FAQ

What is known about the game... so far...

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GladDog
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BASIS OF THE GAME AND WHY WE ARE HERE

Postby GladDog » Fri Jan 18, 2019 8:11 am

BASIS OF THE GAME

Ship of Heroes will be really fun to play. Inspired by the legendary City of Heroes, we will deliver an experience in which you create characters and level them up by moving from one ship deck to another, gaining powers and fighting stronger enemies at each point. We’ll start with the first level and build out many more levels of the ship, each of which will be unique.

But the game is Ship of Heroes, not Warehouse of Heroes. It’s a ship that is going places, so our aspiration is to have the ship dock periodically at new worlds, distant mining colonies, other ships, and perhaps even a space station or two, in a sequence. In each new location, Players will find new missions, materials to harvest, enemies to defeat, and unique items to acquire. The visited worlds will repeat, and we plan to create new content for each world over time, allowing the game to expand steadily.

We intend to have vastly more diverse characters than any other MMO out there. Starting right on launch day, character creation will include hundreds of costume pieces, and easy tools to alter every character’s height, build, and proportions. Each part of an outfit can be given individual colors and patterns, and we intend to add customized colors for your abilities, too. You will be able to play the game for years and still never meet anyone who looks or dresses exactly like you.

Of course, heroes are defined as much by their powers as by their appearance. These powers are organized into familiar archetypes: Tankers who take hits, Brawlers and Devastators who focus on melee and ranged attacks, and Defenders, who have a variety of support powers, like healing and buffing. Coming later on will be even more complex types, from the status-effect-focused Controller to the minion-controlling Commander.

Each archetype has a variety of primary and secondary powersets to choose from, and each set of powers enables very different playstyles. Want to be a Devastator who can also heal teammates? That’s an option. Want to maximize your damage at all costs? You can do that too, in every archetype. Even within the same character and powersets, you can experiment with different powers to build a unique combat style – it will be easy to switch out some powers for others, though it would take years of challenging play to try all the possibilities.

Onboard the ship, everybody works. They have jobs. The jobs relate to the kind of mission content you’d like to do most. Want to be in Ship Security? Done. Want to be a mercenary who takes jobs for hire (including on the new worlds the ship visits)? Done. But maybe you want to be a healer, working in Ship Security. That’s okay too. Or maybe you are a finder of rare materials who harvests dangerous substances from the Hazard zones for a living. A character can even change jobs, gaining new skills and abilities in addition to their fighting powers.
Harvesting, crafting and trading are all going to be parts of the game, and for those who want to focus on these elements, they will be profitable and challenging. Job choices will tie in to harvesting and crafting in several ways, as will the different planets the ship visits. The trading system will be robust, so that those who just want to fight (and win!) will able to buy what they need using their loot, while those who want to build an economic empire will find plenty of opportunities to do so.

These are big aspirational goals, and we are a small team, so we’ll build these elements of the game for our players over time, as funding becomes available. But we hope everyone will join us on this journey, from planning the game, to giving feedback in the daily polls of community opinion and to helping to crowdsource the project. Not to mention the initial testing of the game. Become a Founder! And yes, there will be a badge for that.

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WHY WE ARE HERE

Ship of Heroes needs to exist for many reasons. For those of us who still mourn the closing of City of Heroes, we need a home. That community needs an option to move forward with the story and events of the old game, into a new setting, with new challenges and new opponents — to see what might have come next in the saga. They need to once again put on the cape and fly.

For those of us who were not part of the COH community, there are other reasons. Perhaps you simply miss a big MMO with both PVE and PVP that also has harvesting, crafting, and trade. Does the memory of Star Wars Galaxies call to you? Or perhaps you’re just looking for a new game to play because you’ve done everything in all of the other games, and need a new challenge. Do you and your friends want to start something new together?

There is also this – how many of you would like to be involved in the beginning of a big new game? Giving feedback to the devs directly and being part of a new community that is actually creating something right before your eyes? How often have you played a game and heard others talking about their past experience in the Alpha and then the Beta? This is your chance to join in and share that experience. To become a Founder of Ship of Heroes.

We are committed to sharing our vision, our progress, and even our (hopefully rare) mis-steps with you so that you, the members of our community, can decide if you want to see our joint vision made real.

But fundamentally we believe that we are creating a special kind of game: a game where you, the player, make your storylines happen in a unique and fulfilling setting. You won’t be playing our story – you’ll be writing and then playing your own. It’s going to be quite a ride. Come and be a part of it!

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Golden Ace
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DONATIONS

Postby Golden Ace » Sun Feb 24, 2019 9:11 am

All Donations are much appreciated and your donations accumulate, If you donate $50, and then donate another $50, you will have donated a total of $100 so you would get the $10, $25, $50, $75 and $100 rewards.

