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Re: Starmourn Trailer
Starmourn is a highly cheerful place in between the slavery, horrific violence, genocide, hard drugs, the myriad ways space wants to kill you, invasions, the Ishvana.....Malash said:That music is far too cheerful.
Ok, maybe not "highly cheeful". I'm sure cheer exists somewhere though, however fleetingly! Always look on the bright side of life, my friend. The Elgan engineer looks pretty cheerful riding his hoverboard in the video, for instance. That's a man who looks straight into the heart of darkness and says to himself, "Hell yeah, bet there's a good party in there!"
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Re: Sneak Preview: Ship Refits!
Yes, you too may experience the luxury of a Magiclean Comfort 2.0 bidet!Syaja said:They generate props??
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Re: Sneak Preview: Ship Refits!
Entirely possible, yes! Obviously not for launch, but we definitely want to add a bunch more functionality here - room type-specific items, npcs, and the like.Indi said:I'd like to add NPCs to my ship. Elsewhere in IRE this would be expensive as it would require paying for your time to custom build the NPCs, and you guys rightfully need to charge for progging time, but I'm wondering if there could be (not at launch, but further down the track) generic NPCs and NPC roles (XO, cook, security, gunner, etc) available?
People will obviously want to customise them still, and that part would cost in credits, but generic NPC crewmembers would be an ingame cost only, for flavour only (i.e. without mechanical benefits - at least for pvp).
I ask because despite the discussions people have had about players banding together to RP as a crew, it isn't feasible unless it's a close group of friends all playing at the same time, to a schedule. Yet I (and I'm guessing I am not alone) would still like our ships to feel a bit less empty.
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Sneak Preview: Ship Refits!
Refitting a ship is the term for adding rooms to your ship, from galleys to holding cells to hydroponics stations and so on. This is Starmourn's version of player housing as found in IRE's other games. The rooms can be built in any configuration, starting with your ship's bridge. So you could have rooms directly off the bridge for convenience (especially if you're on a smaller ship), or you could build a catwalk with all your additional rooms connected to that, or make everyone walk through the head to get anywhere else, or whatever you want!
All ships have a certain room capacity based on their class. An interceptor class ship (like the one you get when you start the game) has a room capacity of 2 - the bridge uses one of these slots, so without a mod, you can only add one additional room. A ship in the heavy freighter class, on the other hand, has a room capacity of 14.
The capacity can be raised with a ship mod, though of course smaller ships are also very limited in how many mods they can have. You're not going to be able to load 20 rooms onto your starter ship.
The cost of building a new, larger ship from scratch is not astronomical, though, and ships can also be bought/sold between players.

Some of what you'll see in the game:
LOOK
The bridge of a travel-seasoned starship.
The interior of this starship has a distinctly well-worn appearance, every piece of equipment battered from use, but still cared for and clean. The bulkheads are dinged and dented from passage through asteroid fields, but have no structural breaches. Edges of consoles and sensors are rounded and shiny from years of forearms leaning against them. Clattering underfoot are corrugated metal floor panels, the hollow reverberations suggesting there may be compartments beneath them. The bridge spreads out here in an array of blinking lights and navigational computers, and rad-shielded formglass windows set into the ship's blunted nose look out into space. Installed in a nearby bulkhead is a large control panel. A plain, cushioned bucket seat has been bolted to the floor. A small row of viewscreens flicker on the bridge of the vessel.
There are no obvious exits.
SHIP REFIT
Refit Info
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SHIP REFIT STATUS Show status of the ship's refit.
SHIP REFIT ROOMS List all rooms in the refit.
SHIP REFIT OPTIONS <ROOM|DOOR> List options for doors and room types.
Building
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SHIP REFIT BUILD <roomtype> <dir> [mod] Build a new room.
SHIP REFIT BUILD EXIT <dir> <room#> Add an exit between rooms.
SHIP REFIT BUILD DOOR <dir> [type] Build a door.
SHIP REFIT REDESCRIBE ROOM Redescribe the current room.
Destruction
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SHIP REFIT DESTROY ROOM <dir> Destroy a room.
SHIP REFIT DESTROY DOOR <dir> Destroy a door.
SHIP REFIT DESTROY EXIT <dir> Destroy an exit.
SHIP REFIT STATUS
-- Refit status for The Starskipper -------------------------------------------
Can refit here: Yes
Room capacity: 1 / 2
Rooms:
The bridge of a travel-seasoned starship
-------------------------------------------------------------------------------
SHIP REFIT OPTIONS ROOM
The following room options are available:
airlock, armory, avionics, barracks, brig, captainscabin, cargobay, catwalk, commandcenter, commonroom, communications, crewquarters, engineering, engineroom, escapepod, galley, gunnerstation, gym, head, holdingcell, hydroponics, labs, lifesupport, lounge, lowerdeck, maindeck, medbay, messhall, navigation, observation, recroom, showers, stateroom, upperdeck, utilityroom, weaponslocker, and workroom.
(when you build these rooms they will have a set room title, like "The bridge of a travel-seasoned starship" above, but then you can write your own paragraph for the room description)
SHIP REFIT OPTIONS DOOR
The following door options are available:
airlock, blast, double, down-swinging, energy, gate, in-swinging, iris, out-swinging, sliding, and up-swinging.
(these all have different messages for how they are opened)
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Re: Planning for Ships
@Malash To answer your specific question, the starter ship can only accommodate one more room in the refit. However, like Tecton mentioned in his post you can get a module to add more rooms. The tradeoff is that small ships like the starter one are very limited in modules. Not to mention it's going to use power and other ship resources, so a refit mod may not be a great choice unless you really just want a ship that is basically a tiny-house-boat. 

Building a new ship relatively early on in the game isn't going to be ridiculously expensive either; we just fleshed out the final look/feel of the shipforge system and definitely want to see a variety of ships out there, not just the little free speeders. Currently there's... 35 different superstructures to choose from, and we want to see them in action!
I'll put together some more info on this when I take a break from SUPER SECRET STUFF and post it up later today.
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Re: NPC Dialogue Options
Especially the Decheeran!Tecton said:Yes, pretty much all of our NPCS have dialogue trees!
...I'll see myself out.
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