Star Sonata
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March 23rd 2009 - Dev Update 8
http://www.starsonata.com/forum/viewtopic.php?f=9&t=31562
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Author:  pip8786 [ Mon Mar 23, 2009 10:50 pm ]
Post subject:  March 23rd 2009 - Dev Update 8

Hey guys,

I've updated the:
http://wiki.starsonata.com/index.php/TaskMatrix.

Also, here are various issues:

  1. Tweak crates. Was made several months ago but hasnt been added to the game.
    • Will be added to loot tables (Voom)
  2. Take the mass driver off the argumental drones. People use them when capping but now the mass driver will kill the ship they try to cap.
    • Mass driver will be removed from any capping drones (Pip)
  3. Put a timer that pops up in game for timed missions like in Micron.
    • Will be added (Pip + HAL)
  4. Reaver DG bosses do too much damage.
    • Has been changed (Jeff)
  5. MF Bigger Greens and MF Icepicks do too much damage.
    • Added to AI Balance list (Jeff)
  6. Goblins are too strong (both shields and damage).
    • Added to AI Balance list (Jeff)
  7. Termites.
    • Will be fixed for next uni for sure, and maybe live editted for this uni (HAL)
  8. Grim Reaver needs to be removed from wild space.
    • Will be moved to perilous (HAL)
  9. AIs in wild space needs to be non aggro or they will suicide on bases.
    • AIs don't suicide on bases unless they think they can beat it.
  10. Envelopments need to be rebalanced since they now have a cooldown. New ones should be added to DGs/be buildable.
    • Will be rebalanced (Jey)
  11. Shmonks do not get aggro in a protected gal when healing someone being shot by Police.
    • This is intended so that ppl are not tricked into getting police aggro.
  12. Police are way underpowered hence why the frequent attacking in protected gals. They do little damage and are easy to outrun.
    • Damage will be increased (Jeff)
  13. Mini Madness tweaks you even in sol. Highly annoying. Tweaks should not work in protected gals against enemies unless peace is broken.
    • Will be fixed (HAL)
  14. It appears that now you have to target drones to scoop them. Can we have this change revoked please.
    • Only perma drones need to be targetted to be picked up. However, if you have a temp drone targetted, you can only pick that one up even if its out of range and you have one under you, to ensure no mistakes.
  15. Should exploration missions have the end galaxy revealed?
    • Gal will be revealed and centered (path won't be revealed).
  16. Copper heart decay time is too low. Needs to be increased to atleast a hour or two.
    • Will be increased (Jey)
  17. AI in second level of Tortuga does not attack.
    • Will be verified (Voom)
  18. Adonis X has better regen then Adonis Y/Z.
    • This was on purpose to make y/z have much bigger banks.
  19. Elec tempering. Does +elec tempering mean high elec usage? Do all items with elec tempering give the correct bonus or might some have gotten +/- mixed up?
    • What specific items are messed up?
  20. Multiple building doesn't reduce the cost.
    • Will be fixed (HAL)


Thanks,
pip

Author:  SimonV2 [ Mon Mar 23, 2009 11:00 pm ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

@18
+ elec tempering means less firing energy

it tempers the amount of elec you need. more tempering means less elec.

Author:  adam007ace [ Mon Mar 23, 2009 11:05 pm ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

hey cool they did my suggestion about the timers lol

Author:  trevor54 [ Mon Mar 23, 2009 11:06 pm ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

@ 1, will that affect tweaking in lyceum? As stated before?

Please dont move forward until things are completely rebalanced, Energies as a whole is just a mess.

Author:  Black Sun [ Mon Mar 23, 2009 11:09 pm ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

SimonV2 wrote:
@18
+ elec tempering means less firing energy

it tempers the amount of elec you need. more tempering means less elec.


minor correction. +% elec temp increases elec to fire while -% elec tempering decreases elec to fire. verified with my Gunner augs.

Author:  SimonV2 [ Mon Mar 23, 2009 11:11 pm ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

Black Sun wrote:
SimonV2 wrote:
@18
+ elec tempering means less firing energy

it tempers the amount of elec you need. more tempering means less elec.


minor correction. +% elec temp increases elec to fire while -% elec tempering decreases elec to fire. verified with my Gunner augs.


looking at this i realized that yes, i got it exactly wrong ^_^ cuz minus is better lawl

Author:  yugioh124 [ Tue Mar 24, 2009 5:29 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

Quote:
Police are way underpowered hence why the frequent attacking in protected gals. They do little damage and are easy to outrun.

* Damage will be increased (Jeff)


Please no? I am sure this was already fixed, in the temp uni they did almost none, but a few days ago 2 or 3 cops tore through my resist-augged dreadnought's 200,000 shields in seconds.


Quote:
Elec tempering. Does +elec tempering mean high elec usage? Do all items with elec tempering give the correct bonus or might some have gotten +/- mixed up?

* What specific items are messed up?


Energies. There are a few in AI bases, thought this may be on purpose since they are the high-bank ones. However, it is also on the inbuilt energy in the mzungu fluid, according to fairly reliable sources. That energy already gives +20% RoF, among other things, combine that with +elec tempering and it will be impossible to power anything. This is not good, mainly because I want to try stealth slaves with them, which you guys seem to have implemented without any notice. :D

Author:  SerjicalStrike [ Tue Mar 24, 2009 7:35 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

@16:Copper heart decay time is too low. Needs to be increased to atleast a hour or two.
Will be increased (Jey)



I like this the way it is. There is already a mission to get Equip. 20. The ?2? minute decay means you have to get your ass moving and back to the base before it decays.

If you do change it, maybe you could make some bps that require it? Like a Massive Molten Copper weapon or something like that.

Author:  The Voomy One [ Tue Mar 24, 2009 8:25 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

I believe the mission requires the commod.

Author:  tiemie [ Tue Mar 24, 2009 9:01 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

it doesn't

none of the t20 mission skills require commods

Author:  The Voomy One [ Tue Mar 24, 2009 9:10 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

Have you done any of those missions this uni?

Author:  erman [ Tue Mar 24, 2009 9:27 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

so, the missions require the commod again? I was under the impression the missions were added to ease the task of getting tech 20 skills, or are the missions just to control the level at which you can get certain skills?

-ERMAN

Author:  The Voomy One [ Tue Mar 24, 2009 9:30 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

Im not really 100% sure but I think the commod was going to be put in as a requirement since it became too easy to get people the skill, and a unlimited amount of people could get the skill at the same time.

Author:  Takuhi [ Tue Mar 24, 2009 9:39 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

Surely that was the idea? If you are going to introduce the commod again then you might as well get rid of the mission ....

Author:  Dorin Nube [ Tue Mar 24, 2009 11:19 am ]
Post subject:  Re: March 23rd 2009 - Dev Update 8

pip8786 wrote:
[*]Reaver DG bosses do too much damage.
  • Has been changed (Jeff)

Is this changed on live or still waiting for a patch?

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