Developer Diary Part 5: Combat05 Oct
Rogueship is not a combat simulation. Battle is abstracted, a means to an end like any other at a captain’s disposal. Because of that fact, combat in Rogueship transpires like other game events, with a few key strategic differences.
Any battle-ready starship carries both (1) shields and (2) weapons, and all combat is a function of these two factors. An exchange in combat is a summary matter of resisting an enemy’s attack and then breaking their defense with a counterattack. Owing to universal malevolence, the player always strikes second, meaning that defense really is the best offense in the game.
The consequences of battle, unlike combat itself, depend entirely on the enemy and circumstance. The penalties and rewards are what defines a battle, whether it’s a pirate raider blasting apart pieces of a ship or an alien intruder devouring shields.
Behind the scenes, various difficulty modifiers come into play driven by circumstance, but for the player combat will always remain a quick, intuitive, high-stakes affair. Deeper strategy comes from evaluating the need to equip your starship with weapons and shields, and timing the upgrades effectively.
In other words, it’s a matter of resource management. Like everything in Rogueship, war, too, is a product of commerce.
Read Part 1: Design Foundation
Read Part 2: Gameplay Foundation
Read Part 3: World Foundation
Read Part 4: Commodities Trading
Read Part 6: Events


Leave a Reply