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		<title><![CDATA[Bugbyte Forums - Battlevoid: Sector Siege]]></title>
		<link>http://bugbyte.fi/forums/</link>
		<description><![CDATA[Bugbyte Forums - http://bugbyte.fi/forums]]></description>
		<pubDate>Sun, 19 Apr 2026 12:08:38 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[In case of Space Haven celebration content additions]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=505</link>
			<pubDate>Mon, 25 Mar 2019 21:51:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=1572">joe1512</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=505</guid>
			<description><![CDATA[Periodically when Bugbyte hits a milestone they will update some of their old games.  In the hopes that this is true of Battlevoid Sector Siege, I wanted to put in my thoughts on some update possibilities.<br />
I tried to pick things that are relatively easy, don't disrupt game balance, but would bring some new life/strategies into the game.<br />
Here is my list:<br />
<br />
1)  Campaign Unlocks idea:<br />
One way to possibly make campaigns more interesting would be to randomly pick some sectors based on some criteria and as long as the player holds that<br />
sector, they gain a passive bonus.  Many ideas have been considered, but I am thinking this is the perfect use for the current tier 4 research ships which<br />
lets face it...are not currently very useful by the time you could obtain them via research.   BUT, being able to start with them could open up some<br />
strategies.  The Viseo's little auto-probe is super cool for example and we never get to really utilize it.<br />
So, the Viseo, Turbidus, and Harvester would be 3 of the specials.  Maybe add shield drones.<br />
That is probably plenty, but a few other bonuses such as "start with +500 cash" or whatever could be considered.<br />
<br />
2) Alternative starting ship.  Currently the Afterthought is the best choice for just about any imaginable start on Legend or even Hard.<br />
Scouts ironically lack vision and get picked off easily.  Phoenix is way too slow.  Conquerer is decent but inferior to 2x Afterthought.<br />
To get a viable alterative, we would simply REWORK the Nightengale into something useful instead of being a "bad afterthought" like it currently is.<br />
This ship does not even get used for reinforcements so it is literally never seen!<br />
Its new stats would be approx:  Cost 2000. Speed 42. Vision 5.  6 Point Defense, 0 bay, 0 red gun. 800 hull, 400 shield.<br />
It would be an ideal scout, tough enough not to get picked off (unlike a group of Scouts), well equipped to fight Guardians and warpnodes.<br />
It is more efficient than the afterthought for early game, at the cost of lacking a bay and due to no big guns, cannot mass well past midgame.<br />
<br />
3) Medium Warship.  Basically a larger Phoenix would be good for slugfests and defense.  <br />
Approximate stats:  6000 cost.  4 red guns, 6 Point Defense, 0 bays.   20 speed, 4 vision. 1800 hull, 600 shield.<br />
Similar firepower to the Cloudsave but cheaper, tougher at the cost of no bay and weak vision and really slow speed.<br />
<br />
4) Consider changing Bomber Squad Bonus to Bay Efficiency Bonus which adds +5 hangar capacity.  Magically going from 15 to 30 bays worth of bombers is OP<br />
and it autowins pretty much with missile bombers.   Change would make it helpful to all bay strategies but drop its power level significantly.  Hopefully<br />
+5 hangar (with fighters) shouldn't overly affect lag and resource usage, especially since phones are overall better than when SS was released.<br />
<br />
4) Balance Tweaks:<br />
a) Drone Fighters need buff.  They cost 50% more and do the same thing pretty much.<br />
300 cost fighters do 4shield,4hull@3sec @300 range = 1.3 DPS      Buffed = 10/10 x2 @2.8s = 7.14 DPS<br />
450 cost drones do 6shield,6hull @4sec @250 range =  1.5 DPS      Buffed = 12/15 x2 @3.8s = 6.3/7.84 DPS<br />
<br />
b) Plasma Bombers still bad.  (Remember, only 1 bomber per bay)  40/10 @5s = 8/2 DPS  Buffed = 50/16 x2 @4.4s = 22/7.2 DPS.<br />
Needs better upgradability. Fighters get about 5x more DPS upgraded vs about 3x for bombers.<br />
<br />
c) Photon bombers need to be better. Especially since you pass right by Missile bombers which are great.<br />
<br />
d) Would be nice to have a longer "defensive" range on bombers based on their range if possible so you could set them to defensive and they would engage at a longer range.<br />
<br />
e) Fleet Reinforcements reworked to:  100 for "Support". Some fighters/bombers to help with early game conquest, 200 for "Scouting Party" 1 Afterthought or 3x Scouts, 400 for "Defensive fleet" of 3 phoenixes, 600 for the current highest tier reinforcement (conquerer,invader, phoenix or 2x scout)]]></description>
			<content:encoded><![CDATA[Periodically when Bugbyte hits a milestone they will update some of their old games.  In the hopes that this is true of Battlevoid Sector Siege, I wanted to put in my thoughts on some update possibilities.<br />
I tried to pick things that are relatively easy, don't disrupt game balance, but would bring some new life/strategies into the game.<br />
Here is my list:<br />
<br />
1)  Campaign Unlocks idea:<br />
One way to possibly make campaigns more interesting would be to randomly pick some sectors based on some criteria and as long as the player holds that<br />
sector, they gain a passive bonus.  Many ideas have been considered, but I am thinking this is the perfect use for the current tier 4 research ships which<br />
lets face it...are not currently very useful by the time you could obtain them via research.   BUT, being able to start with them could open up some<br />
strategies.  The Viseo's little auto-probe is super cool for example and we never get to really utilize it.<br />
So, the Viseo, Turbidus, and Harvester would be 3 of the specials.  Maybe add shield drones.<br />
That is probably plenty, but a few other bonuses such as "start with +500 cash" or whatever could be considered.<br />
<br />
2) Alternative starting ship.  Currently the Afterthought is the best choice for just about any imaginable start on Legend or even Hard.<br />
Scouts ironically lack vision and get picked off easily.  Phoenix is way too slow.  Conquerer is decent but inferior to 2x Afterthought.<br />
To get a viable alterative, we would simply REWORK the Nightengale into something useful instead of being a "bad afterthought" like it currently is.<br />
This ship does not even get used for reinforcements so it is literally never seen!<br />
Its new stats would be approx:  Cost 2000. Speed 42. Vision 5.  6 Point Defense, 0 bay, 0 red gun. 800 hull, 400 shield.<br />
It would be an ideal scout, tough enough not to get picked off (unlike a group of Scouts), well equipped to fight Guardians and warpnodes.<br />
It is more efficient than the afterthought for early game, at the cost of lacking a bay and due to no big guns, cannot mass well past midgame.<br />
<br />
3) Medium Warship.  Basically a larger Phoenix would be good for slugfests and defense.  <br />
Approximate stats:  6000 cost.  4 red guns, 6 Point Defense, 0 bays.   20 speed, 4 vision. 1800 hull, 600 shield.<br />
Similar firepower to the Cloudsave but cheaper, tougher at the cost of no bay and weak vision and really slow speed.<br />
<br />
4) Consider changing Bomber Squad Bonus to Bay Efficiency Bonus which adds +5 hangar capacity.  Magically going from 15 to 30 bays worth of bombers is OP<br />
and it autowins pretty much with missile bombers.   Change would make it helpful to all bay strategies but drop its power level significantly.  Hopefully<br />
+5 hangar (with fighters) shouldn't overly affect lag and resource usage, especially since phones are overall better than when SS was released.<br />
<br />
4) Balance Tweaks:<br />
a) Drone Fighters need buff.  They cost 50% more and do the same thing pretty much.<br />
300 cost fighters do 4shield,4hull@3sec @300 range = 1.3 DPS      Buffed = 10/10 x2 @2.8s = 7.14 DPS<br />
450 cost drones do 6shield,6hull @4sec @250 range =  1.5 DPS      Buffed = 12/15 x2 @3.8s = 6.3/7.84 DPS<br />
<br />
b) Plasma Bombers still bad.  (Remember, only 1 bomber per bay)  40/10 @5s = 8/2 DPS  Buffed = 50/16 x2 @4.4s = 22/7.2 DPS.<br />
Needs better upgradability. Fighters get about 5x more DPS upgraded vs about 3x for bombers.<br />
<br />
c) Photon bombers need to be better. Especially since you pass right by Missile bombers which are great.<br />
<br />
d) Would be nice to have a longer "defensive" range on bombers based on their range if possible so you could set them to defensive and they would engage at a longer range.<br />
<br />
e) Fleet Reinforcements reworked to:  100 for "Support". Some fighters/bombers to help with early game conquest, 200 for "Scouting Party" 1 Afterthought or 3x Scouts, 400 for "Defensive fleet" of 3 phoenixes, 600 for the current highest tier reinforcement (conquerer,invader, phoenix or 2x scout)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Thoughts and suggestions]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=481</link>
			<pubDate>Thu, 03 May 2018 07:08:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=4800">darksage</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=481</guid>
			<description><![CDATA[I'm an Amazon Tablet user, having purchased the game from the Play Store and it's my number 1 goto game on the device. Currently I'm close to completing Normal - not yet tried the harder campaigns and I have all unlockables collected.  <br />
<br />
Some suggestions on where I'd appreciate changes..<br />
A 5 turret ship, 0 hangars at the 11k mark - there's a gap here. You can get a decent 4 turret + 1 hanger ship for 7200, and around 11k you have multi hangar ships but nothing for the non-hangar based until 15k.<br />
Saving ship designs across playthroughs, so when you select the type of ship you want to build the game provides you a list of buildable blueprints (based on available tech)<br />
More persistent rewards - e.g. either after completing a mission and getting credits, OR based on completing a campaign (with reward amount based on difficulty of the campaign), being able to invest in either upgrades for a tech, or being able to put research points into a tech.<br />
