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Is there a decal for this?
(Posted by Noctis on Year 26 Day 350)
Year 26 Day 350, 7:09 Noctis banned player Jann Celtru providing the following reason: Multi Ban Year 26 Day 350, 7:09 Noctis bann...
[more]

OOC Death Notification - Rick Bender
(Posted by Falcon on Year 26 Day 334)
It is with a sad heart that I relay to you all that we've received news of Rick Bender's OOC passing. Rick was a member of the SWC ...
[more]

This simple vacation trick the admins don't want you to know about!
(Posted by Noctis on Year 26 Day 323)
Noctis banned player Scylla Dracolyth providing the following reason: Multi Ban Noctis banned player Zeb Bardak providing the foll...
[more]

Community News

A sp00ky development
(Posted by Eli Descartes on Year 26 Day 337)
Final Update: You will no longer be able to accept any quest from Dr Bram Pyre. Any quests which have been accepted prior to the cu...
[more]

Goodbye, Old Friend. May the Force be with You.
(Posted by Falcon on Year 26 Day 352)
Greetings everyone, As you may have seen the GNS Flash News just now, a new System has just been found! Your SWC Teams have been h...
[more]

Where we're heading - Part 2
(Posted by Falcon on Year 26 Day 329)
Right, First and foremost I just want to thank everyone for their continued feedback. I would like to remind everyone that my previ...
[more]

Technical News

GAS GAS GAS! (https://www.youtube.com/watch?v=ljwUlY9WW1I)
(Posted by Falcon on Year 26 Day 337)
FALCON EDIT Y26 D353: The Herdship and Subjugator now accurately reflect the rules pages.  ------ FALCON EDIT Y26 D338: Passenger...
[more]

Sync Report Y26D349
(Posted by Clarr Solo on Year 26 Day 349)
- Everyone's favourite Jawa T`uk now has Medium Strike Quests available. They are unlocked after completing his Easy Strike Quests ...
[more]

Sync Report Y26D337
(Posted by Clarr Solo on Year 26 Day 337)
- Factions can only change their name once per day. - Subfactions can now pay salaries. - Fixed an issue with invalid discord notif...
[more]

Posted by Eli Descartes on Year 26 Day 337 6:06

Final Update: You will no longer be able to accept any quest from Dr Bram Pyre. Any quests which have been accepted prior to the cut off may be still completed as usual. Be aware that each quest will time out after two weeks from the point it was accepted. Thank you for participating and we hope you enjoyed this year's halloween event!

 

Hold on to your pumpkin spice lattes, because spooky season is upon us and something strange is afoot!

Intrepid pilots have reported sighting a peculiar and quite agitated Devaronian in the entrance rooms of Trading I and Trading II stations across the Galaxy. The reports suggest that he is a scientist of sorts, but it's not entirely clear why he's so upset - maybe you could figure it out?

Happy Halloween!

 

*With thanks to Clarr for doing like 90% of the work on this year's Halloween event!

 

Edit: If taking part in these quests, it would be wise to prepare for room combat. The quests will be active for the next 2 weeks!

Edit2: In approximately one week from now, you will no longer be able to accept any quest from Dr Bram Pyre. Any quests which have been accepted prior to the cut off may be still completed as usual. Be aware that each quest will time out after two weeks from the point it was accepted.

Edit3: Consider this your 24 hour warning. 

 
(Edited by Eli Descartes on Year 26 Day 355)

FALCON EDIT Y26 D353: The Herdship and Subjugator now accurately reflect the rules pages. 

------

FALCON EDIT Y26 D338: Passenger count for the Herdship has been slightly adjusted and is now 3,000. Passenger count for the Subjugator is now 5,000. I will postpone updating the stats for these 2 ships for 2 weeks so you can make necessary accomodations. 

------
Ship Balance: Mobility Update is here!.
This update brings a broad range of stat and balance updates primarily focused around ship mobility + some stat adjustments in other areas.
 

