Mandate [EPIC scifi-rpg] kickstarter

Doubt it's at a stage where the combat is ready to show to be fair, looks nice and polished, can't help thinking the control/combat will be dull though (will be buying if it's not).

well most effects were in months ago when they released the ship designer thing
 
Hmm...I'm not sure.

I was hoping for a game like FTL, but expanded; that is you're a single vessel with a a crew, throwing in some RPG elements.

That video seems to make it look more like Homeworld, with fleets, but including crew into the mix, which is a slightly different angle than I was expecting.

Will wait and see how it develops, but a little more hesitant than I was.
 
Project Update #45

Hey backers,

Today we are going to talk about our roadmap and progress update as well as the state of the project. Our aim is to shed more light on exactly where we are in development. We also have a new developer video which you can find at the bottom of this update.


When the Kickstarter campaign was successfully concluded last year we took a break for a few days and then started to plan our production roadmap in more detail. Our timeframe as outlined before we launched our Kickstarter placed Alpha in December 2014 with Beta to follow in Q1 2015.


We discussed each major feature and classified according to the high risk, high value matrix that we also shared with you as part of our Kickstarter update for January. During this planning stage we identified several issues that we were not aware of before the Kickstarter campaign was launched and which have had an impact on our production schedule and timeline.

The first issue was staffing-related as three of the senior programmers that we wanted to bring onboard full-time were prevented from joining the project due to pre-existing contracts. Despite our best efforts to terminate their previous contracts earlier in the end we had to wait until 1st of April before they could join us.

Secondly, our initial timeline (which was announced when the Kickstarter began) does not take into account the fact that we added stretch goals like planetary missions and starbase assaults. These features require additional time to develop on top of the ship boarding operations that we had already planned. For example planetary missions require a different approach to pathfinding for units that move around in an open space instead of down corridors [as would be the case with boarding operations]. To prevent further loss of time we looked at different solutions including three different ones from 3rd parties until we finally found one that satisfied our updated requirements.



Planetary missions also require unique artwork to distinguish them from boarding operations and would have required a lot of manual work to design and build planet surfaces. We decided to investigate how to procedurally generate planetary mission maps to allow us to create varied landscapes. In the long run this will save development time and ensure you do not visit the same planet layout twice (unless specifically created for story missions). This work has yielded some very promising results but required research and development. Above you can see four different “biome” types as we call them. We have a crystal planet, a lava planet, a desert planet and a moon. The walkable area is the same in all four cases, however, the lava planet has the walkable terrain raised compared to the other three. All four types are running off of the same level layout that the game designer created. We also have additional biomes in development but these four should suffice to demonstrate the versatility of our solution.

Thirdly, we announced already back in February that we were planning for “mod support” since we were not that far away from reaching this stretch goal. It is important to note that first of all this decision is irreversible and it also has major architectural implications. As you may know we are using Unity as our game engine and Unity generally has static scenes (or levels if you will) which are not easily modified after a game has been compiled, shipped and launched. This is not a problem if you are building a traditional RPG with predefined locations.

In The Mandate (both for ship interiors and planetary mission planets) we will not have static levels but rather dynamic ones that are generated at run-time. Unity does not natively support this. We wanted something robust and powerful, more similar to the MMO engines we have worked with in the past where the program code and the content data are decoupled. This allows designers to add and modify content data (npcs, ships, quests, items etc) by using a set of content design tools. The changes can be saved and exported without involving programmers and without modifying the game executables. Our plan is to allow modders to use these same tools after launch as well. These requirements, however, demanded a custom object model to be created.


For The Mandate, we are using a custom object model (entity/component model). Entities are not linked directly in the static Unity scenes but instead they can be serialized on-the-fly so we can have an open world sandbox with dynamic streaming. Entities can migrate seamlessly between boarding and space combat simulation, or communicate in both domains. The advanced serialization supports multiplayer replication and optimizes the data traffic by automatically recalculating the diffs in synchronized data.

For the game design and level design toolchain, the object mode enables advanced editor features like: custom nested prefabs, full undo support, data definition/reflection and MVC approach to separate data and entity logic from visual components.

At runtime, as we are using the actor model, entities can be updated independently and in parallel. This approach scales naturally in multi threaded environment with several CPUs.