  To be clearer here, upgrades in a tech<br />
    - Having points allocated such that when you start a mission you already have upgrades paid for in a particular tech (e.g. range for the laser point defense). Upgrades available for all technologies that you have unlocked. Perhaps limited so you have to upgrade tier 1 before being allowed to move onto tier 2.<br />
  Put research points into a tech<br />
    - Spend the rewards on either offsetting the research cost for a tech or being able to full research each. E.g. Invest in Fighter 10% speed so it starts at partially completed and takes less time during a mission to complete.<br />
Edit: Perhaps the persistent reward for upgrades or research could be automatic and based on what you invested most heavily in during the mission or campaign - encouraging players to try out new battle plans. <br />
<br />
This would encourage multiple playthroughs to earn the persistent rewards.<br />
For those wanting a challenge, also have in the options a setting for the start level of enemies - e.g. give enemies access to tier 2,3, 4 straight away.<br />
<br />
Ideally for a campaign the researching and upgrading would persist and be a lot harder. <br />
So in the first mission I would expect to maybe research 1 or 2 items but when I started the next mission in the campaign I would have access to those 1 or 2 items and be able to keep researching. By the end of the campaign I'd have a lot more options available (ideally not everything, researching should make you focus) but the enemies would also be harder. <br />
<br />
Ship based experience - encourage keeping ships alive by having them get experience for kills which increases accuracy, health, shields, range, fire speed, damage. Once a battle was completed, these ships would stay behind to protect the region rather than move on to your next fight and unbalance it. <br />
Heroes - having a single hero that you can level up during a campaign and assign to a station or ship to give it a small boost.  When the ship dies the hero escapes in an unkillable pod but loses confidence (experience).<br />
<br />
Just some thoughts! Really looking forward to Space Haven, Rimworld is my current favourite PC game and many of the other games that form the Space Haven ideas have been on my regular play list (Loved DF-9 even though it wasn't finished).]]></description>
			<content:encoded><![CDATA[I'm an Amazon Tablet user, having purchased the game from the Play Store and it's my number 1 goto game on the device. Currently I'm close to completing Normal - not yet tried the harder campaigns and I have all unlockables collected.  <br />
<br />
Some suggestions on where I'd appreciate changes..<br />
A 5 turret ship, 0 hangars at the 11k mark - there's a gap here. You can get a decent 4 turret + 1 hanger ship for 7200, and around 11k you have multi hangar ships but nothing for the non-hangar based until 15k.<br />
Saving ship designs across playthroughs, so when you select the type of ship you want to build the game provides you a list of buildable blueprints (based on available tech)<br />
More persistent rewards - e.g. either after completing a mission and getting credits, OR based on completing a campaign (with reward amount based on difficulty of the campaign), being able to invest in either upgrades for a tech, or being able to put research points into a tech.<br />
  To be clearer here, upgrades in a tech<br />
    - Having points allocated such that when you start a mission you already have upgrades paid for in a particular tech (e.g. range for the laser point defense). Upgrades available for all technologies that you have unlocked. Perhaps limited so you have to upgrade tier 1 before being allowed to move onto tier 2.<br />
  Put research points into a tech<br />
    - Spend the rewards on either offsetting the research cost for a tech or being able to full research each. E.g. Invest in Fighter 10% speed so it starts at partially completed and takes less time during a mission to complete.<br />
Edit: Perhaps the persistent reward for upgrades or research could be automatic and based on what you invested most heavily in during the mission or campaign - encouraging players to try out new battle plans. <br />
<br />
This would encourage multiple playthroughs to earn the persistent rewards.<br />
For those wanting a challenge, also have in the options a setting for the start level of enemies - e.g. give enemies access to tier 2,3, 4 straight away.<br />
<br />
Ideally for a campaign the researching and upgrading would persist and be a lot harder. <br />
So in the first mission I would expect to maybe research 1 or 2 items but when I started the next mission in the campaign I would have access to those 1 or 2 items and be able to keep researching. By the end of the campaign I'd have a lot more options available (ideally not everything, researching should make you focus) but the enemies would also be harder. <br />
<br />
Ship based experience - encourage keeping ships alive by having them get experience for kills which increases accuracy, health, shields, range, fire speed, damage. Once a battle was completed, these ships would stay behind to protect the region rather than move on to your next fight and unbalance it. <br />
Heroes - having a single hero that you can level up during a campaign and assign to a station or ship to give it a small boost.  When the ship dies the hero escapes in an unkillable pod but loses confidence (experience).<br />
<br />
Just some thoughts! Really looking forward to Space Haven, Rimworld is my current favourite PC game and many of the other games that form the Space Haven ideas have been on my regular play list (Loved DF-9 even though it wasn't finished).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Thoughts for improvement]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=480</link>
			<pubDate>Thu, 12 Apr 2018 14:23:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=1460">Scott</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=480</guid>
			<description><![CDATA[A few 'quality of life' improvements that should be easy to implement:<br />
<ul class="mycode_list"><li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Date (maybe time) stamp on saved files. I went back after not playing for a while and wasn't sure which was my most recent game.</span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Show all ships in 'unlock new things screen' for ease of comparison</span></span><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">. Most people won't have the specs memorized so being able to toggle between the ship you usually use and one to potentially unlock would be helpful.</span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Show prices in the <span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">'unlock new things screen'</span>. I realize price may vary by difficulty</span>, but it's frustrating to unlock something only to realize later that it is so expense you probably will never use it.</span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Let my 'Saved' ship designs persist across sectors. It's annoying to have build a each ship step by step every sector when I am largely reusing the exact same ships. (With some method to delete saved designs so they are there forever if you change your mind on a design)</span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Let me 'build' ship weapons while the ship is being 'recruited'. I have on several occasions gotten distracted elsewhere in the sector while a ship was being 'recruited' and then sent it off without weapons because I thought I had built it from a 'saved' design (because I had saved that design 10 minutes before in the previous sector) and not an empty hull.</span></span><br />
</li>
</ul>
Some prices are weird. For instance:<br />
<br />
BSE Avallon ............. Hull 1400 Sh 700 Turret 3 Point 2 Marines 78 Vision 5 - &#36;1600<br />
BSE Harvesterstation Hull 1200 Sh 600 Turret 2 Point 2 Marines 65 Vision 5 - &#36;2000<br />
<br />
Avallon is the same or better in every way AND cheaper.<br />
<br />
<br />
Finally one of the unlock research trees has missiles which is already an unlocked option in weapons?]]></description>
			<content:encoded><![CDATA[A few 'quality of life' improvements that should be easy to implement:<br />
<ul class="mycode_list"><li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Date (maybe time) stamp on saved files. I went back after not playing for a while and wasn't sure which was my most recent game.</span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Show all ships in 'unlock new things screen' for ease of comparison</span></span><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">. Most people won't have the specs memorized so being able to toggle between the ship you usually use and one to potentially unlock would be helpful.</span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Show prices in the <span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">'unlock new things screen'</span>. I realize price may vary by difficulty</span>, but it's frustrating to unlock something only to realize later that it is so expense you probably will never use it.</span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Let my 'Saved' ship designs persist across sectors. It's annoying to have build a each ship step by step every sector when I am largely reusing the exact same ships. (With some method to delete saved designs so they are there forever if you change your mind on a design)</span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Calibri;" class="mycode_font">Let me 'build' ship weapons while the ship is being 'recruited'. I have on several occasions gotten distracted elsewhere in the sector while a ship was being 'recruited' and then sent it off without weapons because I thought I had built it from a 'saved' design (because I had saved that design 10 minutes before in the previous sector) and not an empty hull.</span></span><br />
</li>
</ul>
Some prices are weird. For instance:<br />
