So now stations rely on power, managed by the player. I really want to try to figure out how to create a more dynamic usage of power by the player. I don’t want to make too much micromanagement, but I’d like to have the player feel the whole “Divert all power to the shields!!!” feeling.
In addition, specific rooms can be hit by the enemy when the shields are down. The chance is higher when the armor is destroyed. Those shots can cause a critical hit which destroys stations (they can be repaired)
This is the first step into a more exciting game. The demo which I released last week was less than bare bones. This is the bones of the game right here. Managing systems, crew, and what not! Later on you’ll see more strategy with things like oxygen, fire, hull leaks, repairs, etc..