===Broader Stat Changes===

  • Dreadnaught-Class heavy Cruiser:  
    • Hyper: 1 → 3
    • Sublight: 10 → 20
    • Turbolasers: 10 → 0 
    • Turbolaser Batteries: 0 → 5 
    • Shields: 3,000 → 4,000
    • Hull: 3,800 → 5,000
       
  • Kandosii-Type Dreadnaught: 
    • Sublight: 20 → 30
    • Ion Batteries:  0  →  4
    • Quad Lasers: 0 → 2 
       
  • Quasar Fire-class Bulk Cruiser:
    • Weight Cap : 1,200 → 6,000T
    • Hyper: 3 → 5

 

  • Subjugator-Class Heavy Cruiser:
    • Passenger Count 83,350 → 1,000 5,000
       
  • Ithorian Herdship:
    • Passenger Count 50,000 → 1,000 3,000

       

===Mobility Updates===

  • Capitals
    • Acclamator-Class Assault Ship:
      • Hyper 1 → 2 
    • Colossal-Class Heavy Carrier:
      • Hyper 2 → 3
    • MC-80a Star Cruiser:
      • Hyper 1 → 2
    • Modular Taskforce CRuiser:
      • Hyper 2 → 3
         
  • Frigates
    • Ardent-Class:
      • Hyper 3 → 4
      • Sublight  50 → 60
    • Arquitens-class:
      • Hyper 3 → 5
      • Sublight 30 → 50
    • Belarus-Class Medium Carrier:
      • Hyper 3 → 4
    • Belarus-class Medium Cruiser:
      • Hyper 3 → 4
      • Sublight 20 → 40
    • C-9979 Landing Craft:
      • Hyper 2 → 3
      • Sublight 25 → 50
      • Sensors 1 → 4
    • Carrack/I-Class Light Cruiser:
      • Hyper 4 → 5
      • Sublight 20 → 50
    • Carrack/S-Class Light Cruiser:
      • Hyper 4 → 5
      • Sublight 20 → 50
    • Corona-Class Frigate:
      • Hyper 3 → 4
    • EF65 Meridian-Class Frigate:
      • Hyper 4 → 5
    • EF76 Nebulon-B Medical Frigate:
      • Hyper 2 → 5
      • Sublight 20 → 50
      • Length 600 → 300m
      • Volume Capacity 10,000 → 42,000
    • Guardian-Class Medium Cruiser:
      • Hyper 3 → 4
      • Sublight  20 → 40
    • Hammerhead-class Cruiser:
      • Hyper 2 → 5
      • Sublight 30 → 50
    • Kaloth-Class Battlecruiser:
      • Hyper 2 → 4
      • Sublight 20 → 40
    • Lancer-Class Frigate:
      • Hyper 1 → 4
      • Sublight 10 → 50
      • Weight 841,000 → 840,000T
    • Namana-Class Light Cruiser:
      • Hyper 3 → 4
      • Sublight 30 → 50
    • Neutron Star-class Bulk Cruiser:
      • Hyper 2 → 4
      • Sublight 10 → 30
    • Nova-Class Battlecruiser:
      • Hyper 4 → 5
      • Sublight 30 → 40
    • Pelta-class Frigate:
      • Hyper 3 → 4
      • Sublight 30 → 50
    • Sabaoth Destroyer:
      • Hyper 3 → 4
      • Sublight 30 → 40
    • Star Galleon-Class Frigate:
      • Hyper 2 → 4
      • Sublight 10 → 50
      • Sensors 1 → 4
      • Weight 85,832 → 100,000T
    • Ton-Falk-Class Escort Carrier:
      • Hyper 3 → 4
      • Sublight 40 → 50
         
