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New Engine and Defense Changes (1.674) |
Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-06-04 11:24  
Hey, wait a minute.....wasn't the cake a lie?
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µOmniVore Grand Admiral
Joined: September 13, 2006 Posts: 171
| Posted: 2012-06-04 14:07  
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On 2012-06-03 21:08, Fattierob wrote:
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On 2012-06-03 17:56, Talien wrote:
All I have to say to that is it's about time.
One question though, what about all the ships that already have multiple Makkar stacked on them?
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I'm writing some code that will check to see if a ship has duplicates of the same unique and just removes them and deposits it in the garage storage. This is why that particular change is taking so long
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if you do that will it cost us credits when that script takes effect, the buying to remove prices i mean or will it be free
_________________ When we fail to dream we fail as a society.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-06-04 15:17  
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On 2012-06-04 14:07, µOmniVore wrote:
if you do that will it cost us credits when that script takes effect, the buying to remove prices i mean or will it be free
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I would make it so it removes the enhancement from the ship and places it in the garage. It would be a "free" removal, in essence.
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Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2012-06-04 15:43  
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On 2012-06-04 15:17, Fattierob wrote:
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On 2012-06-04 14:07, µOmniVore wrote:
if you do that will it cost us credits when that script takes effect, the buying to remove prices i mean or will it be free
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I would make it so it removes the enhancement from the ship and places it in the garage. It would be a "free" removal, in essence.
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What if your garage and cargo are full?
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-06-28 17:09  
Some new changes are going in. They are as follows:
UGTO Standard Armor:
Health: 39596 * (13,200) -> 40,000 * (13,000 * level)
Repair rate: 142 -> 120
UGTO Ablative Armor:
Health: 38,554 + (12,853 * level) -> 38,000 + (12,000 * level)
UGTO Reflective Armor:
Health: 39,000 + (11,500 * level) -> 38,000 + (12000 * level)
ICC Composite Armor:
Health: 36,250 + (10,792 * level) -> 36,250 + (11,000 * level)
ICC Aux Shields:
Health: 30,000 + (6,000 * level) -> 40,000 + (6,000 * level)
Note: I do not know what I want to do with ICC Aux shields yet.
ICC Skirmish Shields:
Energy Drain while recharging: .14 -> .12 per second
K'luth Chitin Armor:
Health: 35,000 + (19,500 * level) -> 35000 + (10,000 * level)
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
I will update the main post when these changes are pushed into beta
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µOmniVore Grand Admiral
Joined: September 13, 2006 Posts: 171
| Posted: 2012-06-28 17:31  
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ICC Aux Shields:
Health: 30,000 + (6,000 * level) -> 40,000 + (6,000 * level)
Note: I do not know what I want to do with ICC Aux shields yet.
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i suggest making aux shield like an enhancement when you get only device and it add 1/4 of its health to all shield arcs or make it so it increases resistances and regen by amount
_________________ When we fail to dream we fail as a society.
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2012-06-28 17:47  
UGTO - Can now replace their Proton Torpedoes with Ion Torpedoes, which don't do quite as much damage but have a slightly better range and more importantly, a rudimentry tracking capability!
So, I didnt see that the other factions get tracking torps. Is this another UGTO only buff?
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[ML]RogueAvengerTTV Marshal
Joined: September 11, 2010 Posts: 300 From: England
| Posted: 2012-06-28 18:37  
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On 2012-06-28 17:47, Azreal wrote:
UGTO - Can now replace their Proton Torpedoes with Ion Torpedoes, which don't do quite as much damage but have a slightly better range and more importantly, a rudimentry tracking capability!
So, I didnt see that the other factions get tracking torps. Is this another UGTO only buff?
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aye i would think the sabbots of any would get a tracking capabilty i understand luth as there close range anayway they shouldnt need tracking to hit something 100gu infont of them
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-06-28 19:24  
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On 2012-06-28 17:09, Fattierob wrote:
Some new changes are going in. They are as follows:
ICC Aux Shields:
Health: 30,000 + (6,000 * level) -> 40,000 + (6,000 * level)
Note: I do not know what I want to do with ICC Aux shields yet.
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If aux shields were full arc and they'd be pretty well perfect.
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On 2012-06-28 17:47, Azreal wrote:
UGTO - Can now replace their Proton Torpedoes with Ion Torpedoes, which don't do quite as much damage but have a slightly better range and more importantly, a rudimentry tracking capability!
So, I didnt see that the other factions get tracking torps. Is this another UGTO only buff?
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Of course, they need something so their EADs and Command Dreads can combat smaller ships from a distance since point jumping is so unreliable.
_________________ Adapt or die.
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Ravendark Marshal Sanity Assassins
Joined: July 01, 2010 Posts: 443
| Posted: 2012-06-28 23:26  
kluth armor has the lowest repair rate as far as i can see...(i see bit bad cuz i work night shifts)
i suppose it due to the ahr...? still it would be good to know what are repair rates with ahr then?
just wondering...
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-06-28 23:46  
Well, AHR appears to provide a repair rate somewhere between UGTO armor and ICC shields.
The fact they also repair hull is pretty significant, since its percentage based, a scout repairs just as quickly as a dread.
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Brutality Marshal
Joined: May 25, 2009 Posts: 659 From: Alaska, USA
| Posted: 2012-06-29 00:20  
This is proabably a redundant question, but do the new Sabot rockets for ICC have splash damage? just curious
[ This Message was edited by: Brutality *XO2* on 2012-06-29 04:52 ]
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-06-29 11:56  
Try and keep other questions not related to the engine/defense changes out of the thread, please.
These changes have been pushed into beta already, and they need testing badly
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2012-06-29 12:21  
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| On 2012-06-28 17:09, Fattierob wrote:
K'luth Chitin Armor:
Health: 35,000 + (19,500 * level) -> 35000 + (10,000 * level)
Special: Mass penality is increased by 50% compared to normal armors. Adds 2 signature |
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Please check if my comprehension is correct.
The mass from a Chitin gadget on Siphon will add: ( 35000 + 10000 * 7 ) / 125000 = 0.84
Since Chitin doubles mass penality, it will add 0.84 x 2 = 1.68 to the mass. Right?
Each Chitin gadget adds 2signature to the ship, doesn't it?
I'll join beta later.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-06-29 14:14  
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On 2012-06-29 12:21, chlorophyll wrote:
Please check if my comprehension is correct.
The mass from a Chitin gadget on Siphon will add: ( 35000 + 10000 * 7 ) / 125000 = 0.84
Since Chitin doubles mass penality, it will add 0.84 x 2 = 1.68 to the mass. Right?
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Close. Theirs a hidden modifier used for ship hulls and your actual calculations are
(1.4 * (35,000 + (10,000*7))) / 62,500 = 2.325 additional mass compared to normally 1.17~ ish
Currently theirs some issues with getting organic armor to upgrade to chit armor and shields upgrading to skirmish shields. When they're fixed I'll make a post
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