Mandate will have seamless transition between worlds and to stream the data/assets in the background, we are using Unity asset bundles. Black box modules can also contain the precompiled code which interfaces with existing game framework, as it is used for the dynamic loading in MOD support. This way, some assets and modules don't need to be statically determined when the game is released, but can be added, overwritten or updated later. By replacing these asset bundles, we can dynamically update the content of the game.


The custom object model is now complete and we are now building the various content tools which use this model. It is important to stress that the content tools themselves will be very powerful and allow designers to rapidly create and modify new abilities, items, npcs, ship sections and ships. Due to data consistency checking it should minimize the introduction of bugs into the system and we have automated processes that can verify the integrity of the data.

The challenges presented above meant that The Mandate would require more time and effort to complete without having to sacrifice or cut features from the game concept. The systemic approach to how we wanted to make The Mandate has several major upsides such as providing content creation tools that allow us (and modders) to quickly develop additional content for the game once it has been launched. Conversely, it requires more development time to do it right. We believe this is the right thing to do and we hope that you agree with our approach.

With respect to development time we decided to delay staffing up the design team (including writers) and also the art team. This meant that both teams would spend more time in pre-production to iterate on designs and art, respectively. In parallel the programming team has been staffed to full strength and has been working on the issues outlined above.


On the design side extra time spent in development has allowed us to both mature existing design ideas as well as re-examine the connection between space combat, boarding combat and the adventure mode. For example the battle drills concept was not on the drawing board 6 months ago and is a recent development (which we reuse for the light craft in space combat as well). Another example is our approach to sub-system targeting which was outlined in the previous update.

On the art side the extra time has allowed us to iterate on the design language for each of the factions. Whenever you encounter ships or starbases from another faction you will recognize which faction they belong to due to their unique art direction when it comes to colour, silhouette and design language. Last update we showed the Grand Fleet heavy cruiser MK II and we also gave a sneak peek at a Black Eagle heavy cruiser in drydock. Today we are following up and sharing with you the ship styles for the Romanov, Osmani, Arkwright and Europan heavy cruiser designs.


For tech art we have also used the time to investigate and deal with issues ahead of time. We have built systematic approaches for each of the art-scale challenges we will face during the production so that we can tackle each area in the most efficient way possible. For example you may remember our presentation of the character system which we discussed a few updates ago. Another example would be the addition of physically based shaders and integration with Substance Designer procedural textures which required recently developed third party tools to reach maturity. A third example is the biome generation for planetary missions as seen earlier in this update that will help us generate a huge amount of variety of missions from the same amount of game designer input. These are all powerful, flexible solutions that are also scalable depending on hardware requirements.


Another side of development which has benefited from a longer development time is the audio. More specifically, our soundtrack. When we started development we were not sure how much funds we would be able to allocate to the soundtrack. We therefore asked our composer to plan for both a 60, 90 and 120 minute soundtrack. Based on what we will discuss later in this update, we can now confirm that The Mandate will get a full 120 minute soundtrack. Also, whereas the Kickstarter Mandate theme was recorded with around 30 musicians; we will use a 75-man orchestra for the full soundtrack. Our composer already has roughly 60 minutes of faction-specific music ready and is now starting on the second half of the soundtrack; the battle music and ambient music.

Due to copyright and intellectual property rights we cannot share the music yet and besides, it will only sound right once it has been recorded with the full orchestra. That being said the faction music goes very well with the art direction for the various ship styles that we showed earlier in this update. Since we got a lot of good feedback on the Mandate theme our composer decided to record four versions of the original Mandate track on piano for your enjoyment. Enjoy!

https://www.youtube.com/watch?v=U4BCukdyXqg


Oh, and there is one more thing we are exploring with respect to the soundtrack. Actually, technically it is the vocals or chorus. It is a bit early to talk about but if all the pieces of the puzzle fall into place, this will be the icing on the cake. It is said that a picture is worth more than a thousand words...


While these efforts have required additional time in the development schedule we ultimately believe this will result in a more interesting and enjoyable experience. The high level design work on both design and art will save us time down the road, ensure a more tightly integrated experience since the different game modes are more strongly connected, and the technological solutions we have gone for, will help both with the production of expansion packs, sequels and mod support.

