
Afternoon Update - 9/12/19
Hello Commanders!
Well we have had several jam packed days here at LS HQ and are absolutely excited and happy with the growth and general reception we are seeing for CSC. Thanks you all for playing and we are looking forward to getting these next set of features out!
CSC Version 0.6
This will be our NEXT update to the game client. For weeks the team has been testing and updating the build and in the near future we look forward to the release 0.6 and several additional features to the game. Some of the features to look forward to 0.6 are:
Refining Gameplay: Refining is a big feature for us as it introduces a core gameplay mechanic that will be the start of the in-game economic engine. With refining users will be able to check in and out the EC-20 resource tokens refined materials (ERC-20 Token Refined Resources: Iron, Quartz, Nickel, Cobalt, Silver, Titanium, Lucinite, Gold, Cosmethyst, Allurum, Platinum, Trilite, Aluminium, Iridium, Octavium, Galtronium, Pyrite, Peridot, Tourmaline, Diamond, and Ice). For resources to be used in CSC they will need to be checked in, once checked in those resources will burn from main net at a time interval and be virtually represented in the CSC universe. When a player wants to withdraw resources from the CSC Universe those resources will be minted and transferred into SE Address or a player ETH wallet. With this system the live and active count of resources in universe and on-chain will be verifiable and trackable via our CSC Pub APIs (this should also go live in the 0.6 series of updates). In addition, MEA and Pre-alpha resources will distributed w/ adjusted quantity based on current gameplay design.
Hangar Modules: Moving ships around the universe just became easier. Hangar modules will become active in one of the 0.6 updates. This feature will introduce a new tab to the cargo and station loadout view where players will be able to move ships between there ship hangars and stations. Future updates of this system will also allow for in space deployment of ships or other commanders being able to dock their ship in an empty hangar slot.
AOE Effects / Weapons and FTL Disruption: FTL weapons will be introduced in early in the 0.6 series, the weapons will prevent Slip Stream and local and interstellar FTL Jumps. AOE, Area of Effect, weapons and buffs will be introduced. Buffs will added in repair and shielding, weapons will allow for damage to be applied to multiple targets at once.
Ship Buff's & Pending Ship Modules: Our ships buff systems and class specific perks will be fully implemented late in 0.6 series. This will included specialization buffs for mining ships and the rebalancing of mining lasers to provide more effectiveness on class specific ships. Ships such as the DARA, Night/Frostsaber and Harvester all will get the missing ability modules.
Missions, Loot, Discovery: Daily, personal and community missions are coming. These missions will provide a slew of rewards that can be anything from GRP, to excuslive modules and even ships! Mission system will roll out in phases with more complex objectives and rewards coming in later phases. Loot and Reward systems will also be coming in play in this update series. Loot rewards for NPC drops will function as salvage drops, salvage that are collected can be taken to NPC facilities and traded in loot rewards. The quality of salvage will affect the type of drop and the STATION / FACTION controlling the facility can also play a factor in the drop results. Rewards from salvage drops can also be anything from GRP to modules, ship or even blueprints. Discovery will start rolling out, news updates will be dropped into a new in-game news feed that will indicate systems of interest. Players can use exploration beam to find procedurally placed salvage loot.
Quantum Jump Drives / TCF, Module & Fringe Check-in:
Jump drives will be coming ONLINE in 0.6, players will be able to refine or purchase Trilite Concentrate Fuel and travel across the system with ease. Quantum jumps will have cool downs and the quantity of fuel used is effect by size & WEIGHT of a ship. Meaning a full cargo load will cost more to jump than an empty ship. Note weight INCLUDES modules equipped. Modules will need to be checked in to show up in game starting during one of our 0.6 update. Fringe systems will also require checked-in ships or FF ships, users in non-checked / no-ff in ships will not be able to jump into a Fringe system.
Non-PVP Update & 40 Additional Star Systems: 40 new systems to explore with various NPC spawns, belts and stations. Non-PVP zones will allow user to target other player ships but will either prevent weapons fire or damage will be negated in these zones. This will allow for players to still provide SUPPORT (buffs) during NPC combat and to prevent friendly fire.
That's all for today's update Commanders. The dev team is going to be heads down the next few days to get the first 0.6 patch live, safe flying!
Screenshot courtesy of FlyBoyTopher