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That fate may even include the player leaving the galaxy and leave the fighting to the species. With the Lord of Rigel plot we tried to give players a strong story to build up the stage for the player to act out their own story and determine the fate of the galaxy. The open plot of Lord of Rigel also allows us creative freedom in the future for ourselves, but also for the player. In fact the player can choose to go it alone or build their own "side" and have other species join them. However our plot takes the player only to this point and certainly doesn't lock them into having to side with either side. Those who have been following Lord of Rigel know that there has been a Galactic Cold War that has consumed the galaxy for many millennia, however the player enters at the next round of the Cold War where ten younger races have been given technology for them to enter the galactic stage and help one of the Elder races defeat the other. Of course we have to provide players with some reason as to why all each species exists and why the political stage has been set between the Elder Races and how is it that all of these species are expanding into the galaxy at nearly the same time.
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We have setup the galaxy and it is yours to mold into whatever you want. However what we wanted to convey to our player is the galaxy was an open place. Sure most games say "conquer", "destroy", etc. This week we are going to discuss how the plot of Lord of Rigel plays into the sandbox nature of the game and how its sets up some of the core game mechanics in Lord of Rigel.Īs many of you have seen Lord of Rigel's catch line is "Shape the Galaxy." When thinking about this catch phrase we wanted to encompass what Lord of Rigel is about. Players can either choose between warring elder races, forge their own coalition, or go at it alone by using espionage, research, and military might to shape the galaxy. The game is set in a galaxy locked in a pan-galactic cold war. Next week we will be going over star generation in Lord of Rigel.Thanks for joining us for Part 12 in our design series. Lord of Rigel is a 4X space-strategy with real-time combat elements that is due to be released in Q4 2016 for PC. Importantly though you have seen some ways that they can be useful in your own future ship designs. We hope you learned about a bit more about how missiles, torpedoes, and fighters work. Torpedoes are a mid-late game technology and there are also direct-fire torpedoes that behave much like beam weapons (hitting their target in the same turn as fired). These behave much like missiles but have the added advantage of not being able to be shot down by point defense. One final thing to mention are torpedo weapons. But generally they are best saved for the mid game when larger ship classes such as Battleships are available which can carry larger amounts of fighters. Overall, carriers can be very effective in Lord of Rigel if supported by other ship types. Destroyed fighters are automatically replenished at the end of combat, even if a ship is away from a colony or outpost. Fighters can be very powerful, but are vulnerable to being intercepted by point defense weapons and other fighters. Fighters will approach their target, fire their weapons, and return to the carrier. They are fitted with the player’s best armor, engine, shield, and point defense weapons available.
#Lord of rigel fighters mods#
Missile mods range from ECCM (which counters ECM) to heavy armor (makes it harder to shoot down a missile), shield generators, and even cloaking devices.įighters are small craft launched from a carrier. Like beam weapons, you automatically receive missile mods as you research advanced technologies. Missile speeds also increase as you research ship drive technologies, and missile armor gets better as you research better armor technologies. To begin with you have nuclear missiles, followed by fusion, anti-matter, and singularity warheads. In Lord of Rigel, Warhead technologies for missiles are based on the reactor technologies. Missile ammunition is replenished at the end of combat even if away from a colony or outpost. Missiles have limited ammunition in combat, based on rack size. Missiles are very powerful, and unlike beam weapons will do consistent damage to a target. But by default a missile has a 100% chance of hitting a target, quite unlike a beam weapon. Theyre technologically advanced visitors from another world and even if they prove to be non-hostile, their very presence is poisonous to humanit圓. Missiles can miss due to ECM (electronic counter-measure) or being shot down. Missiles never miss, well unless they miss. This week we’ll go over two mechanics: missiles and fighters.
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