electric Shuttles are a terrifying prospect.
4. 8.b Player-Only Ship Designs and 8.c. AI-Only Ship Designs barely have anything.
- However, the Minelayer for the AI was a great suggestion from Zharmad and will definitely make mines more meaningful from the AI.
- The Minesweeper on the other end of things was something I added as kind of a response to the role the tachyon microfighter could have before, but this is a lot more generalized and always available.
5. Section 8.5: Ships In Limbo (Temporarily)
- This has some stuff that I'm just undecided on in some manner so far.
- Either exactly how I want to handle the mechanics (scouts), or if I truly want it at all (drone spawning and those immunities)
- I had been on the fence about the boosts, but those will probably return if people want.
6. Section 9: Abandoned Mechanics is not remotely complete, but what is in there is "correct and complete" based on my current thinking.
- Most of this is not a surprise probably, although removing the longest-range stuff from the game has been a goal of mine for a looong time.
- I also am removing some other mechanics that were clunky for one reason or another, or just general balance issues.
- Mostly it was a matter of clunkiness, though.
7. Section 10: To Investigate During Early Access
- That's just a log of things that I don't really want to discuss right now (too theoretical and too complex without being able to prototype), but that I don't want to forget for us to look into during early access.
- Right now just reclamation, but I imagine that list will grow.
Anyhow, so that's where things are.