1. What company is making the game?

Project is being developed by StarGem Inc.; they are using their own Hammer Engine

2. Is this a browser-based or a client-based game? Will it be available for Mac platform?

Game has a client application. Yes, we plan to release it for Mac a bit later after PC.

3. What is game's business model?

It'll be F2P-based

4. Is it an MMORPG where you control a single ship or an MMORTS where you control multiple units?

MMO Space Action in which one controls a single unit at a time

5. Who is this game going to be for? Casual players, hardcore ones?

We want it to be interesting to a wide audience. We hope, we'll find perfect balance between deep and thoughtful action game for skilled players and exciting experience for beginners. We also promise the game won't be just another primitive arcade, players will face a lot of challenges while playing our Star Conflict!

6. What is the world in Star Conflict technically?

It will be built of multiple instanced sectors

7. Is there be PVP? How is it going to work?

This game is a PvP-based MMO so there will be load and loads of player vs player action. Matchmaking will be lobby based.

8. What game modes will be available?

Every battle is set nearby special zones located by automated recon droids which are to search for ancient civilization remains. From all over the world mercenaries come to these territories to fight for control over them. In the game this struggle is depicted with fighting for beacons that mark certain areas. Matches are designed to be for 2 teams 16 players in each. There also will be team deathmatches and also deathmatches for limited number of players.

9. Is there PvE?

No

10. Are there any content limitations for those who never spend money in the game?

You'll have to spend more time training and tuning you modules but no limits of content are planned.

11. Is there trading in the game?

We didn't plan to have it in the game but still trade can be added in future.

12. Do you have to train your character in Star Conflict?

Players enter the world as quite wealthy merceneries with a small fleet of own ships. But you are one of thousands so it's not that easy to be someone with what you got as it seems. And buying a pricey battleship is not going to solve all the problems — you'll have to be tweeking it and tuning and improving for your needs. It's almost like in EVE-online where you have to gather sets of equipment. You also can use implants to augment your perfomance and make your ship's modules work even more effectively under your command.

13. What races are available for player to choose between?

There are 6 fractions, all are humanoids.

14. What will be the controlling of space ship? Keyboard+Mouse, Joystick, Gamepad?

Keyboard+Mouse. Gamepads are also supported.

15. What are typical and specific characteristics of the game as an MMO action?

There are some similarities with existing projects — gathering your own fleet, upgrading units, gaming lobby system. And this is it. We wanted (and we are working on it) to make a dynamic and intensive EVE online looking game full of firefigths in open space but without mostly annoyng economics and character developing. Still, players will have to encounter a role-playing part of the game: by upgrading their very first starship via flexible class enhancements, by planning every next battle and cooperating with friends in groups or clans.

16. What types of spaceships there are in Star Conflict?

For private mercenaries there are going to be various types of fighters which are basically divided into 3 categories – light, medium, heavy. There will also be special opportunities for clans and clan pilots. This is secret at the moment.

17. Is there any sort of hangar for all ships a player has got?

Yes, and it'll be where players can keep their spaceships. There will be a limit for ships to take from the hangar for a battle. If you lose one it'll become unavailable because of some major malfunction and hangar will be the place where you can take care of your spacecrafts – repair and upgrade them.

18. Is cockpit view available?

It will not be available in the beginning but can be added later – to improve experience of multiplayer space action.

19. Are there be clans and/or alliances?

Only clans so far. A whole system of advantages of being in a clan has been developed. We are looking forward to providing players the best possible social gaming features.

20. Can players acuire enemy territories?

The backstory of the game sets limits to what humanity can do in the galaxy. In a word since the space is naturally unstable players will not be ably to capture enemy territories once and for all though it will be possible to obtain domination in certain zones. It also should be possible to secure captured territories with turrets or automated stations, but these are still to be designed.

21. Is there a global map?

Not in the day one. We just haven't defined its final view yet but this doesn't mean that the map won't appear some day.