<br />
BSE Avallon ............. Hull 1400 Sh 700 Turret 3 Point 2 Marines 78 Vision 5 - &#36;1600<br />
BSE Harvesterstation Hull 1200 Sh 600 Turret 2 Point 2 Marines 65 Vision 5 - &#36;2000<br />
<br />
Avallon is the same or better in every way AND cheaper.<br />
<br />
<br />
Finally one of the unlock research trees has missiles which is already an unlocked option in weapons?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bug Report: Marines capturable.]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=477</link>
			<pubDate>Thu, 22 Mar 2018 16:27:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=1572">joe1512</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=477</guid>
			<description><![CDATA[Shilliea gained the ability to use the Capture Ray as part of the ongoing effort to hand out new techs to various species to help differentiate them.<br />
<br />
A side effect of this is likely unintended and is very not intuitive.   YOUR marines can be "captured" by a Shillea ship that happens to have a capture ray equipped which will of course turn them back around on you.  Your ships will then destroy it, but it looks like the marines "bounced off" the enemy ship and is rather confusing.<br />
<br />
ENEMY marines are actual "ships" with shields and a single weapon port, so they are immune to your capture ray, as one would expect.   But, your marines are still considered "fighter" class with no shields and no weapons, so they are targetable by the capture ray.<br />
<br />
If a new release ever gets worked, please add this to the ToDo list.  Theres no graceful way that I can see, other than a straight up IF(ship!=marine){do Capture} //else do nothing   type logic so that the ray just fizzles.]]></description>
			<content:encoded><![CDATA[Shilliea gained the ability to use the Capture Ray as part of the ongoing effort to hand out new techs to various species to help differentiate them.<br />
<br />
A side effect of this is likely unintended and is very not intuitive.   YOUR marines can be "captured" by a Shillea ship that happens to have a capture ray equipped which will of course turn them back around on you.  Your ships will then destroy it, but it looks like the marines "bounced off" the enemy ship and is rather confusing.<br />
<br />
ENEMY marines are actual "ships" with shields and a single weapon port, so they are immune to your capture ray, as one would expect.   But, your marines are still considered "fighter" class with no shields and no weapons, so they are targetable by the capture ray.<br />
<br />
If a new release ever gets worked, please add this to the ToDo list.  Theres no graceful way that I can see, other than a straight up IF(ship!=marine){do Capture} //else do nothing   type logic so that the ray just fizzles.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battlevoid: Sector Siege updated! Version 1.42 out now.]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=449</link>
			<pubDate>Wed, 24 Jan 2018 11:55:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=4">AdmiralGeezer</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=449</guid>
			<description><![CDATA[<img src="https://i.imgur.com/8xBqlt2.jpg" alt="[Image: 8xBqlt2.jpg]" class="mycode_img" /><br />
<br />
Greetings!<br />
<br />
Hope everyone has had a good start on 2018. We've been churning on here at Bugbyte and I decided to make more stuff for Sector Siege! This time it's a new research tree with hangar related improvements.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">I made a research tree with:</span><ul class="mycode_list"><li>
   <br />
</li>
<li>Hangar build speed improvement 10%<br />
   <br />
</li>
<li>Hangar build speed improvement 20%<br />
   <br />
</li>
<li>Fighter Capture Ray - This laser ray will instantly hack the computer of any enemy fighter, make it attack all your enemies for 30 seconds and then self-destruct.<br />
   <br />
</li>
<li>Squad size improvement to 2 for all bomber hangars - This will make your bomber hangars able to launch out 2 bomber units at a time from one hangar instead of just 1. This tech is practically a huge boost to your firepower when combined with many bomber hangars.<br />
</li>
</ul>
Hope you enjoy the new content!]]></description>
			<content:encoded><![CDATA[<img src="https://i.imgur.com/8xBqlt2.jpg" alt="[Image: 8xBqlt2.jpg]" class="mycode_img" /><br />
<br />
Greetings!<br />
<br />
Hope everyone has had a good start on 2018. We've been churning on here at Bugbyte and I decided to make more stuff for Sector Siege! This time it's a new research tree with hangar related improvements.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">I made a research tree with:</span><ul class="mycode_list"><li>
   <br />
</li>
<li>Hangar build speed improvement 10%<br />
   <br />
</li>
<li>Hangar build speed improvement 20%<br />
   <br />
</li>
<li>Fighter Capture Ray - This laser ray will instantly hack the computer of any enemy fighter, make it attack all your enemies for 30 seconds and then self-destruct.<br />
   <br />
</li>
<li>Squad size improvement to 2 for all bomber hangars - This will make your bomber hangars able to launch out 2 bomber units at a time from one hangar instead of just 1. This tech is practically a huge boost to your firepower when combined with many bomber hangars.<br />
</li>
</ul>
Hope you enjoy the new content!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mods?]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=426</link>
			<pubDate>Tue, 26 Dec 2017 18:48:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=863">owenkiller</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=426</guid>
			<description><![CDATA[I am just asking a question, Would it be possible to add mod support to Battlevoid: Sector Siege?]]></description>
			<content:encoded><![CDATA[I am just asking a question, Would it be possible to add mod support to Battlevoid: Sector Siege?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ships]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=425</link>
			<pubDate>Tue, 26 Dec 2017 11:20:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=4638">destroyer16</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=425</guid>
			<description><![CDATA[what are you favourite ship designs (from which race) and why?!<br />
mine are the unknowns and the celestials because theyr ships have cool shapes and collors!<br />
also any chance to get 3D models of any ships? because i would love to replicate battlevoid ships in the game space engineers!(this could also pull more buyers in!).<br />
and what does BSE mean?<br />
and last: how large are the ships (100m-200m or 1km-2km?)<br />
<img src="http://bugbyte.fi/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[what are you favourite ship designs (from which race) and why?!<br />
mine are the unknowns and the celestials because theyr ships have cool shapes and collors!<br />
also any chance to get 3D models of any ships? because i would love to replicate battlevoid ships in the game space engineers!(this could also pull more buyers in!).<br />
and what does BSE mean?<br />
and last: how large are the ships (100m-200m or 1km-2km?)<br />
<img src="http://bugbyte.fi/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[An alternative strategy (that ends up being easy!)]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=419</link>
			<pubDate>Sat, 16 Dec 2017 17:41:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=1535">Forty In Red</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=419</guid>
			<description><![CDATA[The hallmark of an excellent game is that you can play it from start to finish several times, and find enjoyment, and new ways to win, each time. The game shouldn't be so easy that you beat it quickly, but not so hard that you discard it in frustration. As with Bug Byte's other games, Sector Siege is no exception.<br />
<br />
For background, I've been playing Bug Byte games since they first came out, so I only play on Legend, although this strategy will work at any level.<br />
<br />
The fundamental idea is to allow the AI to build ships for you, strategically capturing the highest value ships. I don't have a fancy name, but the mantra is "marines are better than you think, no really."<br />
<br />
Winning with this strategy requires a few things:<br />
<ol type="1" class="mycode_list"><li>A mindest shift - you are no longer going to build warships. Rather, you are going to build marine ferries.<br />
</li>
<li>Unlocking the Marine Clone ship<br />
</li>
<li>Patience<br />
</li>
</ol>
A "nice to have" is unlocking the Nuke track, primarily for the Engine Manipulator and Turret Manipulator, which are two of the most powerful tools available in this game. <br />
<br />
The Rampart and Bastion states are also nice to have, because they can take a lot of fire before dying, which is very helpful in the early game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Crew Selection</span><br />
Marines are key to this strategy, although you'll only actually need about 5 ships to pull it off. After you get a sizeable Marine complement, next focus on Science. It's counter-intuitive, but you won't end up needing pilots.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Early Game</span><br />
<span style="font-style: italic;" class="mycode_i">Strategy</span><br />
Early game, your goal is just to survive and build your fleet. You are playing a protracted rear guard action. You leave this stage of the game once you purchase the "Marine Clone".<br />
<br />
Keep your ships alive, avoiding conflict with enemies you cannot easily defeat. This is where the Turret and Engine Manipulators are clutch - they allow you to escape conflicts you cannot win.<br />
<br />
Your objective should be to keep your ships alive, and save enough money to build the "Marine Clone".<br />
<br />
<span style="font-style: italic;" class="mycode_i">Fleet Composition</span><br />
Focus on building carrier ships with at least two turret slots, and at least one hangar bay. The "Afterthought" and "Invader" both work well, with my slight preference being the "invader" due to it's lower speed and higher marine complement. You'll want four of these. We'll think of these as our "Marine Ferries".<br />
