The Flagships

 

Hey everyone!

 

 

Introducing Flagships

These super capital ships are the core of your fleet. From this ship, you command and control the rest of the escort fleet under your control.

Your Flagship’s Hull is basically your class, while your Commanders and Components are your equipment and provide you with most of your special abilities.
Your hulls, components, and commanders, can all be obtained with various levels of rarity and power, through exploration, missions, trade, research etc.

Players can own many different Flagships, designed to fit their play style, with the ability to switch between flagships at HADES 9.

We will go more in depth on each of these topics in dedicated future updates.

 

Flagship hulls

As stated above, the hull of your flagship (often loosely) dictates what kind of general class your flagship falls into.
The hull you choose to use dictates the default HP, armor, engine efficiency (heavy ships get less out of their engines!), components slots of each type, and sometimes in-built abilities or components that the ship may have.

For example, the supercarrier hull we have shown in the video has a component that came in-built with the hull: oversized hangar bays. These bays are part of the hull itself, and as such can not be removed from the design. Aside from those, however, the hull is completely customizable with whatever components the player wants to fit onto it.

 

Components

While at HADES 9 you can modify most aspects of your Flagship with components, mitigating weaker sides of your Flagships, adding more activatable abilities, or maybe just going pure offensive firepower.

There is a wide variety of component to help you do this, including weapons systems (ie. missile bays, mass drivers, and beam emitters), engines, hangars, cargo bays, command and control structures, and more.

 

Activatables & fleet composition

Activatables are abilities that you can use from your flagship, comparable to grenades that you can throw in Company of Heroes, for example. What activatable abilities you have available, and how strong they are, is determined by your escort fleet for the most part.
Depending on what components you have on your flagship, it can provide buffs to these abilities or even form combos between different ones.
This promotes varied and changing fleet compositions as having, for example, a buff to heavy torpedoes in your fleets is fairly pointless if you have no torpedoes in your fleet to begin with.

A couple of examples of activatable abilities you might come across in HADES 9 (each type can be offensive or defensive in nature):

– Fleet Activatables:
This type of activatables relies on the escort ships more than the flagship. The more escort ships that contribute to this ability, the more potent the ability becomes. An example of this could be a “Shield Bubble” ability, creating an area of effect shield centered on the flagship, providing more protection and increasing in size as the ships contributing increases.

– Ship Activatables:
There will also be activatables that rely one on the flagship itself (or in some cases, an escort ship). An example of this could be a be a Deathstar-style Shoop Da Whoop! laser of death that hits everything in a line in front of the ship.
Another example is “All power to the engines!”, which lowers damage output and shield efficiency in return for much better mobility.

The way you designed your Flagship and the way you plan to use it (and how your allies are using their fleets!) will also help dictate how you want to set up the escort ship you take out into space.

For example, a player who likes to ambush might want to take out the supercarrier and fast, cheap, escorts instead of the lumbering powerhouses like the Dreadnought escort. These fast escorts could use hit and run tactics, supported by waves of fighters and bombers from the flagship, as well as coordinated torpedo strikes to soften up the hostile ships. Should things go south, these ships should also be able to make it back to the more distant, retreating, flagship for support.

 

Economy

One of the main motivating factors for the expansion of the component system, as well as the addition of component rarity levels, and ultra-rare components which can be found but not produced by players is to ignite a dynamic set of player run markets.

Thanks to this system every player has the ability to acquire or produce things that every other player would want (commanders and components). This system expansion was inspired by the tried and tested MMORPG gear system.

It focussed gear into categories like weapons, shields, armor, etc. We are doing the same with our components (shield arrays, turrets, hangar bays, etc.), which creates a very simple and clear demand for higher rarity gear, as well as heavily rewarding the people who rise to meet that demand.

Other than components, player-ran markets will be dealing in a variety of other things, such as escort ships for your fleet, and experienced commanders who are being sold of my their admiral.

We will go more in-depth into the economy as it is a topic which merits many updates just to itself.