We saw three alternative approaches that could help us meet our funding requirements and avoid having to compromise on our game concept: We could seek additional crowdfunding, prepare a Steam Early Access version or we could find an investment partner. Each approach has strengths and weaknesses (or risks if you will).

We did not feel that it was right to ask for a second wave of crowdfunding. Also - while important progress has been made, it is not progress that is easy to present into sexy marketing material so there would be no guarantee of obtaining more funds this way.

As for using Early Access first of all it would require us to change our development roadmap to deliver something that would entice people to donate and secondly we would have no guarantee for the result. The Early Access could get us more money than we ever needed - or - it could fall on its face and then what? We have seen many projects take this road and we much prefer to not be in a permanent state of pre-alpha early access, something that can be infuriating to players who are essentially treated as unpaid QA staff.

Bearing this in mind we decided to look for an investment partner as our plan A with Early Access as plan B. One clear benefit for us is that we can focus our communication and talk to somebody who has experience evaluating projects at different stages of development. We met with several different publishers both small, medium and large at Gamescom in August and pitched our game concept.

For the last four months we have been exclusively discussing with one potential partner. After signing mutual NDAs with them we shared all relevant project information. On their side they conducted a thorough due diligence of The Mandate. They brought with them an external industry veteran who reviewed our production budget, the state of our codebase and also our design documents. Current and proposed future members of the development team were both evaluated and interviewed to get a clear understanding of the major production risks and whether we had the necessary experience to tackle them. The feedback was very professional and constructive and we immediately implemented several production changes (since the feedback was given with no strings attached). Next we embarked on a relatively lengthy contract negotiation process which ended up taking longer than expected. We did not feel comfortable announcing anything until a deal was signed and everything set in stone (and besides the NDA restricted what we could discuss).

This changes today as we just signed a contract with Eurovideo Medien GmbH of Germany. The guys are cool and consist of former D&D players who are also fans of games like X-Com, Pirates, Mount & Blade, Elite, FTL and many more. If you want to check out which games they distributed in the past years, have a look at their website. Actually, their offices are located next to the movie set for the movie classic “Das Boot”.






What is also important is that the guys understand both the type of game experience we are aiming for and also what we are NOT aiming for, e.g. on-the-rails free-2-play shooter with micro-transactions. Eurovideo sees the potential in The Mandate and wants to help us realize the game’s full potential. So what are the implications of this deal?

Eurovideo will invest to ensure the development of The Mandate
Perihelion Interactive will have full creative control. Full stop. We will execute the original game concept as we presented to you in the Kickstarter and will follow our vision without any intervention from Eurovideo
Eurovideo will handle all marketing, PR and distribution activities
Perihelion Interactive will interact with existing & new backers and release regular updates. There will be no changes here
Perihelion Interactive will retain full control over backer pledges
Eurovideo will handle all localization in cooperation with Perihelion Interactive
We can now guarantee that The Mandate will be localized into German, French, Italian, Spanish and Russian (other languages to be discussed)
Both the English and German versions will be voiced (other languages to be discussed)
The development team will grow due to this investment and as a result we can pack more content and more hours of fun into the game
The soundtrack will be 120 minutes instead of 60 minutes and the size of the orchestra will double

How does the road ahead look like with the additional funding? First of all we will now start to staff up the development team. At its peak the team will consist of around 30 developers with a combined AAA experience of 100+ years. The additional funding allows us to bring onboard several veteran developers who are both friends and former co-workers. This will reduce risk and ensure that The Mandate is a great game at release.

Furthermore, we will differentiate in our timeline between the feature Alpha, feature Beta and Content Beta. Whereas the first two relate to the specific features of the game the latter is about the content (quests, factions, ships etc) which are made with our tools [remember the discussion above about our tool chain and object actor model].

Feature Alpha: Q3 2015 (early)
Feature Beta: Q3 2015 (late)
Content Beta: Q4 2015
Launch: Q1 2016

All backers at $75 or above will gain access to the Feature Alpha. All backers at $40 or above will gain access to the Feature Beta. All backers from $20 or above will gain access to the Content Beta.

