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urjuhh
Team:
Main: Limpa
Level: 3143 Class:
Shield Monkey
Joined: Mon Jan 16, 2006 11:09 am
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Re: Test Server Updated & Upcoming Features
Happy_Tree_Friend wrote: HAL wrote: Abandoned bases (HAL) - Bases that have been on a ration strike for several days will revolt, and they will swear allegiance to the next player to dock with a ration supply. ^^ That should fix F2P bases
noup.... empty kit has no workers... no workers mean no ration strike :p
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Thu Jan 03, 2008 11:01 am |
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Qu4NtuM
Team:
Main: Qu4NtuM
Level: 2706 Class:
Fleet Commander
Joined: Tue Dec 20, 2005 5:16 pm Location: At work...
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Re: Test Server Updated & Upcoming Features
HAL wrote: Aug Tweaking (SAL) - The formula for negative aug tweaking has been changed, and will be symmetrical for positive and negative values.
Does this work for slave tweak too, or are slave masters getting the shaft again??
_________________
Julian wrote: In ss we fill breast implants with sand because we are to cheap to purchase silicone. Battlecruiser23 wrote: I have reasons for why I do things.
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Thu Jan 03, 2008 11:30 am |
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SAL 9000
Dev Team
Joined: Sun Dec 02, 2007 10:37 pm
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Re: Test Server Updated & Upcoming Features
Qu4NtuM wrote: Does this work for slave tweak too, or are slave masters getting the shaft again??
The formula is the same for all aug tweaking - player ships, slaves, bases and drones.
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Thu Jan 03, 2008 12:13 pm |
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Holycannoli
Team:
Main: Don Juan
Level: 717 Class:
Berserker
Joined: Mon Sep 27, 2004 2:54 pm Location: Capping SBGs somewhere in the universe
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Why is it taking so long for missiles, when it seems that missiles are gunner's main skill? (gunner's largest bonus is to missile stats). I don't wanna have to wait another month to choose between FC and gunner I'm waiting on missiles to make my decision.
EDIT: I'm aware I can reset my skills but I plan on adding a prowess aug to my ship and I don't want to screw everything up by resetting my skills and suddenly not be able to use my ship because I no longer meet the requirements of the aug.
Any info about missiles, even hints, will be appreciated It's the one thing keeping me from making my decision.
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Thu Jan 03, 2008 2:02 pm |
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The Journeyman
Team:
Main: Journeyman
Level: 2188 Class:
Fleet Commander
Joined: Wed Aug 16, 2006 10:25 pm Location: Norwich, UK
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How is the aug tweak goind to work? with things like -radar mods i assume it will lessen the amount deducted, but what about skills like elec tempering or -vis mods?
_________________ StinkinWeasles Inc. 'We Steal In Ways You Have Never Even Heard Of'
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Sun Jan 06, 2008 11:27 am |
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SAL 9000
Dev Team
Joined: Sun Dec 02, 2007 10:37 pm
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The Journeyman wrote: How is the aug tweak goind to work? with things like -radar mods i assume it will lessen the amount deducted, but what about skills like elec tempering or -vis mods?
It's the same formula for all negative-value aug effects.
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Sun Jan 06, 2008 12:12 pm |
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LichG
Joined: Mon Jun 11, 2007 4:39 pm
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I think he means that stuff like -radar was supposed to be a penalty. But if thats changed so the bonus is smaller (helping reduce these handicaps) what will happen to stuff like -elec tempering that was supposed to benefit us? Thats going to be reduced too like -vis which would be a bummer.
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Sun Jan 06, 2008 12:14 pm |
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Original Soulless
Joined: Sun Nov 26, 2006 1:38 am
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Lich, is quite easy to change the meaning of the variable elec tempering, and vis.
Just change the -vis into +stealth, unless they have a different meaning.
And elec tempering can be changed so that POSITIVE means less elec used.
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Sun Jan 06, 2008 3:31 pm |
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LichG
Joined: Mon Jun 11, 2007 4:39 pm
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Oh I know that, but Journey seemed to be asking that and I believe SAL misunderstood him. Of course I could be a confused third party.
_________________
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Sun Jan 06, 2008 3:35 pm |
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SAL 9000
Dev Team
Joined: Sun Dec 02, 2007 10:37 pm
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Journey said "how is it going to work", which I took to mean the current change to aug tweaking, which will reduce the effect of all negative mods compared to the current formula (slighly or significantly, depending on the strength of the mod and the amount of tweaking), but aug tweaking will still increase the negative mod. Since there are currently no plans to change aug tweaking to lessen penalties, a more speculative "how would that work" would be more appropriate for a question about that.
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Sun Jan 06, 2008 3:53 pm |
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Qu4NtuM
Team:
Main: Qu4NtuM
Level: 2706 Class:
Fleet Commander
Joined: Tue Dec 20, 2005 5:16 pm Location: At work...
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Can you do anything about the slaves drifting off thing?? At some point they just fly off in a random direction
Found that a way to get them to come back is either jump out of the gal
Or reassign orders a few times, like set aggro, the remove, then again...
And then unequip and reequip your radar to make it come back.
They also seem to return when they fly out of your radar range, which for a low-vis gal is about 20k for me... ghey
_________________
Julian wrote: In ss we fill breast implants with sand because we are to cheap to purchase silicone. Battlecruiser23 wrote: I have reasons for why I do things.
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Mon Jan 07, 2008 9:54 am |
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PhycoKinetic
Officer
Team:
Main: PhysicalAbuse V
Level: 2007 Class:
Speed Demon
Joined: Tue Mar 28, 2006 6:46 am
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From what i understand....Aug Tweak on a negative level witll be effected like so..
Aug gives -50 Speed
AT atm, adds to this, so it goes -56, -57, -58, -59, -60 and so on, to say -75% (for AT 25)
The fix, will make it so -50, -49, -48, -47, -46, -45 and so on, to -25% (for AT 25)
(this is a simple way of putting it, and are not exact stats)
if this is wrong, please correct me and explain.
_________________ "We make war so that we may live in peace" Aristotle. A Greek philosopher.
Last edited by PhycoKinetic on Mon Jan 07, 2008 12:04 pm, edited 1 time in total.
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Mon Jan 07, 2008 11:45 am |
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SAL 9000
Dev Team
Joined: Sun Dec 02, 2007 10:37 pm
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SAL 9000 wrote: aug tweaking will still increase the negative mod.
With the new formula, aug tweaking works symmetrically for positive and negative mods. Thus, if aug tweaking increases a positive mod from doubling your shield bank to tripling it, then it will also increase a negative mod from halving your shield bank to dividing it by three.
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Mon Jan 07, 2008 12:03 pm |
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HAL
Dev Team
Team:
Main: HAL 9000
Level: 1002 Class:
Berserker
Joined: Mon Dec 13, 2004 11:00 pm
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SAL 9000 wrote: SAL 9000 wrote: aug tweaking will still increase the negative mod. With the new formula, aug tweaking works symmetrically for positive and negative mods. Thus, if aug tweaking increases a positive mod from doubling your shield bank to tripling it, then it will also increase a negative mod from halving your shield bank to dividing it by three.
Just as a reference point, for the numbers SAL gave there, the old negative AT formula would divide your shield bank by four.
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Mon Jan 07, 2008 12:05 pm |
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PhycoKinetic
Officer
Team:
Main: PhysicalAbuse V
Level: 2007 Class:
Speed Demon
Joined: Tue Mar 28, 2006 6:46 am
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Is my summarizations correct?
_________________ "We make war so that we may live in peace" Aristotle. A Greek philosopher.
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Mon Jan 07, 2008 12:36 pm |
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