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Alpha 2 Development

As a second Alpha development cycle gets underway it is a good time to state the intended objectives of the cycle. The overall major goal of Alpha 2 will be to give some meaningful purpose to contracts and a greater sense of progress.

The first standard release of Alpha 2 should be this fall, while over the summer there should be experimental releases in the experimental branch.

Primary Objectives:

  • Event and News systems that allow changes in contracts and markets as time progresses and news to read that describes what is changing.
  • Contracts from each of the three mega corporations and from pirates.
  • Faction relations, doing missions for or against factions will influence faction relations.
  • 4 different markets, an open market, private markets for each corporation, and a black market for those with high relations with pirates.
  • Better contracts requiring high factional relations.
  • Failing missions or aborting contracts to have a negative effect on reputation and faction relations.
  • Pilots gain more experience from missions/kills with diminishing returns as their gunnery increases.
  • The ability to renew pilot contracts or else pilots will leave your company.
  • Fired pilots can show up for hire later, no longer just disappearing permanently.
  • Dropship market, allowing the buying and selling of dropships.
  • Dropship bay mechanics, with mech/weight limits.
  • Add fixed wing aircraft(airplanes) attack fighters.
  • Replace light/medium turrets and add heavy turrets.

Secondary Objectives:

  • Creating new default loadouts for all of the current mechs to reflect starting technology.
  • Moving some equipment from open market to specific private corporate markets and black market.
  • Reworking convoy unit AI.
  • Add convoy capture and convoy defend mission types.
  • Support for multiple mission layouts for random gen missions on maps, so more than one landing zone can be used.
  • Add new map.
  • Convert project rendering from built-in to HDRP.