The Content Beta will be updated several times towards Launch. Depending on the feedback from the Feature Alpha and Feature Beta it may be slightly more restricted in scope initially but over time we will release content updates and unlock features so that right before launch the Content Beta will be identical to the launch version of the game (but for example it may miss localization for certain languages which become available at launch).

So what will happen next? Actually over the holidays Garret (Art Director) is reading a book about heraldry which is over a hundred years old but supposedly still relevant for the 36th century. Vegard (Tech Art Director) is playing around with some cool stuff. Could there be a connection to the book that Garret is reading? Time will tell.

Right after the holidays we will start the hiring process to bring onboard additional developers. Specifically we will bring on two veteran writers and two veteran designers as well as additional artists. The next few Kickstarter updates will cover star base design, modular design and what types of customization options will be available to the player. Then in February we plan to discuss the battle drills and formations in more detail and show you how our squad AI adapts to the changing environment and also talk more about how boarding operations work.

As part of developing the boarding combat prototype we also worked in parallel on the art side to define the different room types and investigate scale dimensions. We have put a lot of effort into ensuring that a ship deck will feel like it has depth and mass. As you know a deck will contain many rooms and each room can have several consoles. Each console can be manned by one of your crew and the consoles in turn affect ship performance and dictate whether certain systems are online or offline during space combat. You may recall our previous Kickstarter update which included a video that demonstrated sub-system targeting where you can detect and take out individual consoles and rooms with precision fire. We decided to make a video to showcase the rooms that have been built so far.

https://www.youtube.com/watch?v=5OxFbVpZXLM
Above you can see actual in-game footage where we show off the various rooms completed so far. We plan to make a follow-up video later where we go into more detail about the modularity of these assets as well as what type of customization options will be available (again made possible due to systematic tech art approaches).

We also have quite a few backers who pledged for various design tiers. Some of these design tiers do not yet have templates but now that we are staffing up with writers and designers we expect to finalize the remaining templates during February. Speaking of which we will close down the ability to order design tiers on the 31st of March 2015. This will give all backers who pledge for various design tiers several months to also work on their designs and conduct peer review before we start the official submission process.

With that said it is time to wrap things up. The bottom line is that we are building an even bigger game for you guys. This requires more time and additional investments. We have had some staffing challenges as well as unanticipated technical challenges along the way, but both of these are now solved and our agreement with Eurovideo guarantees that we will not have to compromise the original vision for the game.

Cheers,
Your friends at Perihelion Interactive
 
They talk a good game and I want them to succeed (as I have backed them!) but so far they haven't delivered anything of note in the 12 months they have taken so far.
 
They talk a good game and I want them to succeed (as I have backed them!) but so far they haven't delivered anything of note in the 12 months they have taken so far.

They have released a few videos, but they did say they would take there time with this on to get it right. If they were just in it for the money we would have seen the game released in 16 bit by now.

I do agree though that the updates seem to be a bit sparsely given, but when you get them, they are usually a good bit of reading.
 
Latest Email update :D
Hi backers,

Time for another update. Today we will give an overall update on the game design. First we will discuss what we learnt from preparing for the Gamescom demo and what changes we are making as a result. Next we will talk about our focus over the coming months, and then we will discuss specific design changes included crew management. Finally, we will discuss manufacturers with respect to lore and equipment.

On a side-note the vocal recordings for the soundtrack were completed last month. We caught some footage of the choir recording the Russian lyrics for the Mandate Main theme and uploaded it to our youtube channel a couple of weeks ago.

https://www.youtube.com/watch?v=FohmqyTfRMA
The crew management changes are highly relevant for the pledge tiers for “design an officer”, “design a captain” and “design a marine platoon”. The design documents for these pledges have been updated. CLICK HERE to review them. Our volunteer scribes are ready to assist and answer questions over on the forums.

Gamescom follow-up

The Gamescom Demo showcased a late game boarding action where the player leads eight squads of marines and attempts to take back a heavy cruiser. In case you did not read the previous update or forgot to watch the video itself then you can check it out below.

https://www.youtube.com/watch?v=PVFABizec-I
As part of our post mortem process after Gamescom we discussed that our current workflow for building the ship deck plans took too much time and was difficult to modify later. Keep in mind that with around 50 ships we have a lot of interiors to build. The process is prone to placement errors which can easily cause pathfinding glitches and issues. For away missions we have a different and much faster workflow. So we are now taking inspiration from this process and improving the workflow for building ship deck plans. It requires some rework but should pay huge dividends in the long run.

