PatchGoblin

Falling Frontier Dev Update: Combat Overview

Published
(247 days ago)
Type
News
Source
store.steampowered.com
Falling Frontier Dev Update: Combat Overview

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Summary

Hi all, I wanted to take some time to give you a preview of what combat will look like in Falling Frontier. If you happened to read my development update from November, you know that the combat system has gotten a lot of development attention, and has moved from an arcade style system to a simulated system, complete with munitions firing, explosions, and ships breaking apart.

As it exists now, Falling Frontier’s combat is broken up into what I would define as 4 distinct phases. These phases are all being played out in real time, and what determines the phase you’re in will be a mix of information, distance, and armament. Here’s a general breakdown of what each phase looks like and what you can expect to see.

Phase 1: Information Acquisition

This combat phase typically occurs at the greatest distance. There are no enemies within visual range, but they may still be active in the AO (area of operations). Anything outside of a ship’s vision, but still relatively close within the navigation plane, is presented as a LiDAR contact. The closer the object gets to visual range, the clearer it becomes.

This phase is very much about attempting to understand more than your enemy through the use of ship composition and modules, helping you understand the battlespace more effectively.

This series of screenshots shows a destroyed vessel entering visual range and becoming "known" via LiDAR.

Phase 2: The Long War

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