New wave system #97

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opened 2026-08-23 09:26:03 +00:00 by metaheavens · 2 comments
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  • Remove the current ennemy spawn when navigating in the world
  • Change the system by a wave system, an small alert on top right appear when a new wave is coming. No timer should be visible
  • Waves tries to attack built buildings, so building needs health now.
  • Waves are more and more powerful depending on the size of the player's fleet
  • A new building should be available, pretty early in the tech tree, to create outposts
  • Outposts can be occupied by ships. Only ships that attack can be assigned. A dedicated menu on each outpost should let you compose how you want the outpost to be filled. There's a default of 2 vessel per outpost, upgrades can increase this number
  • When an outpost is configured to have a given amount of ship, the game should transfer, whenever available, ships from the mothership to the outpost to always fullfill the outpost conditions if possible
  • When a vessel is assigned to an outpost, it navigates around the outpost by itself, attacking nearby ennemies if any are detected.
- Remove the current ennemy spawn when navigating in the world - Change the system by a wave system, an small alert on top right appear when a new wave is coming. No timer should be visible - Waves tries to attack built buildings, so building needs health now. - Waves are more and more powerful depending on the size of the player's fleet - A new building should be available, pretty early in the tech tree, to create outposts - Outposts can be occupied by ships. Only ships that attack can be assigned. A dedicated menu on each outpost should let you compose how you want the outpost to be filled. There's a default of 2 vessel per outpost, upgrades can increase this number - When an outpost is configured to have a given amount of ship, the game should transfer, whenever available, ships from the mothership to the outpost to always fullfill the outpost conditions if possible - When a vessel is assigned to an outpost, it navigates around the outpost by itself, attacking nearby ennemies if any are detected.
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Owner

Split into subtickets, in dependency order:

  • #99 — #97a: buildings have health, and can be destroyed
  • #100 — #97b: waves replace the roaming enemy spawner
  • #101 — #97c: waves attack buildings (needs #99, #100)
  • #102 — #97d: the outpost, a building researched early
  • #103 — #97e: outpost garrison composition menu (needs #102)
  • #104 — #97f: outposts are crewed automatically from the mothership (needs #103)
  • #105 — #97g: garrison vessels patrol and defend their outpost (needs #104)

This ticket stays open as the umbrella and closes when all seven do.

Split into subtickets, in dependency order: - #99 — #97a: buildings have health, and can be destroyed - #100 — #97b: waves replace the roaming enemy spawner - #101 — #97c: waves attack buildings (needs #99, #100) - #102 — #97d: the outpost, a building researched early - #103 — #97e: outpost garrison composition menu (needs #102) - #104 — #97f: outposts are crewed automatically from the mothership (needs #103) - #105 — #97g: garrison vessels patrol and defend their outpost (needs #104) This ticket stays open as the umbrella and closes when all seven do.
Author
Owner

All seven subtickets are done and closed: #99, #100, #101, #102, #103, #104,
#105. Every bullet in this ticket is covered.

  • Roaming spawn removed; enemies arrive in waves - 26f3728
  • Alert top-right while a wave is coming, with no readable countdown - 26f3728
  • Buildings have health and can be destroyed - c221584
  • Waves go after buildings, and the fleet can screen them - 3debcd7
  • Outposts, researched early at "Forward Bases" - 3c63227
  • Garrison composition per outpost, armed vessels only, 2 berths and an
    upgrade - 3c63227
  • Vessels dispatched from the mothership to fill the order - 8122e28
  • Garrison vessels patrol their outpost and fight what comes - bd0cc84

Suite: 133/133 green.

One deliberate narrowing to flag, since it is a smaller answer than the ticket
implies: only the interceptor can be garrisoned today, not the laser vessel.
Firing the laser lives in a fleet controller rather than in the vessel's own
component, so a garrisoned laser would hold station and never shoot. Details on
#103 - happy to open a follow-up to give the laser an autonomous firing path if
you want it garrisonable.

All seven subtickets are done and closed: #99, #100, #101, #102, #103, #104, #105. Every bullet in this ticket is covered. - Roaming spawn removed; enemies arrive in waves - 26f3728 - Alert top-right while a wave is coming, with no readable countdown - 26f3728 - Buildings have health and can be destroyed - c221584 - Waves go after buildings, and the fleet can screen them - 3debcd7 - Outposts, researched early at "Forward Bases" - 3c63227 - Garrison composition per outpost, armed vessels only, 2 berths and an upgrade - 3c63227 - Vessels dispatched from the mothership to fill the order - 8122e28 - Garrison vessels patrol their outpost and fight what comes - bd0cc84 Suite: 133/133 green. One deliberate narrowing to flag, since it is a smaller answer than the ticket implies: only the interceptor can be garrisoned today, not the laser vessel. Firing the laser lives in a fleet controller rather than in the vessel's own component, so a garrisoned laser would hold station and never shoot. Details on #103 - happy to open a follow-up to give the laser an autonomous firing path if you want it garrisonable.
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metaheavens/spaceship#97
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