Another area where we need to focus is optimization and performance. Both the artificial intelligence solution from Apex Software (which we mentioned in Update #51) and our animation systems require optimization so boarding combat can run smoothly in parallel with space combat.

From a gameplay perspective the Gamescom demo also told us that having small rooms with only one door entrance makes the rooms have less value during boarding combat. While there is still value to blowing up consoles inside rooms (synergy with space combat) the rooms themselves are otherwise dead ends. The player is forced to use corridors exclusively to move squads around the ship and with lots of squads these areas become cramped. The art and design departments are currently rethinking and redesigning the role of rooms during boarding combat and our goals is to have more interconnected rooms. The deck plans should “make more sense” and there will be more obvious pros and cons when fighting in corridors or rooms.

Beyond implementing these changes and improvements our next goal is to bring the adventure mode and space combat up to the same quality as the Gamescom demo. We are first focusing on adventure mode as it is the hub from which all other content in our game is accessed. It is also where the impact of your victories in battle will be felt and seen. Currently we are working on the artificial intelligence for each of the factions as well as the Great Captains.

The Great Captains are NPCs who command their own ships, can perform missions on behalf of factions and level up. They may also have their own ambitions and goals which dictate their behaviour in the sandbox and can lead to either alliances or conflict. In many ways the Great Captains will mimic player behaviour and also play by the same rules as the player. This will create a more dynamic experience which we think adds an extra dimension to the sandbox. Conflict will be more personal and interesting as you interact with these Great Captains. Finally we are also implementing information warfare, of which the scanning feature is an important component since it plays a crucial role in both adventure mode, space combat and boarding combat.

Osmani 2.0

Before we continue we should make a note that we have spent some time to polish both the historical references and Napoleonic elements. One example here is the revised design for the Osmani armours. The original design had issues with the rig which caused animation problems.


Therefore we set out to redesign the Osmani armours and we cross-checked our lore documents for the Osmani faction. Now the Osmani armours are based on the historical Janissaries of the Ottoman Empire. If you google them then you will see some of our design inspirations.


Crew management

As you probably saw from our Gamescom developer video we have done some changes to crew management. Initially we were going with a hands-on approach where you would manage individual crew members and give orders to individual marines in boarding combat. However, while this approach works with a frigate with a low crew count later ships will have a much higher crew count. So over time (read: mid and late game stages) this hands-on approach starts to become impractical as you would spend more time proportionally to micro-manage your crew as the ship gets bigger.

With The Mandate we want to generate this command experience where you feel like Captain Picard or Admiral Adama. Neither of these two knew the first name of everybody serving under their command nor did they micro manage the daily routine of each member of their crew. But they were close to their command staff and other select officers so we decided to go back and take another look at how the crew is organized and try to find a solution that would scale better as the crew got larger.


Our solution involves organizing the crew into squads and officers. While your crew is on duty they are organized into squads. When your crew is off duty, however, individual squad members and officers will socialize and relax, and you may interact with them one at a time, hear their concerns and help them with problems.

As captain you can interact with your officers and they in turn interact with your squads (crew). This emulates the military chain of command and is in line with the command experience we pitched on Kickstarter and are still very much committed to make a reality.

Squads

A squad contains up to eight named crew members while an officer is an individual crew member. Squads are an important game concept for several reasons beyond the reduction in micro-management. For example, in The Mandate, we want to model attrition. This means that your crew will die. Squads are more long-lived than individuals. They can take casualties and individual members may die but if the squad survives then it can be reinforced later.


The squad approach also allows us to have a unified crew focus and all squad types can be used for boarding combat or away missions. With squads it will also be easier to differentiate and make them feel unique as opposed to making lots of individual crew members unique. We are working hard to strike the right balance between an army of clones and something completely random.

So how exactly do we differentiate squads? Each squad will have an origin faction, a background trait, personality trait and a starting skill. Squads can level up during play and an important choice to make is which service branch the squad will join. On the topic of service branches we should mentioned that we have decided to split security into marines (infantry) and aviation (cavalry). The design templates mentioned in the introduction reflect this change.

