I believe "General Quarters" is used by the US navy as well. afaik, it doesn't just mean "Man the guns!", it means each sailor mans their assigned position and the ship is prepared for combat (such as damage control crews to standby, galley fires are put out, close all non-essential hatches, etc). Are there plans for more sophisticated power management? Manual switches, or even ones that trip under certain conditions? For instance, having "Battle Stations" flip a switch to isolate, say, sewage processing to reduce power draw?
Funny thing is, I think British warships don't use 'general quarters,' they say 'action stations'. The phrase 'beat to quarters,' which is the older form of it does seem to come up sometimes.
As I've seen from other comments, there should be a weapon control station (maybe 5 - 10 weapons), or a weapon control computer (AI operated weapons) that allows you to not need crew to manually operate every gun. I also think you should have the option to have weapon groups which you can enable manning individually, such as a group for just PDCs, a group for your mining lasers, and a group for cannons and rail guns.
I also agree. Batteries of guns just make more sense rather than devoted crew. But, should also have a penalty to accuracy since it's not receiving individual attention.
@@Malrottian I love the idea that you could choose whether to man them or not, or if they are unmanned because you lack the crew you get a penalty for it. The intention seems to be because of ships with a boat load of guns and I think this could achieve a nice balance.
Because there are no turrets in this game (technically they are casemates), you have to rely a lot on broadside configurations. It would be nice to be able to partition the ship so that you can activate the guns that are likely to be used. So you would have multiple zones that can be set to 'battle stations' or not. There's just no reason to man the starboard guns when your enemies are on the port side.
I really like the idea of weapons systems requiring crew to man them; it's an interesting idea that adds some depth and new considerations for managing combat. However, as a Sci-Fi game, making manned subcomponents MANDATORY seems a bit odd, considering the technology that can commonly be seen in this type of setting. Personally, I feel like it would be cool to have the ability to install an onboard AI Core as a feature for a ship, that can automate functions like weapons, navigation, or crafting stations in a limited capacity or efficiency. For balance, it could require VERY demanding/exponential power generation to power the core as it manages subcomponents and stations, a need to wire the AI to the ship features you want it to interact with (and probably a cap to how many it can control at once), and perhaps even require a specialized resource in addition to power - such as a unique type of coolant to keep the AI Core from overheating - to keep it running.
I'll never forget the day that I played Darwinia on my AMD K6-2 500Mhz computer, It was the first time playing a game like that, I've followed and bought every Introversion game ever since. Including the limited edition packs, I also remember alpha / beta (can't remember which one) testing Defcon. Good times.
I love these videos. As a full time programmer / software engineer I find them really inspirational, I love seeing the game come together update after update
general quarters and bosun whistles sound amazing. i was in the navy, granted, but i think that would be a really cool callback. as long as it's obvious by the button that it's "red alert" or whatever would communicate it enough
Had the same thought. Need drone stations manned for mining and just a few guns, but sounds like you now have to have all your weapons manned. Not ideal
Will say, I disagree with requiring every gun turret to be manned. For space age tech, seems very rudimentary. Think there should be a “weapons station” that maybe controls up to 5-10 guns, and that station has to be manned.
Yeah, this sounds theme-breaking. An AI system you have to level up would be better IMO. Level 1 can handle n weapon systems, level 2 n + X. Maybe new levels open up new techs or you can upgrade certain types of guns.
I'm going to agree here. Many sci fi ships have a weapons station of a few crew or even an AI to take over. As many guns can be trained on a singlle coordinate. I would say at the bare minimum one console should support a number of guns. Also point defence is often automated. How is this going to function when mining?
@@ArcAngelJaguar I don't know if mining is manned, haven't play A3 yet, but I would say having weaponry tied to a manning station that can control up to say 5 weapons, kinda like how in PA a camera station could connect to multiple cameras, could be a new part that comes later down the line. That way you can have a small fighter that is commanded by a single man with a single gun, while for bigger ships you can have squads that can man multiple weapons. I don't think this is bad but instead a necessity, because so far, crew is kinda just delegated to just cargo transport. They should have more dedicated roles.
I'm also in agreeal that some sort of central console would be more thematic for the game. We have automated drones that head out into space to gather stuff without being controlled, but turrets need Denis the crew member to stand and push the big red fire button on each individual gun turrent. Give Denis a break and give the guy a console - with a big red fire button.
