These are all the changes that were approved, including details. You're free to discuss this as long as you stay friendly. Use the "agree" rating so this thread doesn't get cluttered by 10 posts of the same opinion. If something we've applied gets too much discussion, it will be taken out for the next release.
Dev-Build related changes:
We've finalized volume changes and adjusted cargo values to fit our philosophy. Several ships have been checked and we've found a good value for cargo ships. We're assuming that cargo ships have about 30% of their blocks as cargo spaces. Then we buffed the ship to have some shields, and to fit as much power/thrust needed.
First of all, we also changed volume:
- Hull and other functional blocks are all 0.1 volume
- Decoration blocks (with exceptions) are 0.05 volume
- Unrefined ores (and some other blocks) are 0.01 volume, refined materials such as capsules are 0.001 volume
- Useless blocks like terrain ones are 0.001 too
Compared to some real bases, this effectively decrease the needed volume by 10x!
Now to go back to the cargo values. A fully filled cargo ship (30% cargo spaces, most of the rest is power + thrust) should weigh about 3-4 times more than if it were empty. Each filled ship can hold enough finished blocks to construct its own ship 25-50 times.
If we follow that, we get the next cargo values:
Cargo added per block: 100 -> 25
Extra mass added per used volume: 0.1 -> 0.05
- Reduce offline faction member FP gain
- Used to be 20 points for offline members (under 48 hours), now it's 10.
- Increase free rail mass and rail mass/enhancer
- We approve this, but we're not sure what to do with it for now. Free rail mass seems fine but the mass enhanced per block (which is 5) could be increased a little to make it work better for things like on rail heavy blast doors. Currently we're looking to put this to 7.5 or 10 but most likely we'll just post phone it for next release, unless we get enough feedback in this thread.
- Decouple armor color from resource cost
- We've introduced 2 new crafting blocks: Standard hardener and Advanced hardener.
Standard hardener requires 5 fertikeen capsules + 10 meshes
Advanced hardener requires 4 fertikeen ingots + 20 meshes
To make any standard armor, you require its basic hull block + 1 standard hardener
To make any advanced armor, you require standard armor + 1 advanced hardener
- Use metal meshes in more crafting recipes (like hull)
- There's a giant amount of surplus meshes (and composites in most cases) for every ship you construct. Hull requires a bit more meshes now (see hardeners) but that's still not enough. We require to increase the mesh costs on a lot more blocks but this takes time and research. Only hull is a bit more expensive now, other things will follow but not for this release.
- new players start with more blocks
- More cheap blocks to start with: cheap hull, more spare ship cores, more thrust and power blocks and that's it
- lower faction mining bonus but increase default ore/crystal yield
- A new faction config variable has been added to increase ore yield for everything unowned. This way you can still increase the base yield without having to put something like 60x on faction owned territory. Not a huge change since it doesn't change anything for factions, but it makes the gap between faction territory bonus and unowned systems smaller.
Dev-Build related changes:
We've finalized volume changes and adjusted cargo values to fit our philosophy. Several ships have been checked and we've found a good value for cargo ships. We're assuming that cargo ships have about 30% of their blocks as cargo spaces. Then we buffed the ship to have some shields, and to fit as much power/thrust needed.
First of all, we also changed volume:
- Hull and other functional blocks are all 0.1 volume
- Decoration blocks (with exceptions) are 0.05 volume
- Unrefined ores (and some other blocks) are 0.01 volume, refined materials such as capsules are 0.001 volume
- Useless blocks like terrain ones are 0.001 too
Compared to some real bases, this effectively decrease the needed volume by 10x!
Now to go back to the cargo values. A fully filled cargo ship (30% cargo spaces, most of the rest is power + thrust) should weigh about 3-4 times more than if it were empty. Each filled ship can hold enough finished blocks to construct its own ship 25-50 times.
If we follow that, we get the next cargo values:
Cargo added per block: 100 -> 25
Extra mass added per used volume: 0.1 -> 0.05