  • Corvettes
    • Adz-class Patrol Destroyer:
      • Hyper 3 → 5
      • Weight 219,996 → 220,000T
    • Bayonet-class Light Cruiser:
      • Sublight 20 → 50
    • Braha'tok-class Gunship:
      • Hyper 2 → 5
    • Consular-class Cruiser:
      • Hyper 2 → 6
      • Sublight 55 → 65
      • Weight 3,358 → 4,000T
      • Volume 23,358 → 25,500m³
    • CR-90 Corvette:
      • Hyper 2 → 5
    • CR-90 Assassin-class Corvette:
      • Hyper 2 → 5
    • Crusader-class Corvette:
      • Hyper 4 → 5
      • Volume 154,271 → 175,000m³
    • Defender-class Light Corvette:
      • Hyper 5 → 6
    • Discril-class Attack Cruiser:
      • Hyper 4 →5
      • Sublight 40 → 65
    • DP-20a Gunship:
      • Hyper 2 → 6
      • Sublight 50 → 70
    • DP-20b Gunship:
      • Hyper 2 → 5
      • Sublight 50 → 60
    • DP-20c Gunship:
      • Hyper 2 → 5
    • Fairwind-class Gunship:
      • Hyper 3 → 4
      • Sublight 30 → 60
    • Foray-class Blockade Runner:
      • Hyper 2 → 5
      • Sublight 55 → 70
    • Gozanti-class Cruiser:
      • Hyper 3 → 6
      • Sublight 40 → 55
      • Weight 4,281 → 4,500T
      • Volume 36,775 → 45,000m³
    • IPV-1 System Patrol Craft:
      • Sublight 60 → 75
    • KR-4B Luxury Star Cruiser:
      • Hyper 2 → 4
    • Marauder-class Corvette:
      • Hyper 1 → 5
      • Sublight 40 → 60
      • Weight 18,000 → 20,000T
    • MC-30b Corvette:
      • Hyper 4 → 5
      • Sublight 40 → 60
      • Weight 13,962 → 15,000T
    • PB-950 Patrol Boat:
      • Hyper 3 → 5
      • Sublight 30 → 50
      • Weight 10,501 → 11,000T
    • Pirate Interceptor Frigate:
      • Hyper 3 → 5
    • Raider-class Missile Corvette:
      • Hyper 3 → 5
      • Sublight 50 → 70
      • Weight 15,704 → 16,000T
      • Volume 155,299 → 168,000m³
    • Sphyrna-class Corvette:
      • Hyper 4 → 5
      • Sublight 40 → 60
      • Shields 1,099 → 1,100
      • Volume 102,000 →,125,000m³
    • YV-666 Light Freighter:
      • Hyper 4 → 6
      • Sublight 40 → 60
         
  • Fighers/Bombers
    • A/SF-01 B-wing Starfighter:
      • Sublight 40 → 50
      • Weight 91 → 100T
      • Volume 912 → 950m³
    • Alpha-class Xg-1 Star Wing:
      • Sublight 40 → 50
      • Volume 740 → 745m³
    • BTL-S3 Y-wing Starfighter:
      • Sublight 50→ 55
      • Volume 743 → 745m³
    • Hetrinar Assault Bomber:
      • Sublight 45 → 60
    • I-Beam:
      • Sublight 50 → 65
    • N-1 Starfighter:
      • Sublight 40 → 50
    • Razor-class Starfighter:
      • Maneuver 5 → 5.25
    • Scarab-Class Droid Starfighter:
      • Sublight 40 → 70
    • Toscan 8-Q Starfighter:
      • Hyper 3 → 4
      • Sublight 40 → 55
    • X-Ceptor Ugly:
      • Sublight 35 → 50
    • Y-Tie Ugly:
      • Sublight 35 → 50
    • Z-95 Headhunter:
      • Sublight 50 → 75
         