As the squad levels up it gain additional traits and learn new skills. New skills are acquired based on which service branch the squad joins and existing skills will increase in rank. A squad can have a maximum of five different skills and the max skill rank is 10. Traits are a bit more unpredictable in that which traits a squad gains may depend on multiple factors like origin faction, service branch, ingame events which the squad was involved in etc.

Which types of squads exist? Well, first we are focusing on the core progression system. Our standard squad types are the service branches (medical, engineering, astrogation etc). However, as a squad gains experience it will be possible to further specialize the squad within a service branch. The maximum level for a squad is 30 but we are evaluating what could happen once a squad reaches maximum level.


While squad traits and experience is important, proper tools are also needed to get the job done. You will be able to specify both weapon, armor and kits (grenade, motion scanner, hacker tool, etc) for each squad. Some types of equipment may require specific skills or traits. So specialized engineering kits or medical kits for example may only be usable by squads from the engineering or medical service branches, respectively.

Provided you have a training room onboard your ship you can assign squads to train with their equipment when you are not in combat. Training is especially important for marine squads and aviation squads who can expect to see a lot of action. Depending on the type of training they do, they may gain different temporary bonuses which augment their traits and skills.

Officers

Experience, equipment and training will help your squads perform better. Another way to improve a squad's performance is to assign it an officer and we will discuss this interaction a bit later in this update. Officers can also be assigned to the bridge as a bridge officer (becoming part of your command staff) or they may act as envoys off ship.

The number of bridge officers that are needed to run the ship efficiently depends on the size of the ship. So a heavy cruiser will require more bridge officers than a frigate or destroyer. The bridge houses all the service branch heads, their support staff, the executive officer and of course the captain. Whenever the captain needs to hail and interact with other captains or external contacts he can fall back on the expertise and experience of his bridge officers. Here we are modelling the experience around TV shows like Star Trek TNG where the core interaction is between the captain and his officers.

Below you can see a design mockup which depicts a scenario where the captain is communicating with an external contact, in this case Admiral Suvarov. There are several dialogue options available due to the captain’s own attributes (“Warfare 6”) and traits (“The Protege”). The bridge officers can supplement these dialogue options based on their faction, attributes and traits. In our example the chief science officer has a suggestion (“Requires Sciences 8”). Note that the officers do not address the external contact directly but rather confer with the captain. It is then up to the captain how to proceed and which choices to make. Again, keep in mind that this is a game design mockup and consequently does not represent final GUI or even dialogue text.


The third area where officers come in handy is in the role of envoys. Envoys is actually a role we decided to put more emphasis on after reading discussions on the backer forums. Envoys do not interact directly with your squads nor do they serve on your bridge. Instead they can be assigned missions and travel around in the sandbox. For example they could travel to distant star systems to gather intelligence about enemy forces, perform sabotage, negotiate with factions or search for clues and rumours. You can train officers as dedicated envoys (instead of assigning them to join a service branch) or you can take existing officers and temporarily use them as envoys. For example an in-game event could involve you being asked to temporarily send your chief science officer as an envoy to take part at an important summit.

Officers lead squads

There are similarities and differences between squads and officers. For example both have traits and both can gain experience during play. In the design mockup below you can see senior warrant officer Eva Takei. She is a level 20 senior warrant officer (SWO) from the Black Eagle faction who has acquired a total of four traits: Navy Brat, Cynical, Hunker Down and Killing Fields. Traits can affect both the officer and the squad (s)he commands in different ways. Officers also have five attributes which broadly define their areas of expertise. The attributes are the same for all officers. One of Eva’s traits buffs her Warfare attribute by one point.


Eva is in command of the “Thunder Chickens” which is a level 20 Romanov marine recon squad. It has four traits: Renegade, Gun Nuts, Precision and Muscle Memory. In addition the “Thunder Chickens” have acquired five different skills. The selection of skills is not random but rather based on choices made by the captain (the player) when deciding which service branch (marine) and later what specialization (recon) the “Thunder Chickens” should focus on. If the squad had instead joined either the astrogation or medical service branch then it would gain different skills. In addition we can see that one of the squad’s traits “Gun Nuts” buffs the basic weapons skill by two points but reduces the console operations skill by one point. To read more about these traits please consult the updated backer design documents which are linked at the start and end of this update.


