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Planetfall - Version 2

Well, I think we can all agree that it has been a VERY long time coming, especially considering how long ago I first said that I would remake Planetfall from scratch. Still, I got here eventually! So, I don't know if it will stay this way, but for now I will do this section as a mini Q/A. If you have any questions which you think should be on here, please email them to me or post them on the forum.

Facepunch WIP Thread

Question: What is new in Planetfall V2?
Answer: Everything. Quite simply. Well, except for one building (the ground tower, originally made by Cee and then remade and finally redesigned by me) and several of the original ideas. For example, the drop pods and the main shield. However, everything else will be new. When I started version 2, there were two main things which I intended to do. The first was to make the ship look better, which I have already done to an extent, but it still needs work. The second was to make the ground more interesting and useful. This has also been done a LOT, but still needs work. A lot of work...

Question: Can I beta test it?
Answer: Can you be bothered to add me on Steam and ask me to do a beta test?

Question: Can I have a room?
Answer: I seriously doubt it

Question: Will you be able to fly the whole ship around and blow it up?
Answer: No, that would be very stupid even if it was possible which it ISN'T.

Question: Will the bugs from v1.7 be fixed?
Answer: Think about the question, read the intro, and re-read this. Do I really have to answer?

Question: What will the new version look like?
Answer: Nicer than the old one, but the focus is still on functionality rather than looks, so don't go expecting it to look like Valve made it.

Question: When will it be released?
Answer: When it's done. Well, maybe. Puzzler has been 'done' for a few months now and I still haven't got round to releasing it.

Question: How will the new one be laid out??
Answer: There will be 4 sections to the ship: Command, Civilian (possibly to be changed), Utility and Engineering. Each section is separated by a corridor spanning all 4 or 5 decks (depending on what section of the ship you're in). These corridors act as cut-off points when the lockdown is engaged. As with the original, there will be many ways to get around the lockdown, but you will hopefully have to work a little bit harder for them this time.

Question: What new stuff will be on the ground?
Answer: Lots. Maybe. At the very least there's the redesigned tower from version 1. It's not exactly new, but it's different. There's also a ground base (known simply as the base). So far it has a completely solid wall (I will likely make it so you can break though using certain methods), a VERY cool gate, battlements, a watch tower in the centre, a breakable bridge and a combined garage/hanger. I don't really have many major plans for it, but it will hopefully be about as important as Planetfall.

Question: Will you add any new pilotable ships?
Answer: Yes, I'm just not certain which ones. I will probably redesign the dropships to be more like civilian transport ships. There may be some form of gun/missile ship, or I may leave that to the players. The only one I have real plans for is the Core Carrier, but that's a secret. Sorta.

Question: Are you planning to add any other major ideas?
Answer: Well the one thing so far that I'm particularly proud of is the power system. Using ideas from Cerberus, Joint Efforts and Planetfall V1, I managed to create a power system which is 100% dynamic. What does that mean? It means that Planetfall has a battery which can store a certain amount of power. At this point it's 10000 units. The core generates a certain amount per second (working with 100 units/s) and every single other system on the ship can drain any amount of power per second that I want. This was actually the same system I used in Joint Efforts, except that this time I have combined it with a few other things so that this smoothly changing amount of power can actually be displayed on a smoothly moving slider!

Question: Will there be secrets like in the original?
Answer: Yes and No. The secrets in the original seemed very good when I first made them. They were well hidden, and some were actually impossible to find unless someone showed you. Unfortunately, people that did find them or were shown them tended to use them to be annoying. The most extreme examples being the two secret routes into the CC. These two secrets were almost always blocked up or disabled, making them useless anyway. So although there will be plenty of maintenance tunnels and secrets, the places they get you will be represented in their security. Meaning that VERY few people will be able to sneak into the CC using the maintenance tunnel, but everyone will be able to peak into other peoples civilian quarters as long as they know where the right hidden panels are.