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DarkSpace - Beta
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[FAQ
Forum Index » » Beta Testing Discussion » » New Engine and Defense Changes (1.674)
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 Author New Engine and Defense Changes (1.674)
Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-06-01 17:54   
Hello, these are some changes we're doing as general balancing. These are not final, etc. Here are the drive changes so far:

Engine Changes:

IE

Max Energy: 32
Energy Gain Per Second: .52
Thrust: 6 + (.25 * level)
Maximum Velocity: 100%

Station IE

Max Energy: 195 -> 180
EGPS: 2.6
Thrust: 42.5
Maximum Velocity: 250%



PFE

Max Energy: 32 -> 34
Energy Gain Per Second: .58 -> .62
Thrust: 5.26 + (.22 * level) -> 5.5 + (.2 * level)
Maximum Velocity: 72% -> 95%


PFE Station

Max Energy: 160 -> 190
Energy Gain Per Second: 2.9 -> 3.1
Thrust: 37.3 -> 38.5
Max Velocity: 220% -> 240%




AFE

Max Energy: 36.48 -> 30
Energy Gain Per Second: .46 -> .44
Thrust: 6.84 + (.28 * level) -> 6.75 + (.3 * level)
Max Velocity: 88% -> 105%


AFE Station

Max Energy: 182.4 -> 170

Energy Gain Per Second: 2.3
Thrust: 48.2 -> 46
Maximum Velocity: 220% -> 260%



PSI

Max Energy: 32
Energy Gain Per Second: .52
Thrust: 6 + (.25 * level)
Maximum Velocity: 100%

PSI Station

Max Energy: 195 -> 190
EGPS: 2.6
Thrust: 42.5
Maximum Velocity: 250%



AME

Max Energy: 28.07 -> 29
Energy Gain Per Second: .46 -> .44
Thrust: 6.84 + (.28 * level) -> 6.85 + (.325 * level)
Maximum Velocity: 114% -> 115%


AME Station

Max Energy: 140.35 -> 155
Energy Gain per Second: 2.3 -> 2.2
Thrust: 48.2 -> 51
Maximum Velocity: 280% -> 290%




Here is a picture showing what the current changes mean, overall. AFE/PFE are now more viable at higher speeds and IE/AME are no longer "the best" in all situations.
[ This Message was edited by: Fattierob on 2012-06-03 09:37 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-06-01 17:54   
Defense changes are pretty substational

UGTO Standard Armor

Health: 39596 * (13,200) -> 40,000 * (13,000 * level)
Repair rate per second: 142 -> 120

All Resists 100%


UGTO Ablative Armor

Health: 38,554 + (12,853 * level) -> 38,000 + (12,000 * level)
Repair Rate Per Second: 0 -> 40
Energy Resist: 120% -> 150%

Kinetic Resist: 50%
Kinetic and Energy Resist: 75% -> 85%
Kinetic and PSI Resist: 75%
Energy and Psi: 100% -> 120%


UGTO Reflective Armor

Health: 39,000 + (11,500 * level) -> 38,000 + (12000 * level)
Repair Rate Per Second: 95 -> 40
Kinetic Resist: 135% -> 150%

Energy Resist: 50%
EMP Resist: 100%
Energy and EMP Resist: 60% -> 75%
Kinetic and Energy Resist: 67.5% -> 115%
Kinetic and Psi Resist: 117.5% -> 130%
Energy and Psi Resist: 75% -> 80%
Special: This armor has half the mass penalty of other armors
.