  • Gunboats 
    • Atlas-class Troop Transport Shuttle:
      • Sublight 50 → 60
      • Weight 386 → 400T
      • Volume 2,939 → 2,950m³
    • D5-Mantis Patrol Craft:
      • Sublight 40 → 65
      • Shields 178 → 179
    • DX-9 Dropship:
      • Hyper 3 → 4
      • Sublight 30 → 55
      • Shields 148 → 152
      • Weight 442 → 450T
      • Volume 2,608 → 2,800m³
    • Firespray-class Interceptor:
      • Sublight 40 → 60
      • Shields 103 → 107
      • Weight 643 → 650T
    • Gamma Assault Shuttle:
      • Hyper 1 → 5
      • Sublight 50 → 65
      • Shields 263 → 264
      • Weight 1,189 → 1,200T
      • Volume 14,301 → 15,850m³
    • GAT-12h Skipray Blastboat:
      • Hyper 4 → 6
      • Sublight 60 → 70
    • JumpMaster 5000:
      • Hyper 4 → 5
    • Kom'rk-class Transport:
      • Hyper 3 → 5
      • Sublight 40 → 55
      • Shields 129 → 137
      • Weight 433 → 450T
      • Volume 2,429 → 2,450m³
    • Muurian Transport:
      • Hyper 4 → 5
    • Pelagia Duplex Command Assault Gunship:
      • Hyper 3 → 4
      • Weight 387 → 400
    • Zeta-Class Long Range Shuttle:
      • Hyper 2 →5
      • Sublight 50 → 60
      • Shields 214 → 218
      • Volume 2,947 → 3,300

 

The rules pages for each of these ships is live, and the individual stats for your ships should update by tomorrow. Please feel free to thank Redjon Mirrabel, Dex Sehrin and Thrall Lothbrok for these wonderful changes. As a reminder, we are constantly watching combat and how it plays out. We are still taking feedback about entity stats (mainly ships) and are working on Capital Ships and above for an overall balance pass prior to being enabled for combat. 

 

Support Ticket Link

 
(Edited by Falcon on Year 26 Day 353)
Posted by Falcon on Year 26 Day 352 22:03

Greetings everyone,

As you may have seen the GNS Flash News just now, a new System has just been found! Your SWC Teams have been hard at work these past 2 weeks crafting a special memorial for our fallen players. We would like to present for you, the following additions:

  • New System: Makem
  • New Planet: Makem Te
  • New City: Thousand Thousand
    • Inspiration reference: (LINK)
  • New City: Tract of Makem Te (MAIN FACILITY) -- located at (9, 8)
    • There are Tracts fom (9, 5) to (12, 11) on the planet. However, for now, only the main facility is in use. The rest of the Tracts are visible, however the Swokes Swokes ask that all visitors remain at the main facility at this time.
  • New 20x20 Facility: Tract of Makem Te
  • New Item(Trophy): Memorial
    • The intent behind this is to be used by SWC Administration in the same room as a character who is moved inside the Tract and will note the date they joined SWC as well as their final login date. Players are encouraged to make their own memorials as custom items and leave them at the character's final resting place, should they so choose. 

 

In Legends, the Tract of Makem Te was where members of the Swokes Swokes race were buried when they died. The tract was vast and covered an enormous portion of the planet's surface. In our community, we are using it to honor our members who have passed away OOC and are no longer with us. 
Inside the Tract's entrance, you will find an NPC named Sepul Sepul Kurr. He is available to give you information about the Tract, the members inside the Tract, and to help you arrange funeral services for yourself(via a very generous donation) or for others. You may use Sepul Sepul Kurr to notify the Administration of a death in this way, and it will send a DM directly to us. 

 

I'd like to give a huge shoutout to the following individuals who expedited this process:

  • Kolomon Seph: Art
  • Wynk Waawat: Sepul Sepul Kurr Script
  • Raptor Cardel: Descriptions
  • Clarr Solo: Initial Idea

Through their quick work, we were able to knock this out in just about a week.