I n-th this as well! Requiring one person per "station" (either factory or gun/turret) sounds quite limiting (in a bad way) Even today many factories replace more and more (as many as are reasonable anyway) direct operators with operators overseeing a few machines (instead of one each) Even if it was a "one station for 5 guns and a large accuracy debuff unless a second operator works on a secondary station which lowers/drops the debuff" as that would open up more system interaction and personalization with trade-offs
I think it’d be so cool if the workers built the pipes like in prison architect and there were disasters like sewage/oxygen spills/leaks etc maybe even electrical fires
I think that having guns manually manned is something that could be controlled by a weaponry control system that is manned - like how most Sci-Fi ships have a weapons station and the automation from this station fires the gun, but the gunnery officer drives it. Not even modern naval ships have people on the guns manually now. It's all controlled from the bridge unless everything is so damaged that they need to manually load and fire the guns. And for even more ease of weapon managment - this in turn can be controlled by a AI server that can deal wth threats automatically, but if this AI is not working then someone needs to drive it manually with a single crew member. And if the weaponry control system is damaged then the crew will need to man every gun. Thus you then have a realistic model where if you don't have automation working then you have to do everything by hand..and if your weaponry control systems are working, then you can avoid having to deploy the entire crew on defence....
Yes, please implement levels of top down control over multiple parts of overall systems. One to one gun operation sounds like early game tech - it shouldn’t be the endgame.
11:03 as opposed to no-one requesting that their crew be tied up by having to man the guns 😧 Will the enemy ships have the same constraints or will their guns fire up instantly?
I was wondering what all that fuss was going up and down the street, hemming and hawing, and making much to do about something or other. I should have known they were crowning a king to celebrate a Steam page being translated to German!
This is a fantastic update. I love that weapons ahve the ready animation. Question, can we jump whilst at battle stations? As a method of escape or to arrive ready? :D
I havent tried this yet, but i think with the current system a carrier frigate can be possible with a large volume of detachable fighters which can be individually crewed. Im extied to try this out because theres not really any other games in which you can do similar things.
Do t think is very realistic that a starship or even a navy ship (current) has 1 person manning 1 gun. Usually you would have a control panel (or several) that would control your guns allowing for a smaller crew
Any plans for when this game is finished? Thematically it's right up my alley, but I bought Prison Architect EA and we all know where that game is now.
Machines like smelters and munitions factories don’t need to be manned. It’s not a skilled activity like operating a lathe. Manufacturing machines need to be loaded and unloaded, that’s all. The weapons also shouldn’t be manned. They need to be loaded, but should run automatically. Weapons should be controlled by a weapons officer on the bridge.
Ever go into the sea for a swim at a nudy beach and it's really cold, you get out and wonder why everyone is having a laugh at you? That. Shrivel turret.
@introversion software Feature idea: FTL travel pods! When traveling FTL, the time passes faster. To prevent the crew from aging super fast during a jump, they have to be inside one of the FTL pods. Too old crew members are slower in walking/working and die at some point =)
Just to point out, that completely nullifies the very idea of fast travel, because you are actually taking a really long time to get to your destination. That doesn't even require technology. Just start walking to the next star system, flap your arms, whatever...
I miss these vids for Prison Architect. part of my teenage years ❤
Don't scare us oldies with that kind of talk!
I always come for the sweet Mark intro...the last star shippppppppppppppppppppppp
I believe "General Quarters" is used by the US navy as well. afaik, it doesn't just mean "Man the guns!", it means each sailor mans their assigned position and the ship is prepared for combat (such as damage control crews to standby, galley fires are put out, close all non-essential hatches, etc).
Are there plans for more sophisticated power management? Manual switches, or even ones that trip under certain conditions? For instance, having "Battle Stations" flip a switch to isolate, say, sewage processing to reduce power draw?
Funny thing is, I think British warships don't use 'general quarters,' they say 'action stations'. The phrase 'beat to quarters,' which is the older form of it does seem to come up sometimes.
As I've seen from other comments, there should be a weapon control station (maybe 5 - 10 weapons), or a weapon control computer (AI operated weapons) that allows you to not need crew to manually operate every gun. I also think you should have the option to have weapon groups which you can enable manning individually, such as a group for just PDCs, a group for your mining lasers, and a group for cannons and rail guns.
this could be something to build later on that requires rarer resources
I also agree. Batteries of guns just make more sense rather than devoted crew. But, should also have a penalty to accuracy since it's not receiving individual attention.
@@Malrottian I love the idea that you could choose whether to man them or not, or if they are unmanned because you lack the crew you get a penalty for it. The intention seems to be because of ships with a boat load of guns and I think this could achieve a nice balance.
