

This may change in the future, due to new options opening up in the course of development. Please note: All the weapon and building limitations are both intentional and a result of this being the first iteration of this mechanic. All passengers/pilots of docked SV and HV vessels need to move to the passenger seats of the CV. To undock, just power it up, rise the flight-level (SPACE) and you are good to go. You can now dock HVs on a CV: We have added a new set of docking gear for HVs! HVs are docked like any SV: Move onto a CV, lower it to the deck and it will auto-dock. This results in CVs are prey on a planet for nearly everything that carries a bigger weapon, so we added two defensive turrets to allow a low level “planetary defense”. Think of how those giant calibers would ionize the whole atmosphere! This rule is also a result of some compelling PvP balancing reasons: CVs on planets are not geared towards being devastating flying fortresses, crushing weaker players, but giving you the possibility to create kind of a mobile base which, after all, needs to be protected and is at risk if flying solo (like an aircraft carrier of today). Most CV ship weapons won’t work on planets. This may change in the future, depending on the upcoming development plans. CVs are allowed to be landed on planets, BUT they need to be constructed in space. As this is our first iteration, we had to add at least a few technical- and balancing-related rules:

We will refine the whole vessel-planet behavior in a later stage of the development, maybe your behemoth will later struggle to land – or start – because of structural integrity, power-consumption, thrust or other, new gameplay mechanic related reasons. Landing of Capital Vessels has no size or weight limitation yet, as we did not want to introduce a “hard limit”.

In addition to the renewed game mechanic, we decided to allow landing of Capital Vessels on planets AND added the possibility of docking your Hover Vessels onto Capital Vessels (of course Small Vessels can still be docked)! You cannot jump or even move if you have passengers sitting in the cockpits or passenger seats of docked vessels! all players on your ship need to take a seat in a CV-passenger seat ahead of the jump warp drives do not yet use up fuel packs! Please note: as this is the first iteration of this game mechanic, there are some limitations Accelerate to at least 50m/sec, then hit K (default button) to activate the warp drive Make sure, everyone on your CV is sitting in a passenger seat. Move the crosshair of your ship in the center of the blue rectangle.į. Turn your vessel towards this direction, until your target-planet gets in sight and shows the targeting-rectangle.Į. If the target-planet is out of sight, a blue arrow will show up on either side of your screen. If your target planet is already in your field of view, a blue rectangle will show up.

Select a destination from the list on the left and click “Lock target” on the bottom right.ĭ. Get into the cockpit of your CV and open the map (M)Ĭ. Add a warp drive to your Capital Vesselī. You need to build a warp drive! Warp drives are – as this is the FIRST iteration of this new gameplay mechanic – only available for Capital Vessels.Ī. This results in some gameplay changes: you won’t be able to fly straight to a planet just with the standard thruster propulsion of your SV or CV. Until now.with Pre Alpha v5.0, we have moved the planets far away from each other, now counting in AU (1 AU = Distance sun-earth = ~ 150 Mio kilometers), not kilometers anymore. That’s how Empyrion - Galactic Survival presented itself to you, since we released the first public version back in August. We have prepared a new teaser video for you:įive planets, an asteroid field and a moon, squeezed in a few thousand square km of space. Just in time for the Christmas holidays, we are very excited to announce the release of the next big milestone in the development of Empyrion: the Solar System! Version 5.0 is here – and it will change the way you will experience the game to some extent.