These design mockups illustrate the general direction we are going in with both officers and squads. As captain you can pick which service branch each officer and squad should join but you do not directly control which traits they will acquire as the game progresses. As the captain you can award squads with citations & battle honours which affect all squad members. Officers can be granted medals and knighthoods which affect them individually. Squads are strongly tied to their service branch (which is where they get most of their skills and traits from) while officers are less constrained by the choice of service branch. For example there may well be a mission where it makes sense to put a medical officer in charge of a squad of heavily armed (and armoured) assault marines. It will be up to you as captain to juggle your squads, officers and equipment to maximize their chance of completing the mission objectives.

Equipment was already mentioned as a major influence on the performance of your crew. Equipment encompasses both ship weapons, ship consoles as well as personal gear for squads (weapons, armor, kits). In the case of squads certain types of equipment may have skill requirements that must be satisfied before they can be used. An example could be heavy armor or a sniper rifle which requires training before it can be used effectively in a combat situation. Below is a design mockup which explains how the officer, squad and items (equipment) are connected and interact.


We hope this overview of crew management alongside the design mockups has given you a better idea of the design changes we are doing and also why we are doing them to deliver this command experience (which is heavily inspired by TV Shows) where you get to sit in the captain’s chair. We think especially the squad system approach will help us spec and balance the game better and it is a flexible system which we can easily expand upon later.

Manufacturers

We talked about the importance of equipment (items) earlier and we wanted to share some of our thoughts on how these are designed and introduced into the game world. One of the benefits of working for another faction is that you may gain access to their selection of equipment. Each of the major factions in the Mandate have their own fleets and standing armies and are supplied by mega-corps which produce anything from sidearms to ship cannons. These mega-corps are the equivalent of modern day Lockheed, BAE or General Electric (the latter producing everything from MR machines to nuclear attack submarines!).

Each faction has a strong identity, ambitions and goals which are established through the lore and backstory documents. Their mentality influences what tactics and doctrines they have adopted and their troops and ships are equipped accordingly. In the Mandate each major faction will have up to five manufacturers (mega-corps):

A base manufacturer which produces everything from infantry weapons to starbase modules. This is your bread-and-butter equipment. Nothing fancy, nothing expensive
Sub-faction manufacturer: These manufacturers produce higher quality equipment but also offer a more limited selection. They usually offer their services in conjunction with a sub-faction so you will need a good standing with the sub-faction to obtain their equipment legally (...)
Skunkworks: The crème de la crème, very good and very expensive. Some of these “skunkworks” have been shut down or their work is classified which means you will not exactly find their contact info in the yellow pages
Our writers are currently fleshing out the backstory for the manufacturers of each major faction. In many ways it will be an extension of the lore document which helps inform our designers about equipment variations and what each manufacturer will focus on. To give you an early peek we decided to share the manufacturer list for the Romanov faction. CLICK HERE to read an early draft of the manufacturer document.

Keep in mind that this document is subject to change, and the document will be updated with revised text in the coming weeks and months. Once we are happy with the manufacturer document we will update the “design a fighter squadron”, “design a starbase” and “design a legendary weapon” backer design templates and mention this in a Kickstarter Update.
 
I hope no one backed this :(

It's been on my watchlist since it appeared on KS, completely forgotten about it and went to check it out today. It seems the money ran out, most staff were let go....and it's since folded (but no official announcement). Last update was at the start of the year:
http://www.mandategame.com/article/update-67

Shame - looked like it had potential.
 
Yep, put a fair bit in as it looked a great concept but just sounds like they bit off more than they could chew.

Was shutdown in July pretty much.
 
I think I only backed a fairly low tier but yeah it's been dead for a while.

First they severely reduced the scope of what was promised and then it just died out. Don't think it was a scam, just people who overshot what could be done with what resources.
 
only just found out, how annoying...
All these failed kickstarters should just release the sourcecode, all the assets etc or have someone leak them if they can't legally do it :@

annoying how they just disapear
 
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