You can make donations at the following link
DONATIONS PAGE

You can view your accumulated rewards here
DONATION REWARDS PAGE

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GladDog
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LORE

Postby GladDog » Sun Feb 24, 2019 9:14 am

The year is 2487 AD and humanity has outgrown Earth. Nearby star systems have been colonized and their worlds terraformed to form the Human Federation. The spaceships that hold the Human Federation together vary in size, but the biggest ships are the heroships, with multiple cities aboard. Each heroship is designed to be a nation-state in space, with a majority of the inhabitants being ordinary citizens and not crew members. Aboard each ship are a small number of citizens with extra-ordinary powers, heroes who assist with the defense of the population and assist the crew in keeping civil order. The biggest and most famous of these heroships are the FHS Justice, the FHS Freedom, and the FHS Liberty. Our story revolves around the humans aboard the heroship FHS Justice.

Earth was invaded several times in the early centuries of the Federation. Humans with superpowers tipped the balance in our favor, and the attacks were beaten back, but at a cost. The invaders had huge spacecraft, powered by Unobtainium, the rarest of substances in the galaxy. From battlefield ruins, humans recovered the awesome new technology.

The discovery of Unobtainium changed everything. Humanity soon learned to make their own vessels powered by Unobtainium. We burst onto the galactic scene, united, with our new ships, our civilization, and a small leavening of superheroes. And we soon discovered that continuous exposure to Unobtainium aboard ship has side effects. It drives evolution. It pushes for change. Unobtainium brings out the best in humans, and any child born aboard ship could grow up to be super-powered. But the engines also create dangers, as robots, animals, and the occasional invasive life form are also changed by Unobtainium exposure.

There are many alien species in space and some of them do not take the expansion of humans into the galaxy positively. While some alien species are allied with humanity, or at least neutral, others are not. Interstellar wars have occurred. But raiding for resources, especially for Unobtainium, is the norm. With alien soldiers regularly attacking the heroships, it’s an ongoing campaign to repel alien attacks on both the ships themselves and on planets that have new human settlements

Critical resources are perennially in short supply. Raiding from ship to ship for resources was part of the status quo in space long before humans entered space. To deter attacks, we raid hostile alien ships in retaliation, when we must.

Conducting and repulsing raids is greatly aided by humans who have developed superhuman and/or extraordinary powers. Aboard the heroships, some humans are descended from human heroes of legend who lived on Earth. Others have developed powers from shipboard exposure or a myriad of other ways. In the true spirit of the galactic frontier, many have chosen to become superheroes on the ships, doing good wherever possible. Of course, not everyone is so civic-minded – even the most capitalistic and entrepreneurial populations will have some ne’er-do-wells and people of dubious employment.

Fortunately, there are plenty of options, regardless of what path a person wishes to take in life. Those who believe in protecting their fellow citizens from harm can join the Justice Corps within the ship’s Security Forces and put down threats from both hostile aliens and out-of-control superhumans alike. Those who prefer to make their own rules, as opposed to obeying orders, can join the ship militia, or the Bounty Hunter’s Guild, taking whichever targets they desire. For those who need to hide from the authorities, there is a vast criminal underground. For those more inclined to profit and trading, there is always employment in the Merchant’s Guild. A few superheroes have even chosen to join the crew of the FHS Justice.

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Golden Ace
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THE FHS JUSTICE

Postby Golden Ace » Sun Feb 24, 2019 9:21 am

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Powering the FHS Justice and her sister Heroships became possible when renowned scientist Dr. HR Cornish developed his Theory of Relative Thermogravimetry and discovered how to convert Unobtainium into a highly potent and efficient energy source. Dr. Cornish and his team were awarded the Order of the Prometheus for their groundbreaking work, and were among the first outside of the flight crews to be allowed to reside inside the FHS Justice, and eventually branched into studying robotics and cybernetics to improve the lifespans, quality of life, and powers of humans aboard the ship.

The Heroship FHS Justice was launched just over 200 years ago under the desire to explore and advance human civilization through space. Aboard the FHS Justice, and generally across the Human Federation, all humans are united in culture and outlook, focused by the ever present need to defend against attacks from truly different species. Species that see humans the same way a lion sees a deer. But human heroes shield us from our attackers, protecting the larger civilization from internal and external threats. At least – for now.

The citizens of the FHS Justice number in the tens of millions and are self-governing. The ship is a nation in flight, and is also willingly bound by treaties and by custom to assist the Human Federation, as are the other Heroships. Artificial gravity and advanced technology combine to keep the living spaces for much of the ship’s interior idyllic, except in places where a conscious decision has been made to allow a different outcome. However, during the first few decades of the ship’s travels, the crew and citizens accidentally allowed various invasive plants and animals from other worlds to become established aboard the ship. Some of these have proven to be impossible to completely eradicate, although efforts are ongoing. The lowest level, next to Engineering, is called Apotheosis City and has a hazard zone of dangerous invasive life forms on its the southern edge. Some of these have been mutated by exposure to Unobtainium.