K'luth Organic Armor

Health: 25,500 + (7,620 * level) -> 25,500 + (8,000 * level)
Repair Rate per second: 120 -> 50

All Resists at 100%

K'luth Chitin Armor

Health: 35,000 + (19,500 * level) -> 35000 + (10,000 * level)
Repair Rate per second: 40 -> 25
All resists have been changed to 100% (was previously weird percents across the board)
Special: Mass penality is increased by 50% compared to normal armors. Adds 2 signature
Chitin Armor is now replacable with Organic Armor and vice versa. AHR is no longer swappable with Chitin Armor and vice versa



ICC Composite Armor

Health: 36,250 + (10,792 * level)
Repair Rate Per Second: 119
All Resists at 100%


ICC Active Shields

Health: 37,275 + (10,290 * level) - > 37,000 + (12,250 * level)
Repair rate per second: 240 -> 280
Energy Cost Per Second: .08 -> .06
Energy Cost per Second (Recharging): .10 -> .14
Signature While On: 0.5
All Resists at 100%


ICC Reactive Shields

Health: 17,750 + (4,900 * level) -> 30,000 + (10,500 * level)
Repair Rate Per second: 360 -> 260
Energy Cost Per Second: .04
Energy Cost Per Second (Recharging) : .1 -> .08
Kinetic Resist: 80% -> 130%
Energy Resist: 80% -> 70%
EMP Resist: 120% -> 100%
Kinetic Energy Resist: 80% -> 110%
Kinetic PSI resist: 80% -> 115%
Energy PSI Resist: 80% - >110%
Signature While on: 0.5 -> 0.1



ICC Skirmish Shields (NEW)

Health: 30,000 + (8,500 * level)
Repair Rate Per Second: 420
Energy Cost per Second: .08
Energy Cost per Second (Recharging): .14 -> 12
Kinetic Resist: 70%
Energy Resist: 130%
EMP Resist: 100%
Energy EMP Resist: 130%
Kinetic Energy Resist: 90%
Kinetic Psi Resist: 85%
Energy Psi Resist: 90%
Signature While On: .25


ICC Aux Shields

Health: 30,000 + (6,000 * level) -> 40,000 + (6,000 * level)
Repair Rate Per Second: 240 -> 200
Energy Cost Per Second: .02 -> .00
Energy Cost Per Second (Recharging): .06 -> .00
Signature While On: .5 -> .4
All Resists set to 100%


[ This Message was edited by: Fattierob on 2012-06-30 08:08 ]
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2012-06-01 17:59   
nice pic fattie, just one problem. You have 5 values, but only 4 lines
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2012-06-01 18:37   
IE and PSI have the same values.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-06-01 18:43   
Quote:

On 2012-06-01 17:59, Soulless. wrote:
nice pic fattie, just one problem. You have 5 values, but only 4 lines




Quote:

On 2012-06-01 18:37, The Fridge wrote:
IE and PSI have the same values.





Yes. They are the same for all non-station ships (PSI Station has 10 extra energy for now)

[ This Message was edited by: Fattierob on 2012-06-01 22:03 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-06-01 19:10   
Quote:

On 2012-06-01 17:54, Fattierob wrote:

UGTO Ablative Armor

Repair Rate Per Second: 0 -> 40
Energy Resist: 120% -> 150%
Kinetic and Energy Resist: 75% -> 85%
Energy and Psi: 100% -> 120%


UGTO Refletive Armor

Kinetic Resist: 135% -> 150%
Energy and EMP Resist: 60% -> 75%
Kinetic and Energy Resist: 67.5% -> 115%
Kinetic and Psi Resist: 117.5% -> 130%
Energy and Psi Resist: 75% -> 80%
Special: This armor has half the mass penalty of other armors.




I'm guessing energy is supposed to be kinetic for Ablative, and kinetic is supposed to be energy for Reflective?
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-06-01 19:28   
Resists mean that at 50% you'd do half damage and 200% you'd do twice as much damage. I didn't post any resists that stayed the same.
[ This Message was edited by: Fattierob on 2012-06-01 19:29 ]
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Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-06-01 19:36   
So ICC shields are getting a big buff, basically?

Also, why would you bother using IE's now, since you only get a 5% penalty for PFE?
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-06-01 19:38   
Ah, so it's a list of how much damage each type does to the various armors and shields, instead of how much is resisted. Makes sense now, and that explains a lot, actually. No wonder ablative seemed so OP if it was only taking 20% extra damage from energy.

