Is this RTS (Real Time Strategy) or TBS (Turn Based Strategy)? Some game develpers claim it’s RTS when it’s really TBS or a mix of both.
It’s an RTS. There’s no turns in DSS.
Is this a 4X game?
Yes, all the 4 X's are present. There's exploration(locally in sectors and on the galaxy map), expanding(locally and across the galaxy), exploitation(of resources, wrecks and of traders) and extermination.
It would be nice if you can colonize planets, which you would micro-manage, take care of its people and research rather than focusing on ship building and flashy space battles.
Planets will not be a part of the final release version. Everything you’d usually do on planets in similar games, in DSS you do on stations in deep space. So all empire development is done off-world. The closest thing to a planet in DSS is a colony station.
We are not totally against adding planets as a game mechanic after the final release, but there needs to be a really good reason for them, which we haven’t found yet.
Is there an option to pursue growth by diplomatic means and expand peacefully? I know a lot of people like an exciting combat oriented play style, but I would also like a chillout style of gameplay, especially when it looks as beautiful as this.
You could actually setup a game without the enemy faction, and optionally select just random NPC/traders/pirate spawn rates etc. There will be tons and tons of options when setting up a new game.
Are there advanced mechanics like espionage-sabotage, economical victory, diplomacy, piracy and caper-fleets? It’s important to be cautious and to avoid it turning into a 4X C&c, where you tech-up factories to pump-out strongest unit the fastest amount of time.
There will be advanced mechanics that’s for sure, as to what kind and how they will be implemented is yet to be determined. Due to the customizable nature of the units, there is no single strongest unit. The whole point is to adapt to your enemy. You can try to specialize or generalise your units, both can be good or bad.
I understand there's space combat, but where are the empire building or related 4X elements?
The empire building aspect of the game is basically taking care of your economy and your population. You can build stations that essentially transform resources into other resources. Thus, you create an economy based on production and consumption. Also, you might have to buy resources you do not have access to yet. That's where trading comes in. You'll find neutral traders throughout the galaxy that sell & buy resources. Making good relations and creating trade routes with them will play an important role in the development of your empire.
What about diplomacy? What’s the plan?
Diplomacy is kept to a minimal as of now. I do not feel the need of a complex system other than stating simple relations: either ally, neutral or enemy.
What about factions and alien races?
For the final release, we are going to provide one playable faction(human) and one main enemy faction(alien). There’s also a variety of neutrals of different alien species. Note, that Races and Factions are just content and as such there's a lot of great potential for modding there.
Given that this is a foray into the 4X RTS genre, what are you doing to try to set yourself apart?
There’s Ship- and Station design/customization and a heavy focus on resource logistics. There’s deep modding support, including access to game logic through an API. Furthermore, we have a special twist about how story/diplomacy will work in the game. I can’t say anything more about this as it’s still very WIP, but it will be something never seen before! Also, keep in mind, that games are more than the sum of their features. Even superficially similar games, can play and feel very differently.
Can you salvage resources after ships are destroyed in battle?
Yes, there are sometimes loot boxes, which can be collected and can contain a variety of ship parts.