One level of the ship has been given over almost entirely to a mélange of dangerous and exotic lifeforms culled from around the galaxy. This is the Harvest Pit, and it provides an opportunity for heroes, traders and the bold to enter and recover the rare and valuable byproducts of the dangerous life forms that have gone native on this level. The materials harvested from this level are sometimes used inside the ship, but are also key in the ships external balance of trade. Other levels specialize in manufacturing, in agriculture, or support high density living for those who prefer it.

The ship itself has a designed lifespan of over 50,000 years and so it is virtually new and will have many years before it ceases to travel through space. At launch the ship had eight modules, each of which provided a unique ship level for its inhabitants. Since then Justice has been expanded to twenty, in addition to the Engineering level next to the engines, and the Command level at the forward end of the ship. There are large armored docking bays on the lower side to allow for easy transportation of people and goods planetside, and multiple energy and missile turrets down the length of the ship. The hull is heavy armor and the ship is also shielded against attack. So strong are the shields on the FHS Justice that the only effective attack aliens can do against the ship is to try and blast a tiny, temporary hole in the shields and conduct quick raiding parties – parties which are resisted by heroes.

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Golden Ace
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ZONES

Postby Golden Ace » Sun Feb 24, 2019 9:24 am

APOTHEOSIS CITY

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Apotheosis City was the first level completed during construction back on Earth. The designers were trying to make the best possible small city within the parameters of the ship size and design, so they called it Apotheosis City. This explains why several of the key landmarks are familiar versions of similar landmarks on Earth. It is located on the lowermost floor of the FHS Justice. Simulated weather and day/night cycles provide an earthly environment for the Ship's passengers.

The wall surrounding the city is, in fact, the hull of the ship. All around, huge ports provide a view outside. Each port will have a slightly different view, of course, since they're looking out at different parts of space. The city hides a few popular social gathering hotspots, such as the famous Starboard Lounge, where heroes can grab a stiff drink and a quick bite to eat.

The city is roughly three miles square and features a futuristic, planned design centered around Heroic Plaza and the iconic Arch. Many tall skyscraper buildings dot the skyline. Two enormous statues of historical heroes locked in battle straddle the main plaza, and a large lake dominates the center of the city. An iconic bridge spans the lake and warehouses line it shores. Elevated walkways and hanging landing pads characterize the city as home to flying heroes.

Apotheosis City has 12 named zones, and three non-named sections.

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Heroic Plaza: Heroic Plaza is the starting zone for Ship of Heroes when you login you will appear before city hall facing a pair of giant statues representing the last two superheroes who had to have secret identities. Heroic Plaza is a symbolic part of Apotheosis City, and it contains some very important buildings The Auction House (Ivar and Sons), The Hospital, City Hall, The Justice Corps, Ship Security and three as yet unnamed buildings. The Plaza contains two large, and two small parks adding a touch of nature to the zone.

Shopping District: Located directly below Heroic Plaza and overlooking one of it’s large parks is the shopping district, it’s towers contain merchandise from around the federation and has all your shopping needs, and more.

Financial District: Also located directly below Heroic Plaza and the other of it’s two large parks and next to the shopping district is the financial district. This zone will cater to all your banking needs. If you want to keep track of intergalactic finances or just hobnob with the swankiest of the intergalactic community this is where you need to be. You can kick your feet up and enjoy some of the most exclusive clubs onboard the FHS Justice which caters exclusively to the super rich and the super famous. It’s all about high finance and high fashion.

Hotel District: Only visiting the Justice for a stop or two? Well the Hotel district is for you. The Justice has the best hotels in space, bar none. The hotel district is located directly below the shopping district and next to Science Park and Arch Plaza. From here you can see the waterfront and the hover-surfers on lake fortitude. Tours of the city and its fabulous attraction can be booked here.

Housing area: The housing area is located just above Forest park, from here you can overlook both the park and see lake fortitude in the distance and enjoy there scenic beauty.

Science Park: is located between the Hotel District, Arch Plaza and the Waterfront. Within Science Park you can view the wonders of the Human Federation. Within Science Park are the renown Museum of Science and Industry, The Galactic History Museum, The Space Needle, and of course the galactically famous Bongo's Building.

Forest Park: Want to get away from it all and enjoy a nice walk through nature and enjoy a picnic among the trees? Well forest park is for you. Forest Park is conveniently located next to the housing area and near lake fortitude.

Arch Plaza: Arch Plaza is dominated by an Arch that lies in the exact center of Apotheosis City. The Arch is a large machine directly tied in to the ships systems. Only the top third of the arch is visible, the rest is below the city's ground level. At the base of the arch, on each side, are doors which will lead to mission areas inside the arch itself. And Yes, there will be a badge on the top of the arch.

The Waterfront: Want to have that beach vacation your significant other has been hinting at for years? The waterfront is located just below Science Park and overlooks lake fortitude. From here you can enjoy all your watersport needs from hover-surfing to scuba diving, or if you just want to come down to the beach and relax there are many places to soak up the sun and enjoy a nice cool drink. BBQ areas are located near the cabana.