<br />
Layout:<br />
4 x Laser PD (make sure to upgrade these first, prioritized above everything else)<br />
1 x Rocket<br />
1 x Turret Manipulator or Engine Manipulator<br />
<br />
At the end, you should have 2 ships with an Engine Manipulator and 2 ships with a Turret Manipulator. All four should have a rocket launcher, because you can't completely avoid conflict at this stage of the game. <br />
<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Research</span><br />
Focus on Marine Tactics 1, then immediately go for Marine Tactics 2. It thoroughly sucks to have a random event drop an <span style="font-style: italic;" class="mycode_i">enemy marine boarding party </span>which proceeds to steal your soon-to-be marine transports. If this happens, you can build a boarding shuttle on your battlestation, taking advantage of the fact that:<br />
<ol type="1" class="mycode_list"><li>The AI will eventually make a bee line there<br />
</li>
<li>It has a lot of marines to expend, more than any other ship I've come across. <br />
</li>
</ol>
<span style="font-style: italic;" class="mycode_i">Stations</span><br />
Begin by building stations that have hangars. As a rule, do not build fighters on your ships. Rather, build them on your station and battle station. <span style="text-decoration: underline;" class="mycode_u">Make sure to set your fighters to aggressive. </span>Doing so will allow them to engage enemy units as soon as they wander into your detection range. <br />
<br />
Once again, focus on lasers for PD, exclusively. For the money, I've found it to be superior to every other PD weapon. <br />
<br />
For turrets, make sure that each station has <span style="font-style: italic;" class="mycode_i">at least </span>one Turret Manipulator and one Engine Manipulator. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mid Game</span><br />
<span style="font-style: italic;" class="mycode_i">Strategy</span><br />
As soon as you get the "Marine Clone" you can start to shift to a more offensive footing. Put a marine boarding craft on each of your four ships, and keep them in close proximity to the Marine Clone. <br />
<br />
The AI will come to you. Remember this. Internalize it. Build your stations and position your ships to encourage the enemy to come right to you. <br />
<br />
When inevitably the AI sends an attack wave, pick your targets wisely and prioritize enemy carrier units. When you find a good target, <span style="text-decoration: underline;" class="mycode_u">enable cease fire mode</span>, and let the combined fire from your warships and stations destroy everything other than the ship you want. Once your target is all that's left, your units will continue to bombard it with Engine and Turret Manipulators, keeping it stationary and toothless, opening the door for your marines. Send all of your available marines to capture it. Initially, you'll likely need 2 or even 3 marine shuttles to capture most big ships. Later on, you can get by with 2 per target. <br />
<br />
Once you capture the enemy carrier, move it away from the front line, and <span style="text-decoration: underline;" class="mycode_u">do not forget to set their fighters on aggressive. </span>Once it is repaired (even with cease fire it will take some damage), move it back up to the front line. It is now expendable in a way that your Marine Ferries and Marine Clone are not.<br />
<br />
Repeat. <br />
<br />
If you do this strategy well, you will not be able to tech to Hull Repair Drones before you max out your hangars, so plan on doing field repairs. Don't worry, you will also quickly hit your ship limit, so you'll have lots of extra cash.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You must not lose the Marine Clone for any reason. You should focus on keeping your Marine Ferries alive as your second-highest priority.</span><br />
<br />
If you lose either of these, you may have to scuttle captured ships, and maybe sell hangars, so that you can get back down below your unit cap and hangar cap, which will degrade from your overall fleet effectiveness. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Fleet Composition</span><br />
At this point you should at least have:<br />
4 marine ferries - carrier-type ships with a marine boarding craft, a turret/engine manipulator, and 4 x PD laser<br />
1 marine clone with a turret & engine manipulator, and 4 x PD laser<br />
<br />
Note - enabling the squad buttons really helps with this strategy. I group all captured ships into group 1, my marine ferries into group 2, and my marine clone into group 3. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Research</span><br />
You <span style="text-decoration: underline;" class="mycode_u">must</span> have Marine Tactics 1 & 2, plus Engine and Turret Manipulators. Add some level 1 Range, Hull, Shield, and Refinery Mechanics. Then max out Marine Tactics. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Stations</span><br />
Once you have maxed out the number of available hangars, start building "gun-only" stations at key points around the map. Try to hit your unit cap.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Late Game</span><br />
<span style="font-style: italic;" class="mycode_i">Strategy</span><br />
Once you have Marine Tactics 3, you're pretty much set. When it comes to marines, quality almost always trumps quantity. You can have half as many marines, but with better tech, win easily against almost any enemy unit save for their battlestation.<br />
<br />
Tighten the noose. Make sure you keep your Marine Ferries and Marine Clone behind a wall of stations and captured enemy units. <br />
<br />
The enemy sends units in, you pick the one(s) you want, and enable cease fire. Destroy their escorts, capture the ones you want. With Marine Tactics 4, you can pretty easily capture two ships at once. <br />
<br />
You should control 2/3s of the map at this point.<br />
<br />
Once you're done having fun, send <span style="text-decoration: underline;" class="mycode_u">your captured units in first</span> toward the enemy mother ship. Follow at a safe distance with your Marine Ferries and Marine Clone, capturing enemy stations and ships as desired. My advice is to go one capture point at a time, doing field repairs and capturing enemy stations if possible. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Fleet Composition</span><br />
At this point you should at least have:<br />
A sizable complement of enemy carrier units, <span style="text-decoration: underline;" class="mycode_u">with their fighters set to aggressive</span><br />
A sizable complement of enemy warships, with all of their PD weapons swapped out for lasers, and some of their weapons replaced with a Turret/Engine Manipulator<br />
4 marine ferries - carrier-type ships with a marine boarding craft, a turret/engine manipulator, and 4 x PD laser<br />
1 marine clone with a turret & engine manipulator, and 4 x PD laser<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Research</span><br />
You must have marine tactics 4 at a minimum, plus everything else mentioned above. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Stations</span><br />
You'll pretty quickly hit the unit cap on ships, fighters, and stations, so building new stations won't be an option. Going forward, every station you get will be one you capture. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Gotchas:</span></span><br />
This strategy takes patience. You may lose a few games in the early game while you're preparing your Marine Ferries and researching the techs you need. <br />
<br />
Watch out for enemy nukes. This strategy applies more broadly, but when playing Trolgars, take care to space your fleet out. Getting hit with a quick salvo of 3 or 4 nukes, which is not uncommon on Legend, will annihilate your Marine Ferries.]]></description>
			<content:encoded><![CDATA[The hallmark of an excellent game is that you can play it from start to finish several times, and find enjoyment, and new ways to win, each time. The game shouldn't be so easy that you beat it quickly, but not so hard that you discard it in frustration. As with Bug Byte's other games, Sector Siege is no exception.<br />
<br />
For background, I've been playing Bug Byte games since they first came out, so I only play on Legend, although this strategy will work at any level.<br />
<br />
The fundamental idea is to allow the AI to build ships for you, strategically capturing the highest value ships. I don't have a fancy name, but the mantra is "marines are better than you think, no really."<br />
<br />
Winning with this strategy requires a few things:<br />
<ol type="1" class="mycode_list"><li>A mindest shift - you are no longer going to build warships. Rather, you are going to build marine ferries.<br />
</li>
<li>Unlocking the Marine Clone ship<br />
</li>
<li>Patience<br />
</li>
</ol>
A "nice to have" is unlocking the Nuke track, primarily for the Engine Manipulator and Turret Manipulator, which are two of the most powerful tools available in this game. <br />
<br />
The Rampart and Bastion states are also nice to have, because they can take a lot of fire before dying, which is very helpful in the early game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Crew Selection</span><br />
Marines are key to this strategy, although you'll only actually need about 5 ships to pull it off. After you get a sizeable Marine complement, next focus on Science. It's counter-intuitive, but you won't end up needing pilots.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Early Game</span><br />
<span style="font-style: italic;" class="mycode_i">Strategy</span><br />
Early game, your goal is just to survive and build your fleet. You are playing a protracted rear guard action. You leave this stage of the game once you purchase the "Marine Clone".<br />
<br />
Keep your ships alive, avoiding conflict with enemies you cannot easily defeat. This is where the Turret and Engine Manipulators are clutch - they allow you to escape conflicts you cannot win.<br />
<br />
Your objective should be to keep your ships alive, and save enough money to build the "Marine Clone".<br />
