May the fourth be with you!

It's May the 4th, the international Star Wars day! Jump Ship draws inspiration from many different sources, including Star Wars. When friends ask us what kind of co-op game we're building, we sometimes describe Jump Ship as the ultimate Chewbacca and Han Solo experience—the duo that somehow always makes it through tight situations. That's the feeling we want you to have when playing the game with your friends! So, what have we been up to? We've been reworking parts of the ship combat, the combat station, and player ship damage. I know this probably doesn't make much sense for you right now, since you can't test the game, but we'd like to give you some behind the scenes regardless :) [b]Please note, recorded directly from dev's computer in a dev level. Nothing is final![/b] [previewyoutube=hDyo3P6bqLk;full][/previewyoutube] [b]General combat[/b] [list] [*]Depending on how close the crosshair is to the enemy ship's sweet spot (indicated by the small dot moving ahead of the ship) you can get critical, normal and glancing hits. They produced 3x, 1x, 0.5x damage respectively. Tracking enemy ships and consecutively doing critical hits kills much faster. [*]Not all things has a sweet spot (stationary targets, and very large ships, in those cases all hits defaults to normal hits). We can set that up manually per ship/target. [*]AI shields now regenerate after a given amount of time incentivising use of shield penetrating weapons, or boarding if you lack those types of weapons. We currently lack indications of this in the HUD. (As this is more of a feature to incentivise use of combat station or boarding regeneration doesn't happen when playing solo). [*]AI Corvettes no longer shoot long range missiles when downed. [*]AI Corvettes has a further orbit distance to ensure that players can't attack the corvette sitting still, they'd have to move towards it and chase it to take it down. [*]For ship to ship combat we now have a damage counter that accumulates damage up to 2 seconds and then clears to better indicate the amount of damage dealt by your different weapons. [/list] [b]Pilot[/b] [list] [*]Auto aim crosshair no longer snaps to target. You will have to steer the playership crosshair to enemy ships to hitting them. [/list] [previewyoutube=1Rw9aNYHs9Q;full][/previewyoutube] [b]Combat station[/b] [list] [*]Combat station now supports up to two sockets with larger cannons or other components. [*]We replaced the old autocannon with a railgun. A powerful insta-hit attack that penetrates enemies shields and damages the hull directly. [*]We reintroduced a active ship shield that can be triggered from the combat station that keeps damage to 0 for a set amount of time. [*]You can swap between items using numericals (1-3). You can install two railguns, or two shields if you'd like. [*]Auto aim crosshair no longer snaps to target. You will have to properly aim crosshair to enemy ships to hitting them. [*]When aiming using the railgun turret, the pilot will see a laser pointer indicating where you are aiming to help the pilot assist the combat station. [/list] [b]Player ship damage[/b] [list] [*]Instead of gradually damaging components and damage points we now trigger "events" (read internal explosions) at intervals where several things may break simultaneously. [*]These events are somewhat concentrated around areas of the ship and will be more varied than before (some damage points where never picked etc.). [*]Damage point types cycle, so getting same type of damage points breaking down over and over should be much less likely. [/list] This is the way. /[url=https://twitter.com/Kappische]@kappische[/url]