Warehouse Area: The warehouse area is the industrial heart of the city. This is where all the goods that come from across the galaxy, or from one of the many planets we visit as travel across the federation. All incoming merchandise are inspected and stored by highly trained ship personnel in order to keep you safe and to meet your needs.

Lake Fortitude: This beautiful lake with its perfectly sculpted beaches are home to many harmless intergalactic sea creatures and is one of the top 5 favorite places for scuba diving within the federation. However if you want to enjoy the scenes above the water the ancient art of hover-surfing is a must we have highly trained staff that offer classes on a daily basis.

The Hazard Zone: Located on the far side of Lake Fortitude features a Hazard Zone. We’ve tried to get more information about the area and have hired Yekus Mercenaries to go over there and take pictures but none of them have returned with, or without, photos, we’ll keep trying.

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PLANETS, SPACE STATIONS AND OTHER ZONES

Occasionally the FHS Justice will travel to Planets, Space Stations or other zones, some will be human controlled and some will be new and unexplored. These areas will allow the Justice to trade or purchase supplies while allowing passengers time for recreation and perhaps do some heroic work off the ship. These zones can be visited by teleportation while the zone is in range. If you wish to see what others have suggested or have any suggestions for worlds you would like to see in the game you view or can make them HERE.

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Golden Ace
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COMBAT, MISSIONS AND LEVELING

Postby Golden Ace » Sun Feb 24, 2019 9:28 am

COMBAT

Combat in Ship of Heroes is going to be very similar in feel to the combat systems used in City of Heroes. It will include the usual 'trinity' with tanks, damage dealers (both melee and ranged) and support (healers and controlling types).

Targeting
SoH will use Tab targeting much like City of Heroes a demonstration of which can be found here. https://streamable.com/q3wuj

Power Selection
Powers are chosen from a list of available powers and dragged to the players choice of slot on the power bar where they can be clicked on to activate or triggered with the press of a key assigned to that slot.

Battle Information
Currently Details of a kill and the rewards are sent to the chat window and numbers floating above the targets heads indicate damage or healing affecting it.

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Player-Designed Missions

Player-Designed mission content would come from players writing and adding their own short settings, and then creating a mission by choosing most everything from pull down menus… which map to use, which level of difficulty, what kind of mission, which enemies, which objectives...and then placing the enemies and the objectives on the map.

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MISSION TYPES

You will be able to control difficulty level for missions, and you'll find that we have a special class of missions designed for repeat play. And yes, you can save them, and keep them as your personal farm missions, which you can play solo or on a team.

We still expect to offer some missions that have repeatable content, designed to be fun to do over and over again. And we'll be allowing players to raise the difficulty level of missions (and the rewards) in order to create a more intense player experience. But raising difficulty probably also raises mission length, in time.

So if you are asking if all missions will naturally fall into the 12-15 minutes time duration, the answer is no. But some will.

We really like randomizing things in missions and in the the streets. This is a highly-requested feature, and it has informed our thinking about repeatable missions. We have concluded that players should be able to choose (or avoid) extra variability in how a repeatable mission unfolds. We have grand plans for this. We'll talk about this more once we have it coded and working.

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AMBUSHES

In missions, we like this idea. When people ask for ambushes what we hear is a larger request for unpredictable enemy attacks, on occasion. There are several facets to this, or at least related to this. First, you know how the big boss is always in the same spot on the map every time you do the mission? Well, don't count on it. Secondly, it is much cheaper (as in FPS, or server load) to have mobs standing around than to have them walking around. But in an instanced mission, we think we can afford to have them walking around too.

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MISSION DIARY

Everyone gets a mission diary that tells you what missions you personally have right now, and the next location where something should happen (like you going through a door or clicking a glowie) shows on the mission map.

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DIFFICULTY SLIDER

We plan to let characters set their difficulty level for most missions, so if you are level 20 you should be able to dial the level of the mission up or down and get level 21, or level 19 enemies to fight. And perhaps a few more levels as well. Spawn more enemies, so it's crowded with 12 players worth of enemies for a ten man team? Yes. And perhaps we will add the ability to effect the composition of enemy mobs. So you want more trash mobs? Fine by us. More lieutenants, bosses and maybe an Arch-Villain? Again fine by us.

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LEVELING

Upon leveling your character will experience a brilliant cascade of light and sound notifying everyone within sight or sound that you have leveled. (This will then prompt everyone around you to speak, shout or type "Grats", "Congratulations" "Congarats", and every possible misspelling in between. While all your new found friends bask in your new found glory, you will notice that you gained a level, were instantly healed (or resurrected and healed), gained hit points along with other stats making you more powerful. (Note: This will also happen while in combat).

Congratulations! (see it's already starting).

Upon leveling you will need to see a trainer to select a new power from your powerset (every other level), or on alternate levels, gain and place additional augment slots for your previously selected powers thereby making some powers more effective (with damage, accuracy, reduced energy drain, etc.).

