Hello players,
As some people pointed out, a main problem of weapons vs shields is that weapons work on a per-group basis and shields as a total. While there are new shield features (e.g. focus on direction while flying) planned, there was need to give the weapons something that would make the competition between shotgun builds (as many small weapons as possible) and more powerfull bigger guns a bit more fair.
Single weapon groups (connected to the same weapon computer) will not have increased power consumption per group.
The powerconsuption of a weapon was before: countOfTheWeaponBlocksInAGroup * 10 per shot
With the new system, for each new group of weapons each will consume 10% more power. So basically 10 weapon groups will result in: countOfTheWeaponBlocksInAGroup * 20 per shot of each one. The purpose of this is to have a value to scale down the efficiency of small-but-many-group aproaches for bug-but-few approaches to be able to compete with it.
Please keep in mind that this is just a test and in no way a final desicion.
I will have to release this version soon, even if the balance is not 100% ok, since there are servers that are still crashing from a bug that would be fixed in this version. Please tell me if you can live with the balance as it is now for the time the next update cycle takes.
Here is the prebuild:
http://files.star-made.org/build/pre/starmade-build_20131026_145302.zip
http://files.star-made.org/build/pre/starmade-build_20131026_183110.zip
- non turret local AI search range from 750 to 2500 (about what a player can target)
- Shield under-fire base value to 25%
- AI will now engage at a weapon range that is more sure to do damage
- implemented chaindocking to work with the blueprint system
(as always: "dev" is username/passwd. The build will be installed to "play.star-made.org:4242". Server admins: please be careful with installing pre-builds on your live server as they can contain game breaking bugs)
Thank you for playing StarMade,
- schema
As some people pointed out, a main problem of weapons vs shields is that weapons work on a per-group basis and shields as a total. While there are new shield features (e.g. focus on direction while flying) planned, there was need to give the weapons something that would make the competition between shotgun builds (as many small weapons as possible) and more powerfull bigger guns a bit more fair.
Single weapon groups (connected to the same weapon computer) will not have increased power consumption per group.
The powerconsuption of a weapon was before: countOfTheWeaponBlocksInAGroup * 10 per shot
With the new system, for each new group of weapons each will consume 10% more power. So basically 10 weapon groups will result in: countOfTheWeaponBlocksInAGroup * 20 per shot of each one. The purpose of this is to have a value to scale down the efficiency of small-but-many-group aproaches for bug-but-few approaches to be able to compete with it.
Please keep in mind that this is just a test and in no way a final desicion.
I will have to release this version soon, even if the balance is not 100% ok, since there are servers that are still crashing from a bug that would be fixed in this version. Please tell me if you can live with the balance as it is now for the time the next update cycle takes.
Here is the prebuild:
http://files.star-made.org/build/pre/starmade-build_20131026_145302.zip
http://files.star-made.org/build/pre/starmade-build_20131026_183110.zip
- non turret local AI search range from 750 to 2500 (about what a player can target)
- Shield under-fire base value to 25%
- AI will now engage at a weapon range that is more sure to do damage
- implemented chaindocking to work with the blueprint system
(as always: "dev" is username/passwd. The build will be installed to "play.star-made.org:4242". Server admins: please be careful with installing pre-builds on your live server as they can contain game breaking bugs)
Thank you for playing StarMade,
- schema