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pip8786
Site Admin / Dev Team
Team:
Main: PhoenixSun2
Level: 1392 Class:
Shield Monkey
Joined: Mon Jan 03, 2005 12:07 am
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May 27th, 2009 - Dev update 15
Hey guys,
Our agenda consisted of the following:
Slave swarms - We invited Sodomy to talk with us on chat about this issue, here is the new solution: * RC+SR*2 / tech = number of slaves for that tech ship (same as now) * RC/2 rounded up + SR/2 rounded down = hard cap for any tech combat slaves
Multiple missile bays allowing extremely fast missile launching - We determined this was what we wanted to happen, since you're still limited by the number of missiles you can fire at once and the bays are rather large.
[Players were asking if demolishing your HQ, then laying it next to your enemy and using the ownership system to lay siege bases in your enemy territory is considered to be an exploit.] - For this we came up with a new system for war and BvB, which will be made public in a separate post as soon as the details are ironed out. The above will be considered an exploit until those changes are made. Thanks for your understanding.
Other then that we talked about C2 development for quite a long time, and Quantum, Dorth, Jeff and I iterated through a ton of UI designs made by Quantum, slowly approaching what the C2 UI will look like. I will wait a bit longer before showing those shots to make sure Quantum has everything he wants in them. I think you'll like it very much.
-pip-
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Wed May 27, 2009 9:06 am |
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Nuromishi
Team:
Main: Nuroshounin
Level: 833 Class:
Engineer
Joined: Sat Aug 21, 2004 6:48 pm Location: Hoboken, NJ
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Re: May 27th, 2009 - Dev update 15
pip8786 wrote: For this we came up with a new system for war and BvB, which will be made public in a separate post as soon as the details are ironed out. Any idea how long it will be until this is finalized and the player base is informed. Just a general idea such as: a week, a month, around C2. If possible to predict that is.
I'm happy about the change to reduce usable techs on ships as it will reduce the power of swarms as well as give some use to the lower-tech, more-expensive gears.
_________________ Fucking loot... Awesome character art by my friend Jee.
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Wed May 27, 2009 9:25 am |
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Sitef
Team:
Main: deadbeat
Level: 2944 Class:
Fleet Commander
Joined: Sun Feb 10, 2008 8:22 am Location: Germany
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Re: May 27th, 2009 - Dev update 15
Quote: Slave swarms - these were deemed too powerful for lower levels seen as how level 200's can kill forgones etc with them. In order to fix this problem, the tech level of gear on a ship will be limited to ship tech + 10. thats not too bad, just bad for energy .
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Wed May 27, 2009 9:34 am |
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pip8786
Site Admin / Dev Team
Team:
Main: PhoenixSun2
Level: 1392 Class:
Shield Monkey
Joined: Mon Jan 03, 2005 12:07 am
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Re: May 27th, 2009 - Dev update 15
Nuromishi wrote: Any idea how long it will be until this is finalized and the player base is informed. Just a general idea such as: a week, a month, around C2. If possible to predict that is.
I'm happy about the change to reduce usable techs on ships as it will reduce the power of swarms as well as give some use to the lower-tech, more-expensive gears. We have the wiki document written out, ill move it into public once everyone has had a chance to make edits/comments. Probably tonight some time. Sitef wrote: Quote: Slave swarms - these were deemed too powerful for lower levels seen as how level 200's can kill forgones etc with them. In order to fix this problem, the tech level of gear on a ship will be limited to ship tech + 10. thats not too bad, just bad for energy . Be sure to understand that I did say Ships, not just slaves. We didn't think it would harm the playerbase much at all since most players would not use something that much higher tech then their ship.
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Wed May 27, 2009 9:46 am |
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Uth Matar
Team:
Main: Uth Matar
Level: 2466 Class:
Engineer
Joined: Mon Apr 16, 2007 7:41 am Location: ExZagreb,Croatia~jetzt Potsdam,Germany
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Re: May 27th, 2009 - Dev update 15
U sure you want leave those fraighter pip8786 wrote: Hey guys,
Multiple missile bays allowing extremely fast missile launching - We determined this was what we wanted to happen, since you're still limited by the number of missiles you can fire at once and the bays are rather large.
-pip- This is not only OP but Uber uber uber OP . Just imagine gunner with best ones WMA ( not sure what is the corect name i dont use them) with ship with bunch of hull (dread , pax rhino etc .. )with RoF of 0,1 sec . Teammate of mine can easyly brake the base shields in gal full of great ( almoast uber bases) - iirc he needed cca 1,5 min to take almaost 2 mil shields . Against that kind of damage noone can stand to them - This is only with bases i think i dont need to say what it means for ubers soloing ...
_________________ Curiosity killed the cat . *Est Sularas oth Mithas* Thx k-2 FREDOM FOR WING4+ !!! NOW !!! /viewtopic.php?f=4&t=28872&st=0&sk=t&sd=a The Voomy One :Uth Matar is correct!