<br />
<span style="font-style: italic;" class="mycode_i">Fleet Composition</span><br />
Focus on building carrier ships with at least two turret slots, and at least one hangar bay. The "Afterthought" and "Invader" both work well, with my slight preference being the "invader" due to it's lower speed and higher marine complement. You'll want four of these. We'll think of these as our "Marine Ferries".<br />
<br />
Layout:<br />
4 x Laser PD (make sure to upgrade these first, prioritized above everything else)<br />
1 x Rocket<br />
1 x Turret Manipulator or Engine Manipulator<br />
<br />
At the end, you should have 2 ships with an Engine Manipulator and 2 ships with a Turret Manipulator. All four should have a rocket launcher, because you can't completely avoid conflict at this stage of the game. <br />
<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Research</span><br />
Focus on Marine Tactics 1, then immediately go for Marine Tactics 2. It thoroughly sucks to have a random event drop an <span style="font-style: italic;" class="mycode_i">enemy marine boarding party </span>which proceeds to steal your soon-to-be marine transports. If this happens, you can build a boarding shuttle on your battlestation, taking advantage of the fact that:<br />
<ol type="1" class="mycode_list"><li>The AI will eventually make a bee line there<br />
</li>
<li>It has a lot of marines to expend, more than any other ship I've come across. <br />
</li>
</ol>
<span style="font-style: italic;" class="mycode_i">Stations</span><br />
Begin by building stations that have hangars. As a rule, do not build fighters on your ships. Rather, build them on your station and battle station. <span style="text-decoration: underline;" class="mycode_u">Make sure to set your fighters to aggressive. </span>Doing so will allow them to engage enemy units as soon as they wander into your detection range. <br />
<br />
Once again, focus on lasers for PD, exclusively. For the money, I've found it to be superior to every other PD weapon. <br />
<br />
For turrets, make sure that each station has <span style="font-style: italic;" class="mycode_i">at least </span>one Turret Manipulator and one Engine Manipulator. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mid Game</span><br />
<span style="font-style: italic;" class="mycode_i">Strategy</span><br />
As soon as you get the "Marine Clone" you can start to shift to a more offensive footing. Put a marine boarding craft on each of your four ships, and keep them in close proximity to the Marine Clone. <br />
<br />
The AI will come to you. Remember this. Internalize it. Build your stations and position your ships to encourage the enemy to come right to you. <br />
<br />
When inevitably the AI sends an attack wave, pick your targets wisely and prioritize enemy carrier units. When you find a good target, <span style="text-decoration: underline;" class="mycode_u">enable cease fire mode</span>, and let the combined fire from your warships and stations destroy everything other than the ship you want. Once your target is all that's left, your units will continue to bombard it with Engine and Turret Manipulators, keeping it stationary and toothless, opening the door for your marines. Send all of your available marines to capture it. Initially, you'll likely need 2 or even 3 marine shuttles to capture most big ships. Later on, you can get by with 2 per target. <br />
<br />
Once you capture the enemy carrier, move it away from the front line, and <span style="text-decoration: underline;" class="mycode_u">do not forget to set their fighters on aggressive. </span>Once it is repaired (even with cease fire it will take some damage), move it back up to the front line. It is now expendable in a way that your Marine Ferries and Marine Clone are not.<br />
<br />
Repeat. <br />
<br />
If you do this strategy well, you will not be able to tech to Hull Repair Drones before you max out your hangars, so plan on doing field repairs. Don't worry, you will also quickly hit your ship limit, so you'll have lots of extra cash.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You must not lose the Marine Clone for any reason. You should focus on keeping your Marine Ferries alive as your second-highest priority.</span><br />
<br />
If you lose either of these, you may have to scuttle captured ships, and maybe sell hangars, so that you can get back down below your unit cap and hangar cap, which will degrade from your overall fleet effectiveness. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Fleet Composition</span><br />
At this point you should at least have:<br />
4 marine ferries - carrier-type ships with a marine boarding craft, a turret/engine manipulator, and 4 x PD laser<br />
1 marine clone with a turret & engine manipulator, and 4 x PD laser<br />
<br />
Note - enabling the squad buttons really helps with this strategy. I group all captured ships into group 1, my marine ferries into group 2, and my marine clone into group 3. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Research</span><br />
You <span style="text-decoration: underline;" class="mycode_u">must</span> have Marine Tactics 1 & 2, plus Engine and Turret Manipulators. Add some level 1 Range, Hull, Shield, and Refinery Mechanics. Then max out Marine Tactics. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Stations</span><br />
Once you have maxed out the number of available hangars, start building "gun-only" stations at key points around the map. Try to hit your unit cap.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Late Game</span><br />
<span style="font-style: italic;" class="mycode_i">Strategy</span><br />
Once you have Marine Tactics 3, you're pretty much set. When it comes to marines, quality almost always trumps quantity. You can have half as many marines, but with better tech, win easily against almost any enemy unit save for their battlestation.<br />
<br />
Tighten the noose. Make sure you keep your Marine Ferries and Marine Clone behind a wall of stations and captured enemy units. <br />
<br />
The enemy sends units in, you pick the one(s) you want, and enable cease fire. Destroy their escorts, capture the ones you want. With Marine Tactics 4, you can pretty easily capture two ships at once. <br />
<br />
You should control 2/3s of the map at this point.<br />
<br />
Once you're done having fun, send <span style="text-decoration: underline;" class="mycode_u">your captured units in first</span> toward the enemy mother ship. Follow at a safe distance with your Marine Ferries and Marine Clone, capturing enemy stations and ships as desired. My advice is to go one capture point at a time, doing field repairs and capturing enemy stations if possible. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Fleet Composition</span><br />
At this point you should at least have:<br />
A sizable complement of enemy carrier units, <span style="text-decoration: underline;" class="mycode_u">with their fighters set to aggressive</span><br />
A sizable complement of enemy warships, with all of their PD weapons swapped out for lasers, and some of their weapons replaced with a Turret/Engine Manipulator<br />
4 marine ferries - carrier-type ships with a marine boarding craft, a turret/engine manipulator, and 4 x PD laser<br />
1 marine clone with a turret & engine manipulator, and 4 x PD laser<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Research</span><br />
You must have marine tactics 4 at a minimum, plus everything else mentioned above. <br />
<br />
<span style="font-style: italic;" class="mycode_i">Stations</span><br />
You'll pretty quickly hit the unit cap on ships, fighters, and stations, so building new stations won't be an option. Going forward, every station you get will be one you capture. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Gotchas:</span></span><br />
This strategy takes patience. You may lose a few games in the early game while you're preparing your Marine Ferries and researching the techs you need. <br />
<br />
Watch out for enemy nukes. This strategy applies more broadly, but when playing Trolgars, take care to space your fleet out. Getting hit with a quick salvo of 3 or 4 nukes, which is not uncommon on Legend, will annihilate your Marine Ferries.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Oooh, tasty new stuff!]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=415</link>
			<pubDate>Wed, 06 Dec 2017 17:33:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=1572">joe1512</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=415</guid>
			<description><![CDATA[In .41 we have a new tech tree.    Lets analyze it and see how it goes...<br />
<br />
First of all this is a fairly pricey tree, same as the Energy Weapons one.<br />
<br />
Rocket PD - What an oddball weapon!  Unguided rockets against enemy fighters, missiles?  WTF? :-)<br />
So it has 350 range vs 400 PD laser.   Max damage of 12 per rocket at 1.6 fire rate when fully upgraded.<br />
That is a hull damage of 7.5 DPS  which is slightly better than the PD laser and worse than the 11 from the PD projectile.    Surprisingly good projectile speed and the fatter projectile has a better chance of hitting fighters.<br />
The main thing is that it PENETRATES SHIELDS just like other missiles/rockets.    That makes this weapon a natural for missile strategies.<br />
I really like this addition as it fills a specific niche and isn't bad for general purpose.   It is surprisingly good early game for taking out big targets like warpstations.<br />
<br />
<br />
<br />
Ion Plasma cannon - Fairly generic 700 range weapon with solid upgrades.  Harder to get than Orb but superior.  Biased a bit towards hull damage as opposed to orb's shield bias.   Would have liked to see the higher burst with the slowdown effect of the harbinger ion cannons (tho less strong) to differentiate it.<br />
DPS vs shields: 8.8.    Hull:  12.       Orb has 14.5/9 by way of comparison.<br />
<br />
<br />
Mega Plasma - Kind of miss the giant ball of death, long reload, big impact with some splash of harbinger.   This one is a rather generic 700 range(?) with no splash.    Huge 43 DPS vs shields.      Rather weak  7 vs hull.      Megalaser is 50/12 by comparison and 1 tier up.<br />
