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

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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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Read the full news on store.steampowered.com →
Excerpt – the full text belongs to the publisher.
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- Falling Frontier Delay Announcement 2023-11-28
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- First update of 2023: new crew, new ship! 2023-02-28
- Melbourne International Games Week Stream 2022-10-03
- MIGW & Delay Announcement 2022-09-30
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