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Golden Ace
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LOOT, AUGMENTS, TEMP POWERS, INFUSIONS AND CRAFTING

Postby Golden Ace » Sun Feb 24, 2019 9:31 am

LOOT

We will not be rolling for loot in SoH. Loot will be divided and assigned by the game. SoH wishes to be conducive toward a "positive community". Arguing over the split of loot is inherently divisive as such it is not something we want.

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AUGMENTS

Augments will be able to enhance and / or change all types and powers. Augments will challenge traditional boundaries and enable some things that are not done in other games. The ability to change a cast power to a channeled power, or the ability to grant direction change in mid-air to jump, or the ability to add fire damage to an ice power...lot's of things are on the table. This is a new game and we will be doing some new stuff. Lower level Augments can be purchased, some may drop as a result of combat, but the best will be crafted.

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TEMP POWERS

Temp powers will have a strong influence in SoH, and will cover a large variety of types and uses which to help fill in fill gaps in your character’s powers. Temp powers will be fully craftable

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INFUSIONS

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Infusions will drop randomly onto characters as a result of combat and provide temporary power-ups to damage, health, defense, or other stats. Similar to inspirations in COH. Right now we are thinking three smalls can be combined into a one medium Etc... But we're also talking about making some infusions dual purpose… for example damage and resistance - each dual infusion would give less of a boost of each, but it might be a good mix for certain builds. The best of all kinds would be crafted and hopefully easily purchased in the auction house if one does not want to bother with crafting.

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CRAFTING

Crafting and / or buying temp powers will have a strong influence on SoH which will allow heroes to take on special or unique situations more easily. That being said, crafting will not be mandatory, we'll have an auction house where crafted items can be bought or sold. Crafting will encompass as much as possible, Infusions, temp powers, augments, etc. In general, crafted items will be better, or unique as opposed to standard drops, so that there will be a desire to make and / or buy them. Items used for crafting will come as drops as a result of combat, some drops will be blueprints, and some will be salvage.

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Golden Ace
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ENEMY GROUPS

Postby Golden Ace » Sun Feb 24, 2019 9:33 am

The Nagdellians

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They are an advanced alien species with a short lifespan and a society built upon a rigid caste system. They come in various types: Soldier, Lieutenant, Captain, and Mage. Their origin is unknown, but they stage frequent raids on the FHS Justice to obtain it's precious Unobtainium.

Nagdellian lieutenants have in-combat regen, and can call for reinforcements when their health reaches 50%.

The Nagdelians are a hostile alien species that does not tolerate competing life forms. With a rigid caste system, short lifespan, and much lower level of individuality, the Nagdelians see themselves more as body parts of a singular empire than as individuals. Wherever they appear, they are always enemies of humanity.

Nagdelians are an advanced species, organized in clans, but completely intolerant of other intelligent life forms. Their hierarchy is a genetic caste system, so higher levels of authority are vested in breeds of Nagdelians designed to fulfill certain purposes. Ship of Heroes has already introduced the Nagdelian soldier and lieutenant, but we will be showing the Captain, the Mage, and other specialized Nagdelians in the future.

As enemies, the Nagdelians like to raid, seizing resources from the ship and killing innocents. Counter-raids by hero groups on the Nagdelian ship are also planned, to recover resources and discourage future attacks on the FHS Justice. It is also true that the Nagdelians are constantly alert for any opportunity to seize the Justice, kill all of the inhabitants, and capture a powerful heroship for themselves.

The Nagdelians make regular Unobtainium dust raids on The Arch in Apotheosis, and they are the villains in the fight demo, fighting half-alien fire blaster and signature NPC, Meltdown. “Dust” of course is the in-game currency – the most inert form of Unobtainium and a byproduct of the pure Unobtainium used to power the Justice’s engines.

A saurian race, the Nagdelians are a highly regimented society with a cast system that is grounded in genetics. They appear in soldier, lieutenant, captain and mage form, each with a specific look and set of physical characteristics. Generally speaking, the higher the rank of the Nagdelian, the larger and more physically powerful it is.

"They see themselves as the only true species. They have a much lower level of individuality, their clans and their species seem to them to be the sum total of who they are. It's a completely different worldview.. They see the universe as space they control and space they don't control yet."

Why are heroes revered, cherished, and able to go about their daily lives without the need to hide their identity? The answer is the Nagdelians. Aggressive, friendless, and considerably more individually powerful, the superheroes are all that stand between the Nagdelians and the conquest of humanity as a whole. Their world view is so fundamentally different that there can be no reasoning with them. They stage routine raids in search of Unobtainium, raids the players must overcome to protect their home.

ruthless alien invaders bent on domination of the Justice, and the Human Federation.

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The Prometheans

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The Prometheans are a secret faction of Cyborg/Dark Magic Users that are unique to the FHS Justice, and whose main goal is to create a super race of cybernetically-enhanced humans to rule the FHS Justice. The Prometheans were founded by acclaimed scientist Dr. Cornish after the Justice left Earth.

