The Drop System is designed to offer rewards to players for a variety of in-game activities while simultaneously making the method of acquiring new crew members more satisfying.
Drop Pods are earned on a daily basis through the completion of games over the course of a single day. A day in this sense begins at midnight UTC and ends at 23:59 UTC, regardless of where in the world you are.
The first Drop Pod will be issued when the player completes 2 games, the second when a player completes 4 games and the third after their 6th complete game. In other words, a player will earn all three daily Drop Pods by completing 6 games in total. It is not necessary to complete these games in a single session as your progress will be recorded. At the end of the day your progress is reset and you begin again.
Drop Pods are rated Bronze, Silver and Gold as an indicator of their quality level. Each subsequent Drop Pod opened over the course of a day increases in quality. For example, a player may earn 6,000 credits from their first Drop Pod of the day (Bronze), but 18,000 credits from their third (Gold).
These daily Drop Pods are only earned through the completion of a game, or if a surrender occurs after the 15 minute mark in the game has been passed. Disconnecting from a game will slow your ability to develop your crew as incomplete games are not counted towards missions.
Each Drop Pod contains one item from the following list:
There are several new concepts in the list above, and they represent the Crew Collection System.
Previously, crew members have been collected through 3 primary methods:
When the Crew Collection system is introduced all default and purchased crew members will be relocked, and existing players will be issued a Reimbursement Pack which contains:
All existing players will then receive the Supply Ship which is normally earned through completion of the Proving Grounds. This pack contains the following:
Before moving on to an overview of how the system works overall, here is a quick breakdown of terminology used.
Each crew member in the game has both a standard and Legendary version available. The Legendary variants change the appearance of the crew member and are intended to add extra personality and style to your crew, but do not affect their stats or abilities in any way.
Please note that initially Legendary crew members are denoted by a small change in color. This is not their final form, which will most definitely live up to the name “Legendary”.
In the event that you receive a crew member you already have they will be immediately converted into DNA to help you develop your existing collection. In the event that the new crew member is standard quality you will be awarded 1,500 DNA. If they are legendary you will receive 4,500 DNA.
In the event that you already have a trained basic crew member and receive the Legendary variant, your existing crew member will be upgraded to Legendary and you will receive 1,500 DNA.
Each Crew Template must be unlocked by using 3,000 DNA before it can be used. By default, each Crew Template comes with their standard skills and in this initial release of the Crew Collection System your objective will be to gather as full a roster of crew members as possible.
Legendary variant crew are desirable but confer no in-game bonus.
This collection process is not something that will happen quickly, and it is the most active players who will progress through this system fastest. Players should not expect to complete their collection for several months, and with new Crew Templates introduced regularly a “gotta catch ’em all” attitude may not be appropriate.
Instead, concentrate on developing a crew or variety of crews that work best for the ships you use most often. Your collection will grow as you play, no special effort will be required in order for this to happen.
It is possible to acquire new crew templates using credits or Platinum for those who wish to do so.
The Drop Ship can be purchased for 134,850 credits or 245 Platinum and will contain a random Crew Template. There is a 5% chance that the Crew Template in question will be a Legendary variant.
The intention behind the Crew Collection system is to increase your attachment to the crew you have earned, unlocked and developed, giving you a clearer understanding of their potential benefits while encouraging more players to complete games.
As this is the first version of the Drop System players should expect changes in the future, some possibly more significant than others, but as with all changes of this kind we will ensure that any investment made by players is either refunded or otherwise compensated, as we feel is appropriate.
As a result of player feedback we have removed the previously described Training Programs and Affinity systems from the game in this first release. Once we have initial telemetry on the performance of the Drop System, and Crew Collection in particular two additions are planned:
It will be possible to spend DNA to acquire Crew Templates that you are missing. The plan here is to use this system to allow players to pick up the final few crew members they are missing or to acquire a particular crew member that is important to their collection.
With training programs a thing of the past, we’re still intending to allow players to improve their crew over time. This will be represented through collectable items referred to as Pins (a working title). Each pin will be of Attack, Defense, Utility or Chromatic (usable in any slot) type and will confer a small stacking boost to a crew member who has the appropriate slot available. An example to illustrate:
Captain Evan Sterling has one Attack, one Defense and one Utility slot available. Into the Attack slot, the player has added the “Veteran Loaders” Pin which gives Captain Sterling a 1% decrease in Weapon Cooldown time. Into his Defense slot, the player has added the “Boot Camp” Chromatic Pin which gives the captain a 1% bonus to all experience earned.
The above is purely for example purposes, it is possible that neither example Pin appears in the game in the future, but it should give you an idea of the intention behind the system.
The maximum impact that Pins will have should be the equivalent of one extra crew member on your ship, if all 5 of your crew have Pins in every available slot.
Pins can be removed from crew members at any point (except during a game) and reused elsewhere. While each crew member will have 3 slots, the slots available will vary – a Jump Core specialist may have two Utility slots, while a CAG has two Attack slots. You will be able to collect multiple copies of a single Pin can have the same one on every member of the crew if you wish, but you cannot have more than one of a single Pin in a single crew member. Pins will be available through the Drop System, and may be purchasable using DNA, credits or platinum – however that is still to be decided.
