Infinity: Battlescape is a multiplayer space sim spanning a single true to scale star system filled with dozens of planets and moons. Hundreds of players spanning up to 3 powerful corporations of the Starfold Confederacy will fight to win control of the system. The primary goal will be to capture or destroy your enemies infrastructure through a combination of the orbital bombardment capabilities of capital ships and small spacecraft including bombers, interceptors, and corvettes.
“We're working to recreate the epic space battles seen in popular movies and TV series such as Star Wars, Serenity, and Battlestar: Galactica. Combined with our ability to handle seamless planetary transitions and our focus on perfecting space combat, we're going to create a well polished experience that really distinguises itself from other space games. Our technology by itself provides an unforgettable experience and the media that have received the prototype have spent entire days just flying around and exploring”
-Keith Newton, CEO & Cofounder (80.lv Interview)
A match begins with each team being allocated some combination of space stations, planetary bases, factories, and AI controlled defense turrets. Each player will start with a moderate amount of credits with which they can upgrade or customize their ship and equipment, or acquire new ships.
Every couple of minutes a factory spawns a cargo ship which will transfer raw materials to the nearest space station or planetary base for processing into credits. These credits are split evenly among the members of the team however if the cargo ship is destroyed its owners lose the credits. Players are able to donate credits to other members of their team so that they can pool resources.
Small ships with first-person, twitch based Newtonian controls will provide players with high speed dogfights inspired by those seen in sci-fi film and television. We've implemented a flight model that makes each planet a unique experience based on drag, thrust to weight ratio, atmospheric density, and turbulence.
Capital ships are the backbone of a fleet and will be controlled in the 3rd person, providing a unique perspective of the unfolding battle. Individual weapons can independently target or be focused on a single enemy depending on field of view. There are three types of capital ship within Battlescape, each filling a specialized role:
A hardpoint system allows for weapon customization. Choose from an array of weapon types including kinetic projectiles, energy based lasers, and missiles. You may also configure ship sub-systems such as radar, propulsion, and shields.
When we originally set out to build a space game we came to the conclusion that there wasn't any technology available that would allow us to realize our vision of a seamless transition from the surface of one planet to another without loading screens. We hate loading screens and, as life long space game enthusiasts, we resolved to build the technology to accomplish this ourselves. The fruit of that labor is the I-Novae Engine - a revolutionary new game engine capable of bringing you gameplay unlike anything you've ever experienced before.
To support our project, and gain access to the alpha or beta releases, you can pledge directly by creating an account on our website. InovaeStudios.com
Hey everyone, it’s time for your weekly update. This week we’re going to discuss some of the gameplay ideas we have for weapons by going through a couple of different scenarios. To quickly recap we’re planning on implementing 3 broad categories of weapon: energy, projectile, and missile. Ships will come with a predetermined set of hardpoints which can be configured with different variations of weapons from those 3 categories. For our first scenario we will start with an interceptor on a recon mission. Sensors/radar are one of the least defined aspects of the game right now but one guiding idea we have is that radar will be dependent on line of sight – specifically it will be blocked by celestial bodies. Ships on the same team will share radar data with each other so you’ll be able to see around an enemy planet or moon if you have a network of scouts to act as relays.
On a scouting mission you want to maximize for speed and radar capabilities – direct contact with the enemy is to be avoided at all costs. Interceptors don’t have many hard points so you must choose your weapons wisely. In this case a suitable loadout could be a handful of missiles, enough to give the enemy pause long enough for you to get away, along with blasters for their unlimited ammunition. In this case, due to the potential for being deep behind enemy lines without the ability to easily reload, energy weapons are probably a better last-ditch choice than a projectile weapon.
For our second example lets look at the destroyer – which is meant to protect cruisers and carriers from smaller ships such as the interceptor and bomber. A destroyer is designed to be outfitted with some combination of small caliber projectile weapons, missiles, and anti-missile systems. Where things get interesting is how you decide to allocate your hard points and for which type of weapon. A destroyer is frequently part of a fleet so maybe you can get away with more projectile and missile weapons since you can easily be resupplied from a nearby carrier. Perhaps you’re expecting to be a part of a prolonged battle and you can’t afford to be out of commission long enough to reload and therefore choose more energy weapons. Last but certainly not least how many anti-missile systems do you want? Each one comes at the expense of an offensive weapon.
Overall weapons can be summarized as trying to make the right set of trade-offs for the set of conditions you expect to encounter. We also want to allow players to make changes to their loadout in the field for certain types of ship by docking with the carrier. We may also have special types of destroyer and/or corvette that provide support in limited capacities such as reloading and/or repair – time/resources will dictate. Our goal is to make weapons easy to quickly get the hang of but somewhat difficult to master.
SpaceJay recorded our first unofficial I-Novae event this past weekend. We hope to continue these events into the future, and look forward to seeing server population increase as we move from Pre-Alpha to Alpha!
Weapons development has begun, including weapon types, fx, and balancing. We also review some of the bugs that were found and fixed during the Alpha Weekend...
Tomorrow we'll be hosting a Pre-Alpha weekend for all our Alpha backers and above. A lot of new content has been added in the past few weeks, however...
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