22. Is there looting in Star Conflict?

We're going to have loot in the game. There will be in-game money, equipment, weapons and other useful and valuable items in loot. Some items will also form original sets with special bonuses following.

23. What kinds of spaceships are there in the game?

There will be fighters (light, medium and heavy) and also frigates. Every ship is capable to carry plenty of modules which define its role and class, and players should be absolutely free to choose any set they find succesful. Also every class of ships is equipped with a unique module giving some extra special abilities — it's intended to help these players who can't decide what class to choose to start with

24. Will players be able to control the whole fleet? Or pilot their own frigate not being a member of a clan?

It's not possible to control more than one ship at a time in the game. Frigates are available for all players since it is one the classes of battleships. Even more massive spacecrafts are designed for clan pilots in Star Conflict.

25. How do players control spacecrafts? Be themself or with help of crew?

You will rely on yourself only. And it's modules that define how good you are at making you ship do what you want it to do.

26. Are there ships manned by AI?

There may be some.

27. Is «flight» realistic or at least influenced by Newtonian movement, or is this a Wing Commander style with just whipping around?

Flight are based on Newton's laws of motion, but still we are going to make handling as convenient as possible for players to concentrate more on the battle they are involved in than in keeping control over their own spacecrafts. In current version every ship is equipped with additional engines set to compensate undesirable inertion and rotation speed. We are also working on optional switching these support engines off however it probably won't be actually required at all — players tend to enjoy the very battle than flight simulation in such sorts of games.

28. Is collision damage going to count?

Yes, collision damage affect objects properly.

29. Will there be an option to fight inside of huge space battlestations and/or close to some planet surface?

There will be battles in open space and nearby inhabited orbital bases. We have plans for some action inside really big battlestations and we'll probably reveal some of them soon after release. Close to the surface battles are not yet planned.

30. Intergalactic battle stations or enormous spaceships-cities?

Be sure, sooner or later all of these will be in the game, especially if that's what players require.

31. Are there aliens and/or alien technologies?

In the begining there will be no aliens. But alien technologies — definitely will be revealed. In fact, that is ancient alien civilization what started the very conflict.

32. Will there be speed limits?

Every unit has its own tactical and technical characteristics which depend particularly on installed modules and on pilot's training.

33. Is something except fighters going to be available for players to choose?

The role, that your spacecraft is going to play on the battlefield depends on what modules have been installed (EMP, suppressing fire, reconing etc..) So, the more thoughtful your choice of modules is the more succesfull you and your team are. Space battle is where game's RPG system shows itself.

34. How different in size the smallest and the largest ships are?

The largest ship we now have in the game is like 10 times bigger than the smallest fighter.

35. Will ships have some energy storing devices to maintain deflection and weaponry and other systems? If yes, will there be an option to channel energy manually, for example, to gain power in one system with weakening the other?

There will be batteries. Manual energy channeling was not included in current game version. We suppose it bothers players in intense firefights making them remember too many control keys. So energy control will be implicated – via maintenance of the modules you choose for your spacecraft.

36. How can new ships be obtained?

Players will be able to buy new spacecrafts when they have enough in-game money and piloting experience.

37.What's diplomacy between the opposing forces?

The game is all about battles, both duels and massive clan wars. You can compete with other clans but questions of influence are moved out to the game forums and Star Conflict is for the space battles only.

38. What do players need to train: character or ship?

It's much more important to improve your pilot than the spacecraft. Still, you can enhance the ship but you don't have to always choose the next one that gets unlocked like they do in WoT, for example.

39. Are heavy gunships going to completely dominate on the battlefield?

All ships are quite balanced in their defining features such as speed, maneuverability and firepower. Skill and clever set of modules are decisive.

40. Do users' requests and advice influence anything?

We keep tracking the forums and social networks because all the feedback and ideas that we get are really important for us. You see, we're making a game for you, not just to have something to play in the office!



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