Finally, we'd like to issue a call-out to the SWC community at large: If you know someone who has passed away OOC and would like their character moved to the Tract, please contact me directly to arrange movement to their own room. (Please don't spam this DM like you normally would, I'd like to filter the noise on this one)

That's all for this announcement. Thanks for tuning in. (SUPPORT LINK)

 
Posted by Clarr Solo on Year 26 Day 349 16:12

- Everyone's favourite Jawa T`uk now has Medium Strike Quests available. They are unlocked after completing his Easy Strike Quests 5 times.
- Improvements to the process for applying Custom Room Decals (CP Exchange -> Apply Custom Room Decal). You can now rotate (some) decals and in general it now requires less clicking.
- Equipment screen now shows item cargo containers with corner overlay.
- Fix missing quest crash.

 
(Edited by Clarr Solo on Year 26 Day 349)
Posted by Clarr Solo on Year 26 Day 337 5:55

- Factions can only change their name once per day.
- Subfactions can now pay salaries.
- Fixed an issue with invalid discord notifications being sent.
- Fixed an issue where droids would not show their capture immunity icon.
- Optimized parties/combat checks for scanner screen.

 
Posted by Falcon on Year 26 Day 335 21:09

As part of an update to ship mobility stats(yes that includes your slow frigates), we're in the process of updating ship stats. The process is slightly longer than we expected it to be, so It'll probably be finished tomorrow. For now, explore the rules pages as you wish, pay no attention to the fact that some of your ships state they're modded, and expect a full rundown tomorrow.

And before many of you get too worried, the vast majority of the changes are increasing hyper and/or sublight speed for ships. 

 

EDIT: Sorry folks, I got hit with some OOC stuff today and the stat revision is not gonna make the cut today.

 
Posted by Falcon on Year 26 Day 329 16:44

Right, First and foremost I just want to thank everyone for their continued feedback. I would like to remind everyone that my previous Sim News announcement about Permadeath and Global Combat was not intended as a message that "we're moving forward with these features so screw you all", or that we're just gonna yeet these features into existence. The purpose of the announcement was also not to relay a completely laid out plan. Rather, the point of my announcement was to help give some relief from features that may be or have been released suddenly and with limited reminders/warning. Global Combat and Permadeath (in whatever form it ends up being) are not small features. They are major features with subfeatures that have sub-sub-features. We as an Administration, Dev Team, and the rest of us working on this game in some sort of capacity owe it to you, the players who stay here with us, to give you an idea of where things are headed, and that's what I was trying to do with the announcement. 

Now, I've read every single post in the Forum Thread designated to this discussion, and there's been some excellent feedback. Based on the feedback we've seen, know that some of this next part may be vague (and that's intentional while we work out the specifics), but the key points that I've taken away from this forum so far are that:

- Safe Zones of some sort are absolutely necessary, and as such will likely be implemented using Quest/Darkness controlled planets and/or systems. 

- Many of you are scared of dying in your sleep/on vacation/at work, etc. so I want to reassure you all that I do not intend to release global combat in a condition where this is possible without preventive measures. Telling you all "just hide, gosh" is out of touch, and unwarranted(and particularly crass, and.. wait this isn't the copypasta..). We will introduce mechanics to prevent you (in some way) from being attacked when you're not ready. I don't know specifically what will be implemented yet, but we've gotten some great ideas and are toying with a few of them to see what's best.

Many of you are worried about losing your things, and to that I don't have much to say except that while we will try to preserve assets with genuine historic SWC value, most of the entities in the game are expendable and not of historic value. What good does having 1,387 ships do you if you are not (and litereally cannot) use them? Why amass a fleet if you have no intention of keeping your hoard/territory safe? I understand that's a semi-hot take and not everyone will (or has to) agree with me on this, but the majority of this Administration believes that owning assets and not doing anything with them is not entirely in line with the intended spirit of this game. That being said, we are exploring ways to save SOME (not all) of your assets/credits upon death, likely in tandem with cloning.

Many of you are interested in the technology of clones. I wil be the first to admit, the last time we discussed the proposition, I was inherently against it. I thought it served no purpose in this game and would just be abused. However, we are exploring ways to implement it (properly and at a level that everyone can achieve while retaining some amount of risk).

 

I think I had more to say, but that's it for now. Thank you all for your patience, understanding, and feedback. PLEASE keep the feedback coming. It's exceptional to hear from so many of you, and many of you have decent enough ideas for consideration. 