Dr. Cornish was determined to find a way to bridge the gap and allow ordinary humans to match or exceed the powers of the supers aboard the Justice. At a loss for answers in conventional physics, he turned to magic, and worked for decades to find a way to artificially merge arcane energies with his cybernetics.

This new focus drew in occult revivalists and others who believed that magic was worth studying even in an era of incredible technological advancement. The idea was brilliant, and arcane cybernetics are still commonly used on the Justice today. However, no one knew back then that certain kinds of magical energies which are safe on their own have terrible side-effects on the user when mixed with non-biological systems such as cybernetic implants; Dr. Cornish was the first person known to combine the two in implants, and the first user of his own inventions.

The untested magics slowly made the doctor grow more reclusive and paranoid, until only the most devoted members of his original team saw him even occasionally. Years later several screens in public areas of the FHS Justice simultaneously broadcast an unexpected message. The video they showed was slightly grainy, and all that could be seen was a blurry, mechanical figure. It spoke in a grim monotone, calling for a populist revolution.

“I am the techno-human Prometheus, once known as the human scientist Dr. HR Cornish, and I have come to deliver both a warning and salvation. The great majority of our society lives beholden to the select minority of super-humans who wield power, under whom the average human must live in fear, and ultimately succumb to subjugation.”

“I call upon the remaining pure-stock humans of the FHS Justice to stand with us against the inevitable tyranny of the superhumans. In our technology, we are strong. Together, we can evolve beyond supers, and break free of their shackles. My followers and I – the Prometheans – have discovered a way for anyone to stand up to the supers. Like our namesake, we will steal the fire from these self-appointed Gods, and use it to destroy all who would oppose us.”

FHS Justice Ship Security was immediately dispatched to investigate the message. They arrived at Cornish’s private lab, which was found to have been looted and abandoned. Over 40 of his colleagues were missing, along with Cornish – and upon further searching, so were over a dozen citizens known to have admired his work. Ship Security spent years looking for any sign of where the missing citizens might have gone – or been taken to – but they were never found. With no further leads, the investigation was eventually closed.

Going by the incomplete notes left behind in his lab, Cornish’s work had combined unstable arcane energies with advanced cybernetic implants. Super-humans with the ability to sense magic were able to determine that nothing Dr. Cornish used was inherently evil or mentally degenerative by itself, nor were robotics or cybernetics on their own inherently evil or mentally degenerative. But Cornish’s addition of unstable magic to his devices created consistent results: slowly-growing paranoia, delusions, and eventually, aggression towards anyone who did not also use the tainted cybernetic technology.

Cornish’s blueprints were destroyed, and the remaining cybernetics in use were replaced by safer and more stable configurations, but problems remain.

Centuries later, the story of Cornish’s end and his Prometheans are considered by the average citizen to be an urban legend. Prometheans have been sighted occasionally ever since, and their appearances are rapidly becoming more common. Ship Security even intercepted a second Promethean transmission recently, preventing it from being broadcast. The message claims that the Prometheans’ spiritual leader is still their active leader, in whatever form… but those are unconfirmed rumors, and Cornish has not been seen in living memory. If he does still exist in any form, he certainly isn’t human anymore.

For most people, a disappearance aboard the ship is merely a police matter, likely the result of a kidnapping or a murder, or possibly someone caught in the open by a Nagdellian raid. But for those in the know, the question always remains: which crimes are the work of Prometheans? Rumors of secret tunnels and hidden labs, hidden by Cornish in the early days of the ship and undetectable by the security forces, run through the population. Even the uninformed know that far too few Prometheans have ever been caught to think all of them are dead – and what research was left suggests that a person doesn’t have to be willing in order to be turned into a Promethean. What if their numbers are growing?

The Prometheans want to wipe out all supers, restrict magic to a single type, forcibly convert all mages to cyborgs, and imprint the insane views and dangerous powers of Dr. Cornish onto all mages.

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The Yekus Mercenary Clan

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By the 23rd century, humans had burst out of their home system and were colonizing and exploring. The galaxy was a busy place – many species, many worlds, many technologies – and the incredible and inexplicable became almost routine. One thing that surprised no one was that we had entered a galaxy with hundreds, perhaps thousands of organizations that would, under various circumstances, act as military muscle for hire; mercenaries were everywhere. It did not take even one generation before human mercenary groups joined the fray, and human and mixed human/alien mercenary groups now regularly compete for contracts.

Since Hero Ships are spread across the universe and travel at good speeds, mercenaries often find it convenient to travel aboard these ships. Although rowdy and often violent, they can be counted on to both pay for passage and defend the ship during alien attacks, so some captains allow them on board. In addition, it is not unusual for mercenaries to find work on the ship, hired by either wealthy heroes or ship security. Mercenaries aboard a Hero Ship are usually limited to certain areas of the ship, and have to report on their battles to someone from ship security, both to prevent sabotage, and to limit fighting

The Grand Council maintains a loose oversight of countless mercenary organizations, adjudicating disputes, establishing standard contract terms, and regulating feuds, some of which date back centuries. Of course, there are competing mercenary organizations, but on the FHS Justice’s trade route, most mercenaries have joined the Council, and the Justice does not accept unsanctioned mercenaries as passengers.