It is ok, but doesn't feel all that satisfying.   It is quite good in that it can take down an enemy's shield entirely with the first volley, making hull-biased weapons a lot stronger.<br />
<br />
Death Ray - Somehow lacks the coolness factor of harbinger.  Probably since cooldown is so fast that it feels like another laser.  And same ole range.<br />
Another 700 range weapon.   This one is hull biased but still quite good as a general purpose gun.<br />
Very accurate obviously.   Surprisingly good 4.5 second cooldown when maxed.<br />
DPS of 11 vs shields, 32 vs hull.      This makes it the best hull damage weapon in the game!   Even the amazingly good photon torps only do 19.5 hull (but 40 shield).<br />
Obvious combo with Mega Plasma, tho they both have the same range and this is a laser so it will hit and be wasted before the plasma hits.<br />
Great with Plama Eclipse (800 range), but that is not really feasible due to their tech tree positions.<br />
Still, a great weapon.<br />
<br />
<br />
<br />
Bottom line:  Always good to have more content.  Havent checked other changes yet.  New guns are decent and pretty well balanced, but don't bring much new to the game being kind of generic.   Rocket PD is the exception.  Low enough to be easily grabbed with missiles, good niche usage.  Interesting dynamic.  I do also like Death Ray as an ultimate weapon. Much nicer than MegaLaser.]]></description>
			<content:encoded><![CDATA[In .41 we have a new tech tree.    Lets analyze it and see how it goes...<br />
<br />
First of all this is a fairly pricey tree, same as the Energy Weapons one.<br />
<br />
Rocket PD - What an oddball weapon!  Unguided rockets against enemy fighters, missiles?  WTF? :-)<br />
So it has 350 range vs 400 PD laser.   Max damage of 12 per rocket at 1.6 fire rate when fully upgraded.<br />
That is a hull damage of 7.5 DPS  which is slightly better than the PD laser and worse than the 11 from the PD projectile.    Surprisingly good projectile speed and the fatter projectile has a better chance of hitting fighters.<br />
The main thing is that it PENETRATES SHIELDS just like other missiles/rockets.    That makes this weapon a natural for missile strategies.<br />
I really like this addition as it fills a specific niche and isn't bad for general purpose.   It is surprisingly good early game for taking out big targets like warpstations.<br />
<br />
<br />
<br />
Ion Plasma cannon - Fairly generic 700 range weapon with solid upgrades.  Harder to get than Orb but superior.  Biased a bit towards hull damage as opposed to orb's shield bias.   Would have liked to see the higher burst with the slowdown effect of the harbinger ion cannons (tho less strong) to differentiate it.<br />
DPS vs shields: 8.8.    Hull:  12.       Orb has 14.5/9 by way of comparison.<br />
<br />
<br />
Mega Plasma - Kind of miss the giant ball of death, long reload, big impact with some splash of harbinger.   This one is a rather generic 700 range(?) with no splash.    Huge 43 DPS vs shields.      Rather weak  7 vs hull.      Megalaser is 50/12 by comparison and 1 tier up.<br />
It is ok, but doesn't feel all that satisfying.   It is quite good in that it can take down an enemy's shield entirely with the first volley, making hull-biased weapons a lot stronger.<br />
<br />
Death Ray - Somehow lacks the coolness factor of harbinger.  Probably since cooldown is so fast that it feels like another laser.  And same ole range.<br />
Another 700 range weapon.   This one is hull biased but still quite good as a general purpose gun.<br />
Very accurate obviously.   Surprisingly good 4.5 second cooldown when maxed.<br />
DPS of 11 vs shields, 32 vs hull.      This makes it the best hull damage weapon in the game!   Even the amazingly good photon torps only do 19.5 hull (but 40 shield).<br />
Obvious combo with Mega Plasma, tho they both have the same range and this is a laser so it will hit and be wasted before the plasma hits.<br />
Great with Plama Eclipse (800 range), but that is not really feasible due to their tech tree positions.<br />
Still, a great weapon.<br />
<br />
<br />
<br />
Bottom line:  Always good to have more content.  Havent checked other changes yet.  New guns are decent and pretty well balanced, but don't bring much new to the game being kind of generic.   Rocket PD is the exception.  Low enough to be easily grabbed with missiles, good niche usage.  Interesting dynamic.  I do also like Death Ray as an ultimate weapon. Much nicer than MegaLaser.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BSE Harvester base]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=414</link>
			<pubDate>Tue, 05 Dec 2017 23:04:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=4597">Pigeonholed</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=414</guid>
			<description><![CDATA[Hi, I'm a mobile player,<br />
<br />
I just unlocked the additional space station BSE Harvester, and after comparing it to the BSE Avalon, it turns out it's inferior in every which way and has no additional bonuses that I've seen to offset the higher production costs.<br />
<br />
To rattle off the stats: (midgame so not quite default)<br />
<br />
BSE Avallon:<br />
Hull:1540<br />
Shield: 700<br />
Turrets: 3<br />
Hangars:0<br />
Point Defense: 2<br />
Marines: 80<br />
Vision:5<br />
Speed:0<br />
Cost: 1600<br />
<br />
The Harvesterstation:<br />
Hull:1320<br />
Shield: 600<br />
Turrets:2<br />
Hangars:0<br />
Point Defense: 2<br />
Marines:67<br />
Vision:5<br />
Speed:0<br />
Cost:2000<br />
<br />
The Harvester station also cost 260 to unlock to the Avallon's 200.    Now,  I'm guessing that this base is supposed to increase passive income,  but as I mentioned earlier,  there is no help tip describing the function of the station if that's the case nor have I seen an increase in my income/second numbers.<br />
<br />
So is this a bug,  or does the station need to be buffed a bit to reflect it's higher base costs?   Otherwise,  kudos for the work...it's quite a challenge to beat some of these missions.<br />
<br />
Cheers,<br />
<br />
Pigeon]]></description>
			<content:encoded><![CDATA[Hi, I'm a mobile player,<br />
<br />
I just unlocked the additional space station BSE Harvester, and after comparing it to the BSE Avalon, it turns out it's inferior in every which way and has no additional bonuses that I've seen to offset the higher production costs.<br />
<br />
To rattle off the stats: (midgame so not quite default)<br />
<br />
BSE Avallon:<br />
Hull:1540<br />
Shield: 700<br />
Turrets: 3<br />
Hangars:0<br />
Point Defense: 2<br />
Marines: 80<br />
Vision:5<br />
Speed:0<br />
Cost: 1600<br />
<br />
The Harvesterstation:<br />
Hull:1320<br />
Shield: 600<br />
Turrets:2<br />
Hangars:0<br />
Point Defense: 2<br />
Marines:67<br />
Vision:5<br />
Speed:0<br />
Cost:2000<br />
<br />
The Harvester station also cost 260 to unlock to the Avallon's 200.    Now,  I'm guessing that this base is supposed to increase passive income,  but as I mentioned earlier,  there is no help tip describing the function of the station if that's the case nor have I seen an increase in my income/second numbers.<br />
<br />
So is this a bug,  or does the station need to be buffed a bit to reflect it's higher base costs?   Otherwise,  kudos for the work...it's quite a challenge to beat some of these missions.<br />
<br />
Cheers,<br />
<br />
Pigeon]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BSE Firstcontact?]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=413</link>
			<pubDate>Wed, 22 Nov 2017 12:10:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=4497">seether166</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=413</guid>
			<description><![CDATA[Okay, I searched this forum for "firstcontact" and found nothing...<br />
<br />
What does this station do that's special?  I was kind of curious about that before I spent my hard-earned unlock points on it ;-)<br />
<br />
Thanks for continuing to bring updates to the game so soon after launch!]]></description>
			<content:encoded><![CDATA[Okay, I searched this forum for "firstcontact" and found nothing...<br />
<br />
What does this station do that's special?  I was kind of curious about that before I spent my hard-earned unlock points on it ;-)<br />
<br />
Thanks for continuing to bring updates to the game so soon after launch!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Exploit for that will give you unlimited XP]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=408</link>
			<pubDate>Wed, 08 Nov 2017 05:22:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=1393">Steven Chirstopher</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=408</guid>
			<description><![CDATA[Dear Admiral geezer I would like you to fix this exploit as soon as possible I found this out just by doing something in the game and I would like to send you guys an email on a detailed email on that it is cuz I don't want people here using it because it would ruin the fun in the drive of the game but I just want to let you know that I found something]]></description>
			<content:encoded><![CDATA[Dear Admiral geezer I would like you to fix this exploit as soon as possible I found this out just by doing something in the game and I would like to send you guys an email on a detailed email on that it is cuz I don't want people here using it because it would ruin the fun in the drive of the game but I just want to let you know that I found something]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My thoughts so far.]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=407</link>
			<pubDate>Tue, 07 Nov 2017 16:12:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=2941">starfox1701</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=407</guid>