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Wed May 27, 2009 10:05 am |
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LoneWolf
Joined: Sat Feb 28, 2004 3:49 am
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Re: May 27th, 2009 - Dev update 15
Quote: Be sure to understand that I did say Ships, not just slaves. We didn't think it would harm the playerbase much at all since most players would not use something that much higher tech then their ship. People do all the time, shields, engines, weapons. It's a horrible idea to continue this trend in my opinon, you're losing the customization of the game and making it fit in with the other mmos out there that restrict tech levels. Why not making harder to get the skills instead of just fitting in with every other MMO out there? Or make Warp navigation require certain levels to train (not use) as it would screw over current chars. I mean honestly first you started with fighter bays and missile launchers, then you did drones and now you're changing the gear for every ship out there. SS is losing one of its major features and that is it's customization. Figure out another way to make balance, don't ruin the current features of the game. I'm saying that from a perspective of someone that has played every game on the market out there so far and I don't use slave swarms myself but do this and continue this trend and you will lose your feature set.
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Wed May 27, 2009 10:06 am |
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Trouser23
Team:
Main: Turbinia
Level: 3112 Class:
Speed Demon
Joined: Sat Sep 08, 2007 2:32 pm
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Re: May 27th, 2009 - Dev update 15
Really do not like the tech limit. Don't mind it so much for slaves, but for all ships really? So now i can't use my traveling shield on my hotrod+? What is the point on this for player ships?
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Wed May 27, 2009 10:09 am |
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longname
Team:
Main: Ingendum
Level: 1364 Class:
Shield Monkey
Joined: Thu Jul 13, 2006 2:29 am
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Re: May 27th, 2009 - Dev update 15
No Grape Influences on hotrod trading slaves? Sucks. I'm sure there is another way to make slave swarms less powerfull than that.
_________________ "You can sit and bitch, and moan, and cry and complain. You can sit and tell others how poorly you think things are run, but in the end, you are less useful than the problem itself."
The Voomy One wrote: Vista is evil. Upgrade to XP
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Wed May 27, 2009 11:06 am |
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blacknator
Team:
Main: blacknator(knight)
Level: 1279 Class:
Engineer
Joined: Sat Jan 20, 2007 1:03 am
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Re: May 27th, 2009 - Dev update 15
my main has no problem with the gear but my alts wil get alot of problems cus my seer uses a tech 16 BSS and needs high tech gear like Venu Jack to do some dmage.
then i have my FC in a EFF and he wud suck with that gear thing.
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Wed May 27, 2009 11:12 am |
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The Voomy One
Darth Administrator
Team:
Main: The Voomy One
Level: 1337 Class:
Sniper
Joined: Thu Jun 29, 2006 12:06 am
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Re: May 27th, 2009 - Dev update 15
You should probably read the post again. It's tech level +10. Which means that a ship that is tech 10 or higher will be able to use tech 20 gear. Your tech 16 BSS and your tech 10 EFF will not be affected.
_________________ For support, please create a support ticket here.
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Wed May 27, 2009 11:17 am |
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Demiser of D
Team:
Main: Demiser of D
Level: 20 Class:
None
Joined: Tue Jun 07, 2005 6:46 pm Location: Listening to Fire On High, best song ever.
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Re: May 27th, 2009 - Dev update 15
what about the tech 9 faranji wingship? it loses t20 gear, making it about 25% as useful.
_________________
JeffL wrote: That's it. I quit!
Battlecruiser23 wrote: Fuck you, Cygnus.
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Wed May 27, 2009 11:44 am |
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Nuromishi
Team:
Main: Nuroshounin
Level: 833 Class:
Engineer
Joined: Sat Aug 21, 2004 6:48 pm Location: Hoboken, NJ
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Re: May 27th, 2009 - Dev update 15
Demiser of D wrote: what about the tech 9 faranji wingship? it loses t20 gear, making it about 25% as useful. What player uses tech 20 gear on a fwing?
_________________ Fucking loot... Awesome character art by my friend Jee.
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Wed May 27, 2009 11:47 am |
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The Voomy One
Darth Administrator
Team:
Main: The Voomy One
Level: 1337 Class:
Sniper
Joined: Thu Jun 29, 2006 12:06 am
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Re: May 27th, 2009 - Dev update 15
Fwing is a tech 9 ship. Not really meant to be used for high end content so no harm done there if you ask me.
_________________ For support, please create a support ticket here.
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Wed May 27, 2009 11:58 am |
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LoneWolf
Joined: Sat Feb 28, 2004 3:49 am
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Re: May 27th, 2009 - Dev update 15
The Voomy One wrote: Fwing is a tech 9 ship. Not really meant to be used for high end content so no harm done there if you ask me. I know of a few players that use high tech gear on them, sometimes for actual use. But in all honesty why not just leave it the same and balance warp navigation via levels? Any class in the game can solo Forgones at fairly low level with the right setup.. I do not like the idea at all that SS is becoming more and more restricted on the customization, before long it'll just be like any other game out there and people will just take their money to them. Band-aid approach as usual in my opinion.
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Wed May 27, 2009 12:17 pm |
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iqniq
Team:
Main: Nukka
Level: 2147 Class:
Berserker
Joined: Sun Feb 24, 2008 4:44 pm
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Re: May 27th, 2009 - Dev update 15
pip8786 wrote: Slave swarms - the tech level of gear on a ship will be limited to ship tech + 10.
seriously, not much of a nerf in my opinion.
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Wed May 27, 2009 12:20 pm |
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