The most expensive mercenary groups are specialized in fields such as spaceship piracy, computer and technical hacking, heavy assault, unconventional attacks against high value targets, or the protection of elite personnel – often protecting them from other mercenaries. The least expensive mercenaries are the most numerous, and are more or less jack-of-all-trade hired guns; while even they are loyal to a fault within their clans’ structures, they are often employed as supplemental troops or expendable cut-outs in operations large enough to employ multiple units.

The Yekus Mercenary Clan is a multi-species group from the lower end of the price range. Their specialties, insofar as they have any beyond cheap manpower, are scouting and skirmishing. They are known to be active on at least eleven worlds, primarily isolated ones where their low cost and larger numbers are useful for covering large territories. However, like many of the mercenary groups in human space, they make a habit of trying to find and recruit humans with superpowers to join their clan. This means that they can be contracted to take on some tasks that would otherwise be beyond their abilities, using a limited number of supers to accomplish more difficult or complex missions for higher pay. Like most mercenary groups, the Yekus distinguish themselves with their clothing, which has a recognizable style across all roles in the clan, though it is plainer for the fighters and a bit more ostentatious for the officers. They also possess specialized gear for vacuum and zero-g work.

The Yekus Clan’s leader aboard the Justice is Matthew Ingles, more commonly known as ‘Mad Matt’ due to his recklessness and preference for personally leading his troops in fights. He is strongly suspected of having super powers, but he carries and uses such a wide variety of homemade techno-gadgets that it is hard to tell what his innate abilities might be.

Some Yekus are specially trained to identify healers so that they can target and drain them of their powers.

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The Red Sigil

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While mages tend to fall into a few general categories, there are countless types of magic in the galaxy, including some odd outliers that are difficult to classify. A few theorists even claim that there are as many types of magic as there are mages, because no two mages’ spells are exactly alike. The Justice‘s meritocratic culture has meshed well with these various magical traditions over the centuries, spawning numerous organizations of mages ranging from groups of a few friends to massive institutions.

Even in the 25th century, old-fashioned witch and wizard outfits remain popular among mages.
By far the largest of these is the Attuned, a general-purpose faction that welcomes all citizens who are mages, or who wish to learn magic. As a result, the Attuned are a diverse group, with many low-level practitioners who know a few spells and have some capabilities, but are not yet individually powerful. While membership is not required, most mages join for access to the Attuned organization’s research archives, lucrative trade contacts for magical items, and extensive mentorship and jobs programs. Since magic is primarily a learned set of skills, the Attuned are notable for their extreme emphasis on hard work and constant practice to the exclusion of everything else, with a great deal of respect and authority given to those who have “earned it” through years or decades of toil. Most, though not all, mages become reclusive and antisocial over time to meet the organization’s expectations.

The Attuned have such a powerful influence on magical learning and practices aboard the ship that it is common to refer to all mages and magical items as Attuned – the theory goes that mages have to work hard to attune themselves to the magic inherent in the universe, while magical items are attuned enough that anyone can use a little magic through them… until they break from the stress of such use. Magical items are a major export of the Justice, and the demand for them is so high that the more experienced mages in the Attuned have access to immense wealth just from being able to make and sell more of them. It is entirely possible that the Attuned could pool enough money to buy their own, smaller ship, if they really wanted to – but the vast majority are happier living on the Justice instead, and the small minority who truly want to leave often do so.

Hidden within the ranks of the Attuned is a shadowy cult known as the Red Sigil. Its leaders seek to replace the leadership of both the Attuned faction and the Justice as a whole, using the justification that mages are natural rulers, and that most of the ship’s budget should be spent on training and equipping more of them. The Red Sigil’s plan is for the most powerful mages to replace superheroes as the first line of defense against all other threats, and also as the leadership cadre of the Justice. While their methods are undeniably evil, attacking innocents and treating their low-ranking members as expendable cannon fodder, Red Sigil members see themselves as good guys who are making the hard choices that heroes like Ambassador won’t.

The name Red Sigil refers to the number 2 written in blood or red ink. This symbolizes the organization’s belief that mages should never be second to anyone, and the fact that they are second in the ship’s governance structure is worth spilling blood over. Red Sigil mages are also rumored to trade extensively with criminal smugglers, illegally selling dangerous and shoddily-produced magic items to planets the ship visits without regard for the consequences.

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The Attuned (Magic users)

The Attuned are the magic users aboard the FHS Justice have a close and friendly relationship with the Mercenary Council; mercenaries are willing to do tedious and unpleasant work for money, while many mages have the egos and the money to hire mercs for tasks ranging from acquiring components, acting as bodyguards, or even being hired as a mage’s private army to attack their enemies. Both groups accept that mages will use mercenaries as expendable muscle, and that they will simply pay a higher price the more mercenaries are killed in the process. In turn, mercenary groups sometimes recruit fledgling mages who are not yet powerful enough to produce magic items, those recruits are treated well; as the ones who live are likely to become future clients, after all.

