Greetings! This will serve as raw content for the GAME page on the Ashes website.
You can read that here: https://www.ashesofthesingularity.com/game/backstory
You can read that here: https://www.ashesofthesingularity.com/game/faq
Alpha Info
Q: What should we expect in the Early Access version?
A: We have full AI now and maps that support up to 6 players. We expect to keep increasing the player count as time goes on as long as most player's machines can handle it (there are a lot of units to track). We also support up to 6 players in multiplayer with, again, the goal to increase that as far as the hardware/Internet will allow us to go.
Q: What are the system requirements?
A: For early access we have:
Absolute Minimum:
We Recommend:
For final release, we expect to be able to bring the video card memory requirement down to 1 GB but otherwise, the rest will remain the same.
Ashes of the Singularity is a real-time multiplayer strategy game set in the distant future in which humanity has expanded into the stars and is now in conflict for control of key planets in our galaxy.
You begin with a single headquarters called a Nexus and a construction unit called an Engineer. The world is broken up into regions, each containing resources. Your objective is to annihilate any enemies on the world or take control of special regions containing Turinium until you can reach a critical mass of it.
There are two primary resources:
In addition there are two other resources in the game:
When the game begins, the player starts with a home base called a Nexus and a single Engineer. The world is broken up into regions, each with its own power generator. These power generators are protected by neutral guardian units, more of which appear as time goes on. Taking control of a region grants the resources of that region to you, provided that you control all the regions between it and your Nexus. Using these resources, you construct various types of factories that can construct various kinds of units.
Your economy is driven by acquiring metal and radioactives. A region you control will typically have either metal or radioactive deposits. Each one will provide 1 of its corresponding resource. If you place an extractor on that deposit, it will double the output. If you build an amplifier on the power generator, it will double the output of the entire region.
As you construct units and buildings, resources are subtracted from your inventory. Much of the player’s skill boils down to managing these two resources to ensure that they are not over-spending or allowing resources to be wasted. Through technology, you can increase the maximum inventory of resources to use during times of peek production.
Resources: Income, Balance and maximum inventory displayed.
Players construct a wide variety of units depending on their circumstances. Air units can provide radar and visual coverage, bomb strategic targets, or maintain air superiority. Ground units can be from small (50m long) frigates to gigantic, nearly kilometer long dreadnoughts. The planets being fought over have relatively low gravity, allowing both sides to employ units that hover, which allows them to navigate around each other in 3 dimensions.
Units tend to be differentiated based on weapon range, rate of fire, and damage capability.
Ashes introduces the concept of a Meta unit. When a player forms an army, all of the units in that army behave as if they are a single unit. Selecting one will select all of them. Each unit is aware of every other unit in its army and automatically engages enemies and protects allies based on the needs of the army. When someone forms an army, each child unit is effectively just part of a single big unit that can and should be controlled as such.
Dreadnoughts are units you care about. As they survive battles they gain experience, which allows them to level up and gain new abilities. A high level Dreadnought may be substantially more powerful than one that has been newly produced. Hence, if one is in trouble, you will want to retrieve it.
As players accumulate resources, they will be able to construct orbitals, which gives the player access to global abilities. These abilities include, but are not limited to:
In addition to individual planetary wars, there is a larger galactic war taking place in this part of the galaxy for control of key worlds. Controlling worlds provides resources and advantages that you can use in future conquests. However, this works for your enemy as well.
If you can destroy an opponent’s Nexus, they are eliminated. If you (or your team) has eliminated all opponents, you win. If you (or your team) controls enough Turinium, you also win.
Awesome!!
would you kindly extend this to all units (not abilities just tiny packages such as total HP augmentation / current health augmentation / dps augmentation / penetration augmentation / armour ect...
I rather enjoy it solely on the Dreadnoughts.
The most logical context of his statement is "veterancy" in general. And I think I agree with him. I never played Sins, did all the units gain veterancy? It seems to me you really wanted to keep those Capitals alive, making them a big deal. That said, it also seemed like building a capital was a huge investment in time and resources, and relative to that Dreadnaughts in Ashes seem much more disposable.
Two different people seem to have misunderstood your point. Perhaps that means you were not as clear as you think you were. Please try again. Or not, it's nothing to me.
For the kiddos in here...
I do not feel leveling up of minor units to be a feature the game should have. I do like the leveling up feature that exists for the Dreadnoughts in the game. You want to protect them, and the minor units are created so fast that it doesn't really matter if you lose some.
tatsujb
You need to learn some social manners badly. It hurts my brain to read your comments the majority of the time. You may mean well, but it certainly rarely comes out that way. Sometimes you bring out good points, and still are downright rude about it.
This might help?
basically you have your general ships then your capital ship..a bigger unit..and the more it levels..the the more abilities it gains..and they get stronger, for example a very high level cap can wipe out a whole mid level type ships, think t2 or t1 anyways then there's titans that are just plain nasty powerful more so than capital ships. they can also be counterable. they gain xp by how many ships you kill..loosing 1 cap at high levels..you can find yourself screwed..because when you rebuild it..you start again with 0 experience lol.
Hello there,
Just signed up to the forums as someone fond of RTS games, and very interested in Ashes of the singularity. Not a funder (yet)
Veterancy for units is something very good in my opinion, maybe specially for a game of this scale.
I don't know the passive abilities, or the triggered abilities the dreadnought units will earn with their veterancy levels. Something like the capital ships had in Sins of a solar empire maybe.
Instead of giving veterancy for all the other units, maybe a form of AoE passive buff, given by the dreadnought units and proportional to their level, could serve all the units contained in the meta-unit?
It could reinforce the primary importance of the dreadnoughts, and promote the benefits that all other units could gain from being part of the group.
This idea existed in Act of War, from Eugen Systems, and was a simple and elegant way to create veterancy around the "heroes" units. Underline the importance of the groups, and their Wise composition by the player.
Maybe something like this is already planned, i don't know.
Just an idea
Oh NOW I see. I had to read Benedictis's post to puzzle out what Tatsubj was suggesting. I do not object to either approach.
As someone who hasn't seen yet how the groups were exactly working, and what were the different types of units, or dreadnought units (front line tanker, long range weapon carrier...etc), i may be wrong by ignorance.
but from what i saw, it seems that these meta-units, their wise composition, their handling and maybe their complementarity appear as one of the key routines for the player.
So, if we have a frontline dreadnought, it could be interesting to promote a composition of the meta unit with solid armored units, and consequently a buff, or "veterancy buff" given by the dreadnought, and improving the armor, the HP, or maybe the HP regen of the contained units.
At the opposite, we could Wonder about the long range dreadnoughts, placed behind, with the same veterancy/buff routine, but advantaging here the rate of fire or the firing range of the units, for example (artillery, anti air...)
But, again, maybe i'm wrong by ignorance. just some observations thrown in the pot.
Still waiting on the Amplifiers!
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