			<description><![CDATA[Okay that's far I'd say I'm about a third of the way through my first campaign on easy and I've unlocked about 40% of the tech and ships so I think I have a pretty good grasp of the game so far and what's working and what's not. first I'd like to say that y'all have done an excellent job building a classic style RTS and I very much appreciate the hard work and I understand that there is the intention to include additional content including ships and stations and maybe even more weapons down the road. while I agree that stamping out all the bugs is priority number one I think there are few things that need to either be changed or added in the next patch or two that would have a significant positive effect on gameplay<br />
.<br />
 I will start however with a couple of bugs that I've noticed. first the ships seem to clip through other ships in space stations when passing over them. if memory serves in harbinger this was not an issue that's what either pass over or under each other and honestly I never got close enough to a space station to drive through it it simply wasn't necessary<br />
<br />
.  second I have noticed the enemy ships and stations continue to fire after they explode up until the point that the explosion dissipates. this is very annoying and is cost me a couple of stations.<br />
<br />
Okay with the bug report out of the way we can go on to those things that are working good. the system itself is very simple in the classic Westwood RTS Style and to anybody with experience in these older games you pretty quickly figure out the ins-and-outs of everything. the scope of the game is smaller then it's older counterparts but this actually works in it's favor because it keeps things manageable and the pace stays fast without turning into a rolling horde Fest.<br />
 for the most part the weapons and ships are adequate to the game needs and the resource system is very simple and easy to keep up with. the fleetwide upgrade system for weapons is also a vast Improvement over the individual gun upgrade system used in harbinger and makes upgrading the weapons viable something that was not necessarily true in harbinger. the research system is simple and I like having the option to spend upgrade tokens to advance  research.<br />
Okay now to the things that aren't working quite so well. first off the space stations. the ones available to the player are small underpowered when compared to hostile stations and not really beneficial Beyond functioning as a light alarm system for approaching enemy fleets. Once you've unlocked the three turret  station sorry still haven't got all the names memorized there's no point in unlocking the other two. Militarily they serve no practical purpose. you almost never recall your ships from the front line so you don't really need the jump station and the other one has no redeeming qualities compared to the one that you unlock first. it has less weapons bless health and less Shields then the 3 turret station. there is no single specification where it is superior and therefore for the player it is a waste of resources to unlock it much less build it. the station is redundant and needs to be revamped into something practical that serves a purpose such as a Cruiserweight battle station with additional Point defense turrets and Hangers since there are no stations that have both turrets and Hangers available to the player.<br />
 second the boarding system. I was very pleased to see the option to utilize Marines to capture targets however the system as it functions now is not complete or very intuitive to use. the Lack of the ability to regenerate or replace lost Marines after combat or boarding actions renders the system very clunky to utilize. In its current state a ship or space station is only reasonably capable of conducting a single boarding action before it's Marine complement is render too small to be viable for offencive action. this makes the boarding system more of a novelty rather than a fully functional Tactical and strategic option. In order for this feature to be used and enjoyed to its fullest extent and method for replenishing Marines must be added to the game otherwise it will remain a feature with great promise that was never fully realized.<br />
 third the repair system. Currently while it is possible to repair any ship or station completely the method with which these repairs are conducted is both inflexible and severely limited because of the use of the additional resource of upgrade tokens to repair ships when tokens are not used to build ships or stations. what this means is that it is quite often more cost-effective to scuttle the heavily damaged ship or station and replace it with a brand new one rather than use the repair feature to fix it. there is the additional problem that the only way around not spending upgrade tokens to fix things by bringing the damaged vessel back to your battle station is hampered buy both the extreme time it takes to conduct significant repairs and the fact that this option is not available for space stations. I would suggest two options that can either be implemented together or as and either or function of one or the other. first remove all upgrade tokens from repair cost. if you don't have to spend them to build the ship upgraded weapons included then you shouldn't have to spend them to fix it. that's just basic logic. second some form of mobile repair be it repair drones or a repair Cannon that fits in a turn slot or defense slot should be added to provide space stations with the same repair option as Starships. here again with only the most basic attention paid by the player it is very simple to render the current repair system unnecessary through new construction and selling of heavily damaged stations and ships and to some extent not only is this cheaper then repair but you technically get your new units at a discount. with the simple changes this would restore the system to actual viability and make it more attractive for all repairs as opposed to just light damage.<br />
Fourth the researchable support ships. the three researchable support ships currently in game are for the most part unnecessary. because of the nature of the game and the rate at which you are normally able to accomplish research none of the ships are going to be a priority and will likely only become available to you during the late late game for each mission. at that point in the mission they no longer serve a purpose as you will have reached a point where you are economically secure and Firepower alone will be your primary concern. I suggest that this be fixed by implementing one of the two following suggestions. First make these ships unlockable items as opposed to researchable items. the pro of this is that once unlocked the benefits are always available to the player once he decides to build ship. the con of this is that it does not actually improve the usefulness of these vessels which in my opinion is marginal at best. Each ship is essentially and Novelty vessel and will never form the backbone of any battlefleet in their current configurations. it may Simply Be The Players money is better spent on the higher-end carriers and battleships. the second option is to replace the vessels with researchable modules that fit and either a turret slot or Point defense slot. the pro of this is that it makes your ships more customizable and allows you to assign these abilities 2 much more durable ship hulls. the con  is that  as research options  they will likely remain  very late game  but  at least  there will be  an impetus  to utilize  said  upgrade modules  which will have far more utility  then the current ships that are available from the research.<br />
Fifth and finally weapons ranges. In harbinger one of the things that set the various types of weapons apart was the fact that some weapons were short ranged some weapons were medium ranged and some weapons were long-ranged. in Siege all of the weapons essentially have the same range. this removes the attractiveness of a whole host of weapons including the particle cannons and the missiles Beyond there bomber application. while I realize that the Maps are smaller then those of harbinger I don't believe this justifies dumbing down the different weapons ranges to a single unified figure. it would be nice to actually have a reason to mount Cannon or missiles because their reach was significantly more favorable then lasers and other available weapons. While the unified range doesn't necessarily detract from gameplay it does render a significant number of the available turret weapons superfluous at every stage of the game. it would be nice if you were actually weighing other factors besides raw damage when deciding what to purchase for your ships and stations. without this you quickly find that only one or two weapons are worth researching upgrading and using in the game.<br />
 once again I would like to say that I am enjoying this game and that I think it's a fairly good job has been done on it so far. I simply see places where these minor changes could have a profound effect on gameplay thereby rendering the game even more enjoyable.]]></description>
			<content:encoded><![CDATA[Okay that's far I'd say I'm about a third of the way through my first campaign on easy and I've unlocked about 40% of the tech and ships so I think I have a pretty good grasp of the game so far and what's working and what's not. first I'd like to say that y'all have done an excellent job building a classic style RTS and I very much appreciate the hard work and I understand that there is the intention to include additional content including ships and stations and maybe even more weapons down the road. while I agree that stamping out all the bugs is priority number one I think there are few things that need to either be changed or added in the next patch or two that would have a significant positive effect on gameplay<br />
.<br />
 I will start however with a couple of bugs that I've noticed. first the ships seem to clip through other ships in space stations when passing over them. if memory serves in harbinger this was not an issue that's what either pass over or under each other and honestly I never got close enough to a space station to drive through it it simply wasn't necessary<br />
<br />
.  second I have noticed the enemy ships and stations continue to fire after they explode up until the point that the explosion dissipates. this is very annoying and is cost me a couple of stations.<br />