 

Big birb out.

 
Posted by Falcon on Year 26 Day 327 22:19

Rules changes:
- Movement 2.2/Sun & Black Hole Damage rules were updated to reflect bombers being destroyed when sunning or black holing
- Spying & Sabotage rules now include a blurb about capture with regards to PVP zones
- Ship Capture rules now references both ELBs and Computer Spikes
- Locks and Keys rules now mention computer spikes
- Bounty Hunting rules now replace mentions of "Paramilitary factions" with "factions with the paramilitary faction module"
- Creature HP rules now indicate creature HP is rounded, per SWC code
- Custom Image rules now indicate cybernetics may have custom images applied after installation
- Space Combat rules now indicate that bandits use reinforced doors, not blast doors
- Combine Points rules got a facelift and go into more detail about what you can spend CPs on
- NPC rules better describe how skill points are generated/allocated, and the characteristics section was relocated to a more appropriate area
- Subfaction rules have been updated to no longer reflect that only SWC Admins may create subfactions.
- Life and Death rules now indicate that a player inside the tutorial system may not drop their character
- Missions and Quests 2.3/Restricted Quests rules have an Action column to match other sections and reduce confusion
- Movement 4.1/Ground Movement Calculations rules have been changed so that the maximum ship speed no longer refers to itself as vehicles
- Rooms rules now indicate that storage rooms may be used to house ship parts for field repairs
- Bait Usage description now more accurately clarifies how bait is used
- Warlord Heavy Cruiser description had a minor typo correction

Bugfixes:
- Fixed an issue with poisoned weapons being duplicated during combat.
- Fixed an issue with force rage application being duplicated during combat.
- Fixed an issue with the new salvage class ships not having wreck images.
- Made the tactics selector use pointer cursor.

 
(Edited by Falcon on Year 26 Day 328)
Posted by Falcon on Year 26 Day 328 20:41

Ladies and gentlebirbs,

They keep letting me near the Sim News, so I keep posting!

 

Deathmatch has been updated, as have the grudge matches. Enjoy!

 
Posted by Platypus on Year 25 Day 239 11:55

Hello everyone, having come back from a brush with IRL permadeath, I would like to try rewarding the grim reaper by doing something with SWC permadeath. The main stumbling block is that we do not appear to have a consensus on whether to go towards the light or run away from it.

Therefore I am launching this survey in order that the SWC community may express its hopes, dreams and wishes as we continue to approach global combat. May the future ever be filled with violence and destruction in this universe, which literally has Wars in its name.

Click here for survey

If you have questions, feel free to hit me up in DMs. Or submit a support ticket.

Edit: The survey will remain open for a week and be closed around D246. Results may be published shortly after that point. 

Edit2: 544 responses so far. There are still three days until I close this. 

The survey has been closed. Stand by for results.

 

=====

FALCON EDIT Y26 D328: I am not sure what happened with the posting of these results, but since many of you assume (incorrectly) that we are hiding these results for any number of reasons that have been imagined, here is a direct link to the survey results:
https://docs.google.com/document/d/1tsZ_eKsxT_bLxPcC2594SZoezSEG07xMKgWe0gzWsVI/edit?usp=sharing

 

and for those of you who don't like clicking links, below are the results copied from the google doc:

 

Please do with this information what you will.

 
(Edited by Falcon on Year 26 Day 328)
Posted by Falcon on Year 26 Day 327 14:29

Good day ladies and Gentlebirbs,

 

First, a brief disclaimer: this Sim News outlines some long-term development goals that may stir a range of reactions. Everyone is entitled to their feelings and opinions, and we welcome thoughtful discussion. All we ask is that the inevitable conversations about this announcement remain respectful. Please also remember that these are long-term goals that are still in various stages of development, with no complete roadmap yet defined.