The mages of the Attuned hate the Prometheans above all others, and this antagonism is reciprocated. The Attuned fundamentally like the ship as it is. Even the Red Sigil only want to seize control of the ship’s political system and revenues; they would be happy to have super-powered subordinates if they could effect a coup. The Prometheans want to wipe out the supers, restrict magic to a single type, forcibly convert all mages to cyborgs, and imprint the insane views and dangerous powers of Dr. Cornish onto all of the Attuned. Philosophically, the Attuned are all about hard work and respect for a meritocratic elite, while the Prometheans are all about reckless innovation and a deceptive brand of populism. The Attuned and the Prometheans are a rare example of factions so hostile that they will continue fighting each other even in life-threatening situations like Nagdellian invasions; in fact, each group will try to help the invaders in killing the other, when they get a chance

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Rogue Robots

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The Rogue Robots do not have a unified goal, and can come in all shapes and sizes. You don’t know exactly what you are going to get when dealing with them. Each group is unique – The majority seem to be motivated to remove all biological life forms from the ships as they see biological life as an infestation and will attack on sight. Other groups are more complacent and will continue doing their assigned jobs unless someone damages, or nearly damages, any part of the ship or other robots in their presence, in which case they will see you as hostile to the well being of the ship and attack.

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Golden Ace
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ARCHETYPES

Postby Golden Ace » Sun Feb 24, 2019 9:37 am

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We are planning for a minimum of 4 primary and secondary powersets per AT at launch, with approximately 8-10 powers per powerset. But remembering that primaries for a tank can be secondaries for a brawler, there will be some overlap in names. But a powerset gives the "strong version" when it is a primary power, and the "regular version" when it is a secondary. We also want to provide a selection of pool powers at launch.

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TANK

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Tanks take hits for the team by using their melee powers to taunt enemies into attacking them instead of their more fragile teammates. Tankers have defensive primary powersets and offensive secondary powersets. They do moderate damage and are very tough.

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BRAWLER

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Brawlers wade into fights and deal large amounts of melee damage to groups of enemies. Brawlers have offensive primaries and defensive secondaries, the reverse of Tankers. They do high damage and are moderately tough


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DEVASTATOR

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Devastators launch powerful ranged attacks at enemies while remaining out of range of enemy retribution. Devastators have offensive primaries and support secondaries. They do the highest damage and have moderately effective buffs.

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DEFENDER

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Defenders heal and buff their teammates from a distance, keeping themselves out of range of powerful enemies. Defenders have support primaries and offensive secondaries. They do moderate damage and are excellent at buffing and healing themselves and their allies.

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Commander

Control an entire squad of allies. Anticipated release after game launch.

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Controller

Can stun and immobilize enemies. Controllers have powers that utilise certain status-effects to reduce their enemies effectiveness in battle. Though some status effects used by controllers are expected to be in the game at or shortly after beta launch, it's not yet clear if the controller will be present at that time.

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Golden Ace
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POWERSETS

Postby Golden Ace » Sun Feb 24, 2019 9:41 am

As of now, the plan is to have at least four primary Powersets for each archetype each with at least 8-10 powers. Each powerset will also be available as a secondary powerset for another archetype, with the same power names and mechanics but reduced strength.

Many of the powers and powersets are likely to change between now and the game's launch, and some will change after launch. However, the general theme of each set will remain the same.

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KNOWN POWERSETS

  • Dark Magic Blast
  • Determination
  • Fiery Blast
  • Fiery Defense
  • Ice Blast
  • Invulnerability
  • Lightning Blast
  • Luck Manipulation
  • Martial Arts
  • Military Weapons
  • Mystic Healing
  • Psychic Blast
  • Psychic Manipulation
  • Restorative Nanites
  • Space/Time Manipulation
  • Spear
  • Street Fighting (Super Strength)
  • Street Sweeper
  • Sword and Shield
  • Twin Swords

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Golden Ace
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GAME COST AND TOKENS

Postby Golden Ace » Sun Feb 24, 2019 10:23 am

While the cost of game play has not yet been set, we envision it to be around the standard cost of MMO’s. Which is about $15 a month or about $144 for a yearly subscription ($12 a month). We also like the idea for one-month game time tokens that can be purchased with real life money or in game with Dust. We however do not support a free to Play system as we believe F2P to be the anthesis to a good community.

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Golden Ace
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FAQ

Postby Golden Ace » Sun Feb 24, 2019 6:14 pm

♪ Sometimes you feel like a Tank, Sometimes you don't! ♫

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IN BLACKEST DAY, IN BRIGHTEST NIGHT,
NO SPAM SHALL STAY UPON THIS SITE.
LET THOSE WHO POST THEIR SPAM-ISH SLIGHT
FACE THE POWER OF ACE'S MIGHT!


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