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Author Topic: The Beauty of Numbers  (Read 14227 times)
Optec
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« on: October 31, 2009, 06:17:50 PM »

We are just finalizing the last parts of the Interface redo to finish the next, large patch. If you read the forums closely, you might have noticed, that we are up to changing a large portion of the balancing system. We are also adding many new gameplay aspects. Some features however have been delayed to a following patch, in order to speed development up and give you a new update as soon as possible. We don't want to get another wait period like the one you had before the 3.0 release.

But lets get to the balancing now. If you play online from time to time, you might have noticed that the weapon range is a major factor in most strategies. That’s because long range vessels with large attack arcs may assault opponents while disengaging from battle, that’s called "kiting".
In order to reduce the "kiting-factor" in Fleet Operations, we redid all vessels. Each race features some very fast and agile vessels, that may act as interceptors to engage the long-range assault ships.

And that's it? Nope! Of course not! You might already have spotted the new subsystem display in one of the last screenshots. That's not only a feature to improve the interface, its also an element of another balancing addition. Many vessels got new, passive systems to add new vessel profiles. Most of them are related to weapon ranges. That adds an additional spectrum of balancing and vessel roles to the game, giving you complete new dimensions for strategies. The Monsoon for example is more effective if used against long range vessels now, while a Vorcha features ablative armor to reduce the damage from short range vessels. You will find many technologies seen in the shows as subsystems.



Another important point of the rebalancing was to strengthen up the Klingons, as they had some serious flaws when used in multiplayer and to make them more fun to play. We played a lot of Klingon games and redid their balancing completely. Most vessels have been adjusted by changing or adding passive abilities. In addition, we redid the Supply system for the Klingons. Their main source of gaining new supplies is now... Through fighting! What else would you expect from a true Klingon! Klingons may still purchase supplies, but at more expensive rates. Watch your vessels and lead them to victory in battles in order to gain new Supplies. Qapla!
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dna42

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« Reply #1 on: October 31, 2009, 06:24:33 PM »

first one to post!^^

great news to hear that the next patch wont be so far away, and espacially that the klingongs are getting changed.

Keep up the good work!
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« Reply #2 on: November 01, 2009, 04:51:50 AM »

This sounds really exciting, Optec.  It's going to be a whole new game!   I'm interested to see how these new subsystems work.
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Boggz
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« Reply #3 on: November 01, 2009, 04:55:43 AM »

Yaaaaay re-done Klingons yaaaaaay!

 
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voyager2001dl
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« Reply #4 on: November 01, 2009, 05:06:29 AM »

Very nice indeed.  Are these new passives researched or are they mandatory?  The reduced defence on the NegVar hints that the ship wasnt always this way, so I was just wondering is it an option not to have those if fighting an enemy who really likes his interceptors?

Great Job again.
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Dircome
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« Reply #5 on: November 01, 2009, 06:21:33 AM »

Another important point of the rebalancing was to strengthen up the Klingons, as they had some serious flaws when used in multiplayer and to make them more fun to play. We played a lot of Klingon games and redid their balancing completely. Most vessels have been adjusted by changing or adding passive abilities. In addition, we redid the Supply system for the Klingons. Their main source of gaining new supplies is now... Through fighting! What else would you expect from a true Klingon! Klingons may still purchase supplies, but at more expensive rates. Watch your vessels and lead them to victory in battles in order to gain new Supplies. Qapla!
Yay that was one of my ideas a long time ago.

Secondly will the ablative armor be a subsystem that will be destroyed before a vessels weapons start affecting its hull?

Finally whats up with the forums today this is the first time that ive be able to get on
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« Reply #6 on: November 01, 2009, 11:07:11 AM »

  Oh, I'm so excited to see that in action!!!
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Blade
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« Reply #7 on: November 01, 2009, 12:44:00 PM »

so this new subsystem thing does that mean the passive abilities can be destroyed and disabled like normal systems such as weapons and sensors or is it just an icon about the system
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warp

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« Reply #8 on: November 01, 2009, 01:32:39 PM »

I thought you were dead
that's explained why it took so long  xD

sorry that was a joke xD ( I could not restrain xD )

it look's very cool I'm so excited.
Hmm I have a question :
Like the screen shot you can see which system is damaged or not,
but you can also choose which system you can disable?
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« Reply #9 on: November 01, 2009, 02:21:25 PM »

awesome! 
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Dominus_Noctis

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« Reply #10 on: November 01, 2009, 03:29:38 PM »

Very nice Smiley

Very nice indeed.  Are these new passives researched or are they mandatory?  The reduced defence on the NegVar hints that the ship wasnt always this way, so I was just wondering is it an option not to have those if fighting an enemy who really likes his interceptors?

Great Job again.
I'm betting because they are passives, they come with the ship and are not destroyable (think the Disruptor Rhienn's current set of passives - Kaleh maneuver).

EDIT: if the subsystem that is responsible for the passive is destroyed, than the passive probably isn't useable--again, just my thinking ^^
« Last Edit: November 01, 2009, 03:45:18 PM by Dominus_Noctis » Logged

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« Reply #11 on: November 01, 2009, 05:25:48 PM »

Nice Cheesy I expetialy like the new ship status display!

Also good to hear that the new version is being 'finalized' (allthough I wonder how long that will take  )
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when will the next version be out?

'soon'

when is soon?

between 'now' and 'later'
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« Reply #12 on: November 01, 2009, 05:41:37 PM »

Looking good.

I'm curious about why the Pulse Phasers are fired from the Torpedo Launchers, though...
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Captain Proton
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« Reply #13 on: November 01, 2009, 07:03:11 PM »

Looking good.

I'm curious about why the Pulse Phasers are fired from the Torpedo Launchers, though...

Aha yes admittedly i completely ignored the interface and looked straight at the Defiants's thinking the same thing Tongue
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« Reply #14 on: November 01, 2009, 09:27:39 PM »

Aw yeah! I love this mod. Anxious to see what these "interceptors" are...methinks the Nova-class has found a place after all?
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