Author Aetherblade
Published

Comments (14)

  • Hugh
    March 8, 2018 at 5:34 pm
    How do I join in on the alpha?
    • March 9, 2018 at 8:29 am
      We'll be doing pre-orders for people who want to join in on the early access with us, and perhaps other ways. In the rest of this month we will be finalizing this further and let you guys know!
  • Marcus
    March 8, 2018 at 8:39 pm
    I am an original kickstarter but thanks to health issues I have been at the VA hospital for a while. My original package no longer allows any entry to the game so I hope this new game (system?) will be available including the extras from original investment. I do not want any refund but only assurance that my money will provide me with the game at some time. This new game format seems interesting as well and I hope it includes plenty of PVE as PVP alone only favors the better players with more time to grow. The system as described so far looks to favor ganking and seal clubbing a bit more than is fun for the rest of us. In any case, I know many of us who have the (Infiltrator) designation would like to know that we can be included in this future evolution of the game. Thanks for listening.
    • March 9, 2018 at 8:38 am
      Hey Marcus, hope you feel better now! 1. You'll be getting everything that you originally backed for, insofar possible. Whatever can't carry over for whatever reason will be replaced with something else that we will be deciding upon with the community. Might also be something along the lines of 5 items to pick out of if you are missing X or Y. We'll get back to you on that. I believe your account should still show you everything you originally backed for, however. If something is missing, like access to the game, let me know and we can look into that. 2. There will be lots of PvP. There will be roaming pirates, missions, campaigns, and more. 3. We are working hard to get the ganking and seal clubbing under control from the start. I don't think you'll have to worry about that too much, but perhaps we should do an update about this so everyone can see what our ideas are and provide feedback. But these are some of the ways we will control it by: - Players mostly get access to new ships in a wide sense, meaning that you don't perse get much stronger ships but more specialized ones. - Commanders and the ships they are on can be lost permanently, so attacking a new player with your fleet can lose you valuable experienced commanders and ships you'd rather not lose. - Players around HADES 9 (the new players) are unlikely to carry rare cargo or have ships that yield rare resources when salvaged, so there is less of a point to gank them for that reason. - There will be a form of NPC police forces around HADES 9 directly to keep some semblance of order. And we have been thinking of more. Still, if you'd like to discuss this more, hop on with us on Discord, we are always open to new ideas.
  • Michele
    March 10, 2018 at 2:45 am
    Hey, came to this site after watching the Isaac Arthur videos you've done, and it looks really cool! Just got a quick question, will you be able to choose the gender of your Admiral?
    • March 10, 2018 at 12:20 pm
      Yes! There is a fairly advanced character customization system under development allowing even for facial Morphing. (it works right now but it does not look amazing hence why we haven't started showing it off yet)
  • Erick
    March 10, 2018 at 8:37 am
    I found out about this game today after watching one of Isaac Arthur's videos. this game is looking very promising! any word on a date for an alpha? very interested in sign up for it! are there any plans for boarding party/infantry combat? also, will the commanders/officers be custumizable (appearance/names/abilities)?
    • March 10, 2018 at 12:24 pm
      Welcome! Current plan is Mid 2017 Pre-Alpha playable focusing soly on pvp combat I. E. When you launch from hades you go into a standard RTS match. End of 2017 Alpha with introduction of full openworld space environment and pve 1.0 full launch sometime in 2018
  • Michael
    March 17, 2018 at 7:05 pm
    So will you get lower admirals and or intractable crews And any plans for stuff like boarding party’s ?
    • March 18, 2018 at 1:19 am
      Boarding machanics are undecided currently, however it probably will not be overly detailed, after all we want to keep as much focus as possible on the admiral's role in fleet engagements and not get lost into many other features, as it means less time polishing combat. Yes you have Commanders who captain each of your escort ships, they gain levels and skills and also die, similar to Xcom characters, and they can be promoted upon to better escorts and even to the admiral's staff who would be on your capital ship with your admiral.
  • May 19, 2018 at 8:39 am
    Would there be auxiliary ships, for example; repair and resupply ships, mining and collection ships and so on?
    • June 12, 2018 at 12:21 pm
      Hey Wrathly, Missed your comment, hope you'll still see this. Yes, all of those will be around. The further you travel from HADES 9, the more important they become too as your warships only have limited amounts of goods, life support, and so fort on board.

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