But then that means when I was testing Interceptor damage vs. ablative/reflective back when the ridiculous 500 range no falloff beams were added to them......oh boy. Is this stuff in beta now? I definitely have a few things I really want to check.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-06-01 19:41   
Quote:

On 2012-06-01 19:36, Persistance wrote:
So ICC shields are getting a big buff, basically?




Reactives and Aux Shields are now actually useful, so yes.

Quote:

Also, why would you bother using IE's now, since you only get a 5% penalty for PFE?




PFE's trade thrust and velocity for energy generation. That thrust difference is larger then you think it is.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-06-01 19:52   
Quote:

On 2012-06-01 19:41, Fattierob wrote:

Reactives and Aux Shields are now actually useful, so yes.




One question on that. Are aux still single arc based on where the gadget is located, or were they changed to full arc? If they're still single arc then sadly, they'll most likely still be pretty useless.
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Adapt or die.

Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-06-01 19:59   
Quote:

On 2012-06-01 19:52, Talien wrote:
Quote:

On 2012-06-01 19:41, Fattierob wrote:

Reactives and Aux Shields are now actually useful, so yes.




One question on that. Are aux still single arc based on where the gadget is located, or were they changed to full arc? If they're still single arc then sadly, they'll most likely still be pretty useless.



They are still arc based. I can't imagine balancing them as full arc devices ... they'd be either insanely useful or still utterly useless.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2012-06-01 20:05   
In the interest of full-disclosure, could you add the full stats for each device? I mean:

Station IE

Max Energy: 195 -> 180


PFE

Max Energy: 32 -> 34
Energy Gain Per Second: .58 -> .62
Thrust: 5.26 + (.22 * level) -> 5.5 + (.2 * level)
Maximum Velocity: 72% -> 95%

What is the EGPS for the Station IE and such? It'd be easier to form an idea about the differences between each device if they are plainly stated in the same place here.

Same with the armours/shields. From the numbers, UGTO Ablative Armour looks super useful, receiving buffs all around, but we don't know the HP values and such, so the information cannot be used as much other than "oh, they're changing values a bit".
[ This Message was edited by: Gesellschaft on 2012-06-01 20:06 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-06-01 21:19   
Quote:

On 2012-06-01 19:59, Fattierob wrote:
They are still arc based. I can't imagine balancing them as full arc devices ... they'd be either insanely useful or still utterly useless.



How much harder would it be to balance than Chit? It's full arc and has no resistance or weakness, if Aux were full arc wouldn't it be much the same except they take the place of a Reactor instead of AHR? Sure it'd regen on it's own unlike Chit, but also give energy issues. It's why nobody ever uses them, the power generation hit just isn't worth having one arc of coverage especially when you don't get to decide which arc it's on.
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Adapt or die.

Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-06-01 21:21   
Quote:

On 2012-06-01 20:05, Gesellschaft wrote:
In the interest of full-disclosure, could you add the full stats for each device? I mean:



Done.

Quote:

On 2012-06-01 21:19, Talien wrote:

How much harder would it be to balance than Chit? It's full arc and has no resistance or weakness, if Aux were full arc wouldn't it be much the same except they take the place of a Reactor instead of AHR? Sure it'd regen on it's own unlike Chit, but also give energy issues. It's why nobody ever uses them, the power generation hit just isn't worth having one arc of coverage especially when you don't get to decide which arc it's on.



The issue with shields is, say I give the Aux Gen a repair rate of 200 hit points per second. Now say you have three generators on your ship, and you make them all aux shields. That's 600 DPS you're negating every second, essentially. Then you add on other shields regeneration rate and you start negating ridiculous amounts of damage very very quickly. If I made aux gens repair rate too low, it'd hamper recovery time and usefulness overall.

This doesn't really happen with armor because the repair rates aren't as high.
[ This Message was edited by: Fattierob on 2012-06-01 21:23 ]
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