<br />
Okay with the bug report out of the way we can go on to those things that are working good. the system itself is very simple in the classic Westwood RTS Style and to anybody with experience in these older games you pretty quickly figure out the ins-and-outs of everything. the scope of the game is smaller then it's older counterparts but this actually works in it's favor because it keeps things manageable and the pace stays fast without turning into a rolling horde Fest.<br />
 for the most part the weapons and ships are adequate to the game needs and the resource system is very simple and easy to keep up with. the fleetwide upgrade system for weapons is also a vast Improvement over the individual gun upgrade system used in harbinger and makes upgrading the weapons viable something that was not necessarily true in harbinger. the research system is simple and I like having the option to spend upgrade tokens to advance  research.<br />
Okay now to the things that aren't working quite so well. first off the space stations. the ones available to the player are small underpowered when compared to hostile stations and not really beneficial Beyond functioning as a light alarm system for approaching enemy fleets. Once you've unlocked the three turret  station sorry still haven't got all the names memorized there's no point in unlocking the other two. Militarily they serve no practical purpose. you almost never recall your ships from the front line so you don't really need the jump station and the other one has no redeeming qualities compared to the one that you unlock first. it has less weapons bless health and less Shields then the 3 turret station. there is no single specification where it is superior and therefore for the player it is a waste of resources to unlock it much less build it. the station is redundant and needs to be revamped into something practical that serves a purpose such as a Cruiserweight battle station with additional Point defense turrets and Hangers since there are no stations that have both turrets and Hangers available to the player.<br />
 second the boarding system. I was very pleased to see the option to utilize Marines to capture targets however the system as it functions now is not complete or very intuitive to use. the Lack of the ability to regenerate or replace lost Marines after combat or boarding actions renders the system very clunky to utilize. In its current state a ship or space station is only reasonably capable of conducting a single boarding action before it's Marine complement is render too small to be viable for offencive action. this makes the boarding system more of a novelty rather than a fully functional Tactical and strategic option. In order for this feature to be used and enjoyed to its fullest extent and method for replenishing Marines must be added to the game otherwise it will remain a feature with great promise that was never fully realized.<br />
 third the repair system. Currently while it is possible to repair any ship or station completely the method with which these repairs are conducted is both inflexible and severely limited because of the use of the additional resource of upgrade tokens to repair ships when tokens are not used to build ships or stations. what this means is that it is quite often more cost-effective to scuttle the heavily damaged ship or station and replace it with a brand new one rather than use the repair feature to fix it. there is the additional problem that the only way around not spending upgrade tokens to fix things by bringing the damaged vessel back to your battle station is hampered buy both the extreme time it takes to conduct significant repairs and the fact that this option is not available for space stations. I would suggest two options that can either be implemented together or as and either or function of one or the other. first remove all upgrade tokens from repair cost. if you don't have to spend them to build the ship upgraded weapons included then you shouldn't have to spend them to fix it. that's just basic logic. second some form of mobile repair be it repair drones or a repair Cannon that fits in a turn slot or defense slot should be added to provide space stations with the same repair option as Starships. here again with only the most basic attention paid by the player it is very simple to render the current repair system unnecessary through new construction and selling of heavily damaged stations and ships and to some extent not only is this cheaper then repair but you technically get your new units at a discount. with the simple changes this would restore the system to actual viability and make it more attractive for all repairs as opposed to just light damage.<br />
Fourth the researchable support ships. the three researchable support ships currently in game are for the most part unnecessary. because of the nature of the game and the rate at which you are normally able to accomplish research none of the ships are going to be a priority and will likely only become available to you during the late late game for each mission. at that point in the mission they no longer serve a purpose as you will have reached a point where you are economically secure and Firepower alone will be your primary concern. I suggest that this be fixed by implementing one of the two following suggestions. First make these ships unlockable items as opposed to researchable items. the pro of this is that once unlocked the benefits are always available to the player once he decides to build ship. the con of this is that it does not actually improve the usefulness of these vessels which in my opinion is marginal at best. Each ship is essentially and Novelty vessel and will never form the backbone of any battlefleet in their current configurations. it may Simply Be The Players money is better spent on the higher-end carriers and battleships. the second option is to replace the vessels with researchable modules that fit and either a turret slot or Point defense slot. the pro of this is that it makes your ships more customizable and allows you to assign these abilities 2 much more durable ship hulls. the con  is that  as research options  they will likely remain  very late game  but  at least  there will be  an impetus  to utilize  said  upgrade modules  which will have far more utility  then the current ships that are available from the research.<br />
Fifth and finally weapons ranges. In harbinger one of the things that set the various types of weapons apart was the fact that some weapons were short ranged some weapons were medium ranged and some weapons were long-ranged. in Siege all of the weapons essentially have the same range. this removes the attractiveness of a whole host of weapons including the particle cannons and the missiles Beyond there bomber application. while I realize that the Maps are smaller then those of harbinger I don't believe this justifies dumbing down the different weapons ranges to a single unified figure. it would be nice to actually have a reason to mount Cannon or missiles because their reach was significantly more favorable then lasers and other available weapons. While the unified range doesn't necessarily detract from gameplay it does render a significant number of the available turret weapons superfluous at every stage of the game. it would be nice if you were actually weighing other factors besides raw damage when deciding what to purchase for your ships and stations. without this you quickly find that only one or two weapons are worth researching upgrading and using in the game.<br />
 once again I would like to say that I am enjoying this game and that I think it's a fairly good job has been done on it so far. I simply see places where these minor changes could have a profound effect on gameplay thereby rendering the game even more enjoyable.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Could we please have a changelog somewhere?]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=404</link>
			<pubDate>Mon, 06 Nov 2017 16:40:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=1572">joe1512</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=404</guid>
			<description><![CDATA[The latest change notes were for 1.34.   My version shows 1.36 and I am curious what changed.<br />
<br />
Could we have a sticky that keeps track of change logs for the game?  Or point me to where its at, if I am just overlooking it?  Thanks!]]></description>
			<content:encoded><![CDATA[The latest change notes were for 1.34.   My version shows 1.36 and I am curious what changed.<br />
<br />
Could we have a sticky that keeps track of change logs for the game?  Or point me to where its at, if I am just overlooking it?  Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GFB-Global Gaming group]]></title>
			<link>http://bugbyte.fi/forums/showthread.php?tid=403</link>
			<pubDate>Sat, 04 Nov 2017 21:44:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://bugbyte.fi/forums/member.php?action=profile&uid=4525">JinxyCat</a>]]></dc:creator>
			<guid isPermaLink="false">http://bugbyte.fi/forums/showthread.php?tid=403</guid>
			<description><![CDATA[Hi I'm Jinx from Go find Bottlecaps gaming clan. I want to start a unofficial Sector siege Discussion and Clan for one of my very favorite games, Sector Siege. <br />
If anyone is interested look me up. Bring me your Ideas. <br />
Let's make a clan!<br />
<br />
Please Meet us today on our dedicated Discord server<br />
<a href="https://discord.gg/ThAzx3x" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/ThAzx3x</a><br />
Jinxicat2083]]></description>
			<content:encoded><![CDATA[Hi I'm Jinx from Go find Bottlecaps gaming clan. I want to start a unofficial Sector siege Discussion and Clan for one of my very favorite games, Sector Siege. <br />
If anyone is interested look me up. Bring me your Ideas. <br />
Let's make a clan!<br />
<br />
Please Meet us today on our dedicated Discord server<br />
<a href="https://discord.gg/ThAzx3x" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/ThAzx3x</a><br />
Jinxicat2083]]></content:encoded>
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