 

Now to the good stuff: After many days/weeks/months/years of discussion amongst the SWC Administration, Dev Team and Rules Team, there is broad agreement that the game should move toward two significant long-term objectives: Global PvP/Combat and Permadeath. Many of you may have anticipated this direction, so for you, this will not come as a surprise. These are not the only long-term goals, but they're probably the ones that will affect you all the most.

naturally, this will raise MANY questions from MANY of you, such as:

  • How will we get to these goals?
    • The honest answer is that the specifics are still in progress. For combat in particular, this will involve a complete revision of entity stats and the coding of combat functionality across all stages and environments. This won’t happen overnight, though. Our plan is to introduce combat features gradually, with clear advance notice for major rollouts (ground, atmos, and deep-space combat), as well as for major features (stations, vehicles, and capital ships, etc). Notice won’t always mean months in advance, but expect at least a month before individual feature releases. Consider this Sim News your early warning that development is heading in this direction. We’ll share more feature-specific details as work progresses and as each stage nears release.
       
  • When will we get there?
    • Soon(TM)
       
  • Are my assets safe?
    • Yes and no. The galaxy is a large place, in which you have 251,001 1,001,001 systems to hide your things within. Non-PvP areas are currently safe, and named systems will likely be among the final areas to have combat enabled. If you’re concerned, move your stuff there. For those who maintain genuinely historic SWC assets they can no longer access, please reach out to the SWC Administration for help relocating them. Those of you with these assets probably know which assets we mean.
       
  • Am I going to die?
    • Everyone dies.
    • The intent behind Permadeath is not to make death easy or random. Like the old Arrest/Execute system, it will be a deliberate, intentional action, not something that happens by accident. We’ve had many discussions on how to approach this responsibly, and we will likely not release it until after combat is fully (or nearly fully) implemented and thoroughly tested. We want to ensure the mechanics work exactly as intended, and we’ll rely heavily on feedback to get it right.

 

Ok, whew, we made it. We understand that this announcement is a lot to take in, and that it may feel like a big shift in direction. That’s exactly why we’re being transparent early in the process. We want everyone to know what’s on the horizon. Whether these large-scale goals are achieved next year or sometime before the heat death of the universe is up in the air.

 

No funny Noctis DM this time. We simply ask for your respectful and rational discussion on the forums. As always, if you encounter any issues or have concerns, please submit a support ticket or reach out to your local ASim or Admin

NINJA EDIT: I created a Forum Thread in General Talk specifically for discussion surrounding the topics listed here. Please keep all discussion limited to that thread.

 
Posted by Falcon on Year 26 Day 320 18:22

Falcon EDIT Y26 D327: An issue was identified that prevented loot from spawning inside the salvage-class ships after bandits had their life force relieved from them. This has been fixed and all salvage-class ships (that spawn after this sim news) eligible for loot spawns will now drop loot.

=====

Bandits have recently discovered more ways to smash ships together in the form of Salvage-class Ships! You can find a snippet of their image rules on the Custom Images Rules Page.

The intent behind these ships is to bring an averagely-statted ship from most categories into play and give the players some artistic liberty with bringing their Ugly-type ship fantasies to life. We look forward to seeing your best (and worst) amalgamations of Uglies. Players are free to create any Ugly-type concotion of ships they like (so long as they fit within the Custom Image rules), but the stats/room maps will NOT change to represent the image(i.e. if you have a gunboat with 4 quad lasers depicted, the Salvage-class Gunboat will remain with its standard loadout of 2 Heavy Lasers / 1 Ion Cannon).

Salvage-class ships can be found and captured in normal bandit spawns, and their spawn chance can be found on the Space Bandits Rules Page. Many of the bandit ship spawn rates have been changed as a result of adding new ships into the mix, but they should be pretty close to their original values (+/- ~2.5%).

 

Furthermore, the exact Salvage-class ship type stats can be found on their prospective rules pages below:

 

As always, if you need assistance, you can reach out to us on Discord or by submitting a support ticket.

 
(Edited by Falcon on Year 26 Day 327)