Because there are no turrets in this game (technically they are casemates), you have to rely a lot on broadside configurations. It would be nice to be able to partition the ship so that you can activate the guns that are likely to be used. So you would have multiple zones that can be set to 'battle stations' or not. There's just no reason to man the starboard guns when your enemies are on the port side.
I really like the idea of weapons systems requiring crew to man them; it's an interesting idea that adds some depth and new considerations for managing combat. However, as a Sci-Fi game, making manned subcomponents MANDATORY seems a bit odd, considering the technology that can commonly be seen in this type of setting.
Personally, I feel like it would be cool to have the ability to install an onboard AI Core as a feature for a ship, that can automate functions like weapons, navigation, or crafting stations in a limited capacity or efficiency. For balance, it could require VERY demanding/exponential power generation to power the core as it manages subcomponents and stations, a need to wire the AI to the ship features you want it to interact with (and probably a cap to how many it can control at once), and perhaps even require a specialized resource in addition to power - such as a unique type of coolant to keep the AI Core from overheating - to keep it running.
I'll never forget the day that I played Darwinia on my AMD K6-2 500Mhz computer, It was the first time playing a game like that, I've followed and bought every Introversion game ever since. Including the limited edition packs, I also remember alpha / beta (can't remember which one) testing Defcon. Good times.
The hydroponic garden shouldn't require compost. Hydroponics is the science of growing plants without using soil.
Maybe rename them to grow beds or food gardens?
What if they identify as hydroponics? Equality and respect for all agricultural equipment.
I love these videos. As a full time programmer / software engineer I find them really inspirational, I love seeing the game come together update after update
general quarters and bosun whistles sound amazing. i was in the navy, granted, but i think that would be a really cool callback. as long as it's obvious by the button that it's "red alert" or whatever would communicate it enough
If the weapons have to be manned to be used then what happens when you are in a meteor shower? Do you have to press Battlestations also?
Had the same thought. Need drone stations manned for mining and just a few guns, but sounds like you now have to have all your weapons manned. Not ideal
Definitely one of the videos of all time!
Its so cool to hear you two talking about game updates, no matter what game ❤
I could listen to these guys give an update on lawnmower simulator and be completely engrossed.
Will say, I disagree with requiring every gun turret to be manned. For space age tech, seems very rudimentary. Think there should be a “weapons station” that maybe controls up to 5-10 guns, and that station has to be manned.
Yeah, this sounds theme-breaking. An AI system you have to level up would be better IMO. Level 1 can handle n weapon systems, level 2 n + X. Maybe new levels open up new techs or you can upgrade certain types of guns.
I'm going to agree here. Many sci fi ships have a weapons station of a few crew or even an AI to take over. As many guns can be trained on a singlle coordinate. I would say at the bare minimum one console should support a number of guns. Also point defence is often automated. How is this going to function when mining?
@@ArcAngelJaguar I don't know if mining is manned, haven't play A3 yet, but I would say having weaponry tied to a manning station that can control up to say 5 weapons, kinda like how in PA a camera station could connect to multiple cameras, could be a new part that comes later down the line.
That way you can have a small fighter that is commanded by a single man with a single gun, while for bigger ships you can have squads that can man multiple weapons.
I don't think this is bad but instead a necessity, because so far, crew is kinda just delegated to just cargo transport. They should have more dedicated roles.
I'm also in agreeal that some sort of central console would be more thematic for the game. We have automated drones that head out into space to gather stuff without being controlled, but turrets need Denis the crew member to stand and push the big red fire button on each individual gun turrent. Give Denis a break and give the guy a console - with a big red fire button.
I n-th this as well!
Requiring one person per "station" (either factory or gun/turret) sounds quite limiting (in a bad way)
Even today many factories replace more and more (as many as are reasonable anyway) direct operators with operators overseeing a few machines (instead of one each)
Even if it was a "one station for 5 guns and a large accuracy debuff unless a second operator works on a secondary station which lowers/drops the debuff" as that would open up more system interaction and personalization with trade-offs
We're on the road to full self-sustainment boys!
I think it’d be so cool if the workers built the pipes like in prison architect and there were disasters like sewage/oxygen spills/leaks etc maybe even electrical fires
I think that having guns manually manned is something that could be controlled by a weaponry control system that is manned - like how most Sci-Fi ships have a weapons station and the automation from this station fires the gun, but the gunnery officer drives it. Not even modern naval ships have people on the guns manually now. It's all controlled from the bridge unless everything is so damaged that they need to manually load and fire the guns.