Pins will also mean that no difference will exist between standard play and ranked/competitive crews, since it will be possible to gain a full crew-set of Pins quickly. To that end, there will not be a separate competitive crew.
Please not that both the future systems described above are subject to further design and significant change, but they should represent an idea of how the Crew Collection system will evolve in the future.
Coming to the Fractured Space store today, the USR Neso skins are available for each ship in the manufacturer’s line. Here’s USR Ship designer Hans, aka Milennia, on the thought process behind the new skins.
The main inspiration for the USR Neso skins was the desire to have a “military” looking skin.
Of course, olive drab isn’t exactly camouflage in space, but it still gives the ships a pretty authentic military vibe. So I just changed the main panel texture to olive drab and started experimenting with other materials to get a nice colour combination that works well together. I also wanted to try and use some colours we don’t use that much on other skins, so they have a lot of coppery coloured metal and yellow accents – something that’s not really present on any of the other skin sets right now. Additionally, the lighting colour on them is a slightly greenish yellow, which further sets them apart from the rest of the sets. I think the end result makes for a nice, distinct yet subtle skin set that looks good on any USR ship.
The skins are available in-store now, with a high-res shot of the fleet below.
The latest update to Fractured Space is here, and it’s a huge one. With a slew of new features, two brand new ships and the debut of the new Crew system, this is a huge change to Fractured Space. See below for full patch notes.
The Superlifter is an agile support craft that can support allies at range while avoiding fights it cannot win. Its Tugboat Drones boost the speed of any ally they are applied to, and remain active until they are destroyed. Strong on offence for a support craft, the Superlifter does however suffer low survivability in combat. It is important for the ship to either win the battle quickly or to avoid encounters altogether.
The Paladin specializes in high-velocity projectiles, delivering radial blasts of repair energy to allies within its immediate area, making it a strong choice for tight formations, or to support teammates in cover. The Paladin also comes equipped with abilities to strip negative effects on allies, and positive effects from enemies, as well as boosting the defense of allied targets with its launch-bay solutions. With its speed, maneuverability and general low profile, the Paladin is a difficult target to track. This is vital, as the craft cannot withstand focused fire, and should take immediate evasive action when confronted.
This update doubles the amount of crew available – adding 20 new crew to the new CCS system.
The Proving Grounds have undergone a replete rework. It now consists of a single mission that is more representative of the game itself.
This update brings the first instance of the Firing Range, a chance to ‘try before you buy’, and experiment with a ship’s abilities and loadouts without any pressure. Players are able to take a potential new purchase out into live fire exercises to evaluate a ship before making a decision.
We have a host of additional features planned for Firing Range that will let players test out the ships in real detail, but for now we hope the basic functionality of allowing you to jump into any ship and spawn any target to shoot will be a useful addition.
Missions and Medals will be included for the first time this month, bringing a new target for players to aim for. Rewards are awarded for various feats in-game, such as completing a certain number of missions, or taking down a certain number of enemy ships.
The new drop system will make its debut, randomly gifting Experience and Credit boosters, Platinum and Credits currency drops as well as Introducing… a whole new way to earn and manage your crew members. For full details on the crew system, head here.
A loading game that should be instantly familiar to retro game fans, this will display while the game is searching for a match.
New-look alternate sectors added to the game for Alpha, Beta, and Gamma.
The blind pick/drafting screen has now returned with this update. With this comes new rules for picking ships; currently no more than two of any given ship are allowed per team (excluding starter ships). The crew you have selected for a ship in the hangar will now be used if you select that ship in drafting.
Crew Don’t have VO previews for new users
The ] Key is non functional.
Lighting is excessively bright.
On the end game screen the user has to click once in the window before being able to click “Continue” to go back to main menu.
Proving Grounds results screen always shows the user receiving XP and Credits, these are not awarded any time after the first play through. You can also use boosts on the screen, but it will not take any from your inventory
Resetting your default settings does not affect mouse sensitivity.
Temperemental issue where text in custom match and matchmaking lobbies will not appear.
Users of non-UK/US keyboards may find they need to redefine keys. This can be done by editing the file in the following location:
You are looking for the following section inside the textfile:
Players can now remain on the server for a further minute after a match has ended, allowing more time for chat.
Server-side validation has now been added to the game. This is to prevent exploits that were possible with crew and using ships/loadouts/skins that you don’t own or otherwise shouldn’t be possible to use.
If fewer than ten players make it to the drafting screen (due to connection issues etc) then all players will be moved back to the matchmaking queue, rather than starting a game with an incomplete roster.
Fixed issue where the first person to join the server would sometimes not have a team assigned.
Fixed numerous issues related to crashes on joining/rejoining games.
A number of ship abilities now require you to hold the button for a short time to activate. This is to prevent accidental activation of these abilities.
Pressing R when drones/fighters are on another ship will now order them to affect/defend your ship, rather than causing them to go on cooldown. Pressing R for a second time will recall them and put them on cooldown.
Drones that are on a ship that jumps to another sector will now return to /affect your ship, rather than going on cooldown (unless they’re a purely offensive drone that cannot defend/affect your ship).
We’ve just rolled out a new update for Fractured Space, with a host of optimisation and quality-of-life changes. With several ship alterations also in place, there’s plenty to take in. See the full patch notes below.
PATCH NOTES – 26 MAY 2016