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Steam News27 September 20178y ago

Dev Video - Ship Commissions and Trade Interface

Hey guys! Here's a new update vid: https://youtu.be/5BJVnPDcFYw Direct Link: YouTube Short Summary: Frigates and above are no longer purchased (usually). Frigates and above - need to be commissioned.

Full notes

Full Void Destroyer 2 update

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Repeated intro

Hey guys! Here's a new update vid: https://youtu.be/5BJVnPDcFYw Direct Link: YouTube Short Summary:

What changed

0 fixes3 additions0 changes1 removal
  • Gameplay
  • Store
  • UI and audio
  • Balance
addedHey guys! Here's a new update vid: https://youtu.be/5BJVnPDcFYw Direct Link: YouTube Short Summary:
removedFrigates and above are no longer purchased (usually).
addedNew Trade Interface for managing transports and mining ships.
addedLonger explanation: The way to "normally" acquire ships sized - frigate and above has changed. These ships will require a shipyard to be built, instead of purchased. Shipyards are now buildable by some factions and by the player (if the base is owned by the player. This means that the rate of acquiring ships is reduced - as ships need to be built. This means that you can cripple a base's defense capability via taking out its shipyard(s). This means that sometimes you might not be able to get the ship you want via credits. Hopefully a more engaging and living game world, where larger ships are more substantial and unique. -- As I mentioned in the earlier update, I'm planning on introducing unit caps. Before taking something away from you guys (easy access to unlimited ships) I decided to give something first. Hence the introduction of the "Trade Interface." Void Destroyer 2 - as its name suggests is not intended to be an economy sim or a game heavily interested in economy/trading - instead its meant to be a big pile of small features to create an interesting game world with many possibilities, but without too much complexity and grind. Still many players enjoy the trading aspect of space sims - and have asked for a better way of controlling/managing what their transport and mining ships do. So in response to this - I've decided to add in a "Trade Interface." Simply put - this screen lets you create transport loops and assign a particular mining ship to a particular asteroid field and to a particular base. While trading and mining were in the game before - there are some random elements on the "auto" side - now you the player have more control over your trade ship's behavior. Hope you enjoy! What's next? Up next is introducing a unit cap to trade ships - transports and mining ships. Most likely this will be initially tied to the "trading" and "mining" levels - and later expanded via owning a base. Also I intend to allow the player to override the unit cap of trade ships via ship capturing. You might say - doesn't that eliminate the unit cap? In a way it does - however if the player is active in the game - capturing ships - I'm happy. There is also a likely "upkeep" cost somewhere down the line to introduce a "soft cap" on ships as well. After that? After trade ships unit caps are in place - I'll most likely focus on revamping the economy as well as introducing some "dynamics" to it, based on simple supply and demand. Some resources will be cheaper and some will be much more expensive, creating a lower barrier to entry (on the cheap side) and more profit opportunities (on the pricier side). [b]Once again - thank you for all the great feedback and support![b] Paul

Void Destroyer 2 changes

addedHey guys! Here's a new update vid: https://youtu.be/5BJVnPDcFYw Direct Link: YouTube Short Summary:
removedFrigates and above are no longer purchased (usually).
addedNew Trade Interface for managing transports and mining ships.
addedLonger explanation: The way to "normally" acquire ships sized - frigate and above has changed. These ships will require a shipyard to be built, instead of purchased. Shipyards are now buildable by some factions and by the player (if the base is owned by the player. This means that the rate of acquiring ships is reduced - as ships need to be built. This means that you can cripple a base's defense capability via taking out its shipyard(s). This means that sometimes you might not be able to get the ship you want via credits. Hopefully a more engaging and living game world, where larger ships are more substantial and unique. -- As I mentioned in the earlier update, I'm planning on introducing unit caps. Before taking something away from you guys (easy access to unlimited ships) I decided to give something first. Hence the introduction of the "Trade Interface." Void Destroyer 2 - as its name suggests is not intended to be an economy sim or a game heavily interested in economy/trading - instead its meant to be a big pile of small features to create an interesting game world with many possibilities, but without too much complexity and grind. Still many players enjoy the trading aspect of space sims - and have asked for a better way of controlling/managing what their transport and mining ships do. So in response to this - I've decided to add in a "Trade Interface." Simply put - this screen lets you create transport loops and assign a particular mining ship to a particular asteroid field and to a particular base. While trading and mining were in the game before - there are some random elements on the "auto" side - now you the player have more control over your trade ship's behavior. Hope you enjoy! What's next? Up next is introducing a unit cap to trade ships - transports and mining ships. Most likely this will be initially tied to the "trading" and "mining" levels - and later expanded via owning a base. Also I intend to allow the player to override the unit cap of trade ships via ship capturing. You might say - doesn't that eliminate the unit cap? In a way it does - however if the player is active in the game - capturing ships - I'm happy. There is also a likely "upkeep" cost somewhere down the line to introduce a "soft cap" on ships as well. After that? After trade ships unit caps are in place - I'll most likely focus on revamping the economy as well as introducing some "dynamics" to it, based on simple supply and demand. Some resources will be cheaper and some will be much more expensive, creating a lower barrier to entry (on the cheap side) and more profit opportunities (on the pricier side). [b]Once again - thank you for all the great feedback and support![b] Paul
  • Frigates and above are no longer purchased (usually).

  • Frigates and above - need to be commissioned.

  • Commissioned ships require a shipyard to be built.

  • Some factions will build shipyards.

  • New Trade Interface for managing transports and mining ships.

Longer explanation: The way to "normally" acquire ships sized - frigate and above has changed. These ships will require a shipyard to be built, instead of purchased. Shipyards are now buildable by some factions and by the player (if the base is owned by the player. This means that the rate of acquiring ships is reduced - as ships need to be built. This means that you can cripple a base's defense capability via taking out its shipyard(s). This means that sometimes you might not be able to get the ship you want via credits. Hopefully a more engaging and living game world, where larger ships are more substantial and unique. -- As I mentioned in the earlier update, I'm planning on introducing unit caps. Before taking something away from you guys (easy access to unlimited ships) I decided to give something first. Hence the introduction of the "Trade Interface." Void Destroyer 2 - as its name suggests is not intended to be an economy sim or a game heavily interested in economy/trading - instead its meant to be a big pile of small features to create an interesting game world with many possibilities, but without too much complexity and grind. Still many players enjoy the trading aspect of space sims - and have asked for a better way of controlling/managing what their transport and mining ships do. So in response to this - I've decided to add in a "Trade Interface." Simply put - this screen lets you create transport loops and assign a particular mining ship to a particular asteroid field and to a particular base. While trading and mining were in the game before - there are some random elements on the "auto" side - now you the player have more control over your trade ship's behavior. Hope you enjoy! What's next? Up next is introducing a unit cap to trade ships - transports and mining ships. Most likely this will be initially tied to the "trading" and "mining" levels - and later expanded via owning a base. Also I intend to allow the player to override the unit cap of trade ships via ship capturing. You might say - doesn't that eliminate the unit cap? In a way it does - however if the player is active in the game - capturing ships - I'm happy. There is also a likely "upkeep" cost somewhere down the line to introduce a "soft cap" on ships as well. After that? After trade ships unit caps are in place - I'll most likely focus on revamping the economy as well as introducing some "dynamics" to it, based on simple supply and demand. Some resources will be cheaper and some will be much more expensive, creating a lower barrier to entry (on the cheap side) and more profit opportunities (on the pricier side). Once again - thank you for all the great feedback and support! Paul

Source

Steam News / 27 September 2017

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