And for even more ease of weapon managment - this in turn can be controlled by a AI server that can deal wth threats automatically, but if this AI is not working then someone needs to drive it manually with a single crew member. And if the weaponry control system is damaged then the crew will need to man every gun. Thus you then have a realistic model where if you don't have automation working then you have to do everything by hand..and if your weaponry control systems are working, then you can avoid having to deploy the entire crew on defence....
Just imagine having to keep all those crew happy. Were gonna need a criminally insane wing on our ships.
...and dont hand this one over to Paradox to screw up!
i wonder if a later game object could be a tactical console?
A object that can control a couple of weapons at the same time
Yes, please implement levels of top down control over multiple parts of overall systems. One to one gun operation sounds like early game tech - it shouldn’t be the endgame.
Hey Mark / Chris.
You might want to remove this from the playlist because people can come in and see it.
Excited for the 11th. Keep up the great work!
Thanks for the tip!
@@IVSoftware ohh finally we can grow our own food! Those vacant space on Juno gonna be useful now.
I came in and saw some of it. I'll watch it properly when it's in convenient video form.
11:03 as opposed to no-one requesting that their crew be tied up by having to man the guns 😧 Will the enemy ships have the same constraints or will their guns fire up instantly?
It would be super fun if the crew sat in the guns Millennium Falcon-style
Coolant for the engines would be a cool piping system/ resource
Congratulations, another AWESOME game from Introversion!
Looking forward to growing potatoes in my crew's poop
General Quarters! General Quarters! Man your battle stations!
This is so cool, because you know what that multi ship export thing enables? Multi level ships.
If it's hydroponics I don't think the animation should be in soil and I don't think you would need compost.
I was wondering what all that fuss was going up and down the street, hemming and hawing, and making much to do about something or other. I should have known they were crowning a king to celebrate a Steam page being translated to German!
This is a fantastic update. I love that weapons ahve the ready animation. Question, can we jump whilst at battle stations? As a method of escape or to arrive ready? :D
I havent tried this yet, but i think with the current system a carrier frigate can be possible with a large volume of detachable fighters which can be individually crewed. Im extied to try this out because theres not really any other games in which you can do similar things.
I was thinking the same thing. very excited to see further development
If you're _extied_ tell you ex to untie you.
Have you guys tried Stardeus? You have some catching up to do :D
Why do the ships automatically slow down in space? Where is this drag coming from?
Das ist gut! Wienerschnitzel! Ja, genau! Hauptbahnhof!
Nein Nein nein
Sounds like the next step is to make a mess hall
So many new features.
It's looking good 👍
Please can you add bookmarks to the videos so we can find features more easily
EXCITEMENT!
Do t think is very realistic that a starship or even a navy ship (current) has 1 person manning 1 gun. Usually you would have a control panel (or several) that would control your guns allowing for a smaller crew
Same as you don’t have 1 person for each engine
Any plans for when this game is finished? Thematically it's right up my alley, but I bought Prison Architect EA and we all know where that game is now.
when you flip the bits everything goes negative.
I've been playing TLS for the past 2 nights cause I had an incling an update was about to drop.
Machines like smelters and munitions factories don’t need to be manned. It’s not a skilled activity like operating a lathe. Manufacturing machines need to be loaded and unloaded, that’s all.
The weapons also shouldn’t be manned. They need to be loaded, but should run automatically. Weapons should be controlled by a weapons officer on the bridge.
After a few hours playing I'm still not sure how fun this game is. But 'tis very early days I guess.
i want point symmetry!!! please!
Dat gun extenstion tho
So how do guns completely hide inside those thin walls?
Ever go into the sea for a swim at a nudy beach and it's really cold, you get out and wonder why everyone is having a laugh at you? That. Shrivel turret.
@@petermckibben1657 actually I don't but thanks for this elaborate answer.
I feel like callin in sick, but I know I shouldn't. :(
I figured there'd be a use for the compost.
Plz add multiplayer escape mode in prison architect
Any chance you are looking for more interns? I'm a Durham master student and I've been playing your games for years.
You should have an option for us to name the currency.... so if we really want to have it be Dogecoin, we could.
We could call the money Marks 😉
Genera quarters... is that what gets yelled at an arcade once you run out of quarters?
@introversion software
Feature idea: FTL travel pods!
When traveling FTL, the time passes faster. To prevent the crew from aging super fast during a jump, they have to be inside one of the FTL pods.
Too old crew members are slower in walking/working and die at some point =)
Just to point out, that completely nullifies the very idea of fast travel, because you are actually taking a really long time to get to your destination. That doesn't even require technology. Just start walking to the next star system, flap your arms, whatever...