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Upcoming changes
Joey
Registered Posts: 49
Here are some upcoming changes made by Zardian, I am in no way involved with the making of these as I only did a very few suggestions on what to fix/balance.
[BALANCE] Core Healthpoints divided by a factor of 3. (Undone the buff.)
[BALANCE] Mining storage (Metal & Carbon) capacities reduced to 15k, 30k, 50k and 100k per appropriate sizes.
[BALANCE] Mining storage (Ore) capacities reduced to 50k, 100k, 250k and 500k.
Applied Updates:
[FIX] Applied core detonation effect for fusion overheat. (temp fix, i dare not fiddle with the actual broken effect)
[BALANCE] Laser Blaster energy cost reduced to 1200 and damage increased by 50.
[BALANCE] Fusion steam generation reduced from .92 to .60
[BALANCE] (frigate) Torpedo max speed reduced to 3500
[BALANCE] Spartan Torpedo energy cost reduced to 600k and metal cost of 10k (per missile) added.
[BALANCE] Spartan Torpedo Ship damage raised to 60k, explosion to 20k and shield to 10k
[BALANCE] Spartan Torpedo Missile build time changed to 60 seconds and delay between shots to 30.
Zardian or me will update this thread when there will be new changes planned.
Feel free to post suggestions or your opinion.
Note that these are planned changes and are posted here to get ur opinions regarding them, they are currently applied on the dev srv as a test build of sorts. feel free to post any suggestions, whine or other random share (regarding this) here.
[BALANCE] Core Healthpoints divided by a factor of 3. (Undone the buff.)
[BALANCE] Mining storage (Metal & Carbon) capacities reduced to 15k, 30k, 50k and 100k per appropriate sizes.
[BALANCE] Mining storage (Ore) capacities reduced to 50k, 100k, 250k and 500k.
Applied Updates:
[FIX] Applied core detonation effect for fusion overheat. (temp fix, i dare not fiddle with the actual broken effect)
[BALANCE] Laser Blaster energy cost reduced to 1200 and damage increased by 50.
[BALANCE] Fusion steam generation reduced from .92 to .60
[BALANCE] (frigate) Torpedo max speed reduced to 3500
[BALANCE] Spartan Torpedo energy cost reduced to 600k and metal cost of 10k (per missile) added.
[BALANCE] Spartan Torpedo Ship damage raised to 60k, explosion to 20k and shield to 10k
[BALANCE] Spartan Torpedo Missile build time changed to 60 seconds and delay between shots to 30.
Zardian or me will update this thread when there will be new changes planned.
Feel free to post suggestions or your opinion.
Note that these are planned changes and are posted here to get ur opinions regarding them, they are currently applied on the dev srv as a test build of sorts. feel free to post any suggestions, whine or other random share (regarding this) here.
Comments
Now I also recommend that you do the core debuff, but only by half as you'll likely make a large lot mad, and it's really only going to make everything die faster and might turn people away from smaller ships more. With the fusion steam generation, it's better to leave it as is, all you'd be doing is making people(Not including myself here I'd use other methods) use more fusions etc to get the steam. There's quite a lot you can do balancing wise, and if you do it right and make everyone happy you get 9001 cookies.
Here's a few other things you may want to work on.
That's all I have on my mind currently, good day to you gentlemen.
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Note: this and updates above have been aplied into the real srv, kiss goodbye to ur ubercores.
lol i like editing joeys posts, zardnote here again, the deployment into real srv was delayed by some odd issues with all the custom stuff refusing to load or such.
Lλmbdλ: donations for coding the space future of diaspora :>
Get your extra long EVE trial here!
So basically: Med size 30 prop ship: Health Mult is, an example, 5. Large Size 80 prop ship: Health mult is 2-1.5 . So smaller ships still have a nice amount of health, but when it get's bigger, it decreases almost exponentially, so while you DO have more health, Smaller ships still have a large chance of not dying.
8:19 PM - Joey Leon: Class cores, a fighter core only allows fighter weapons
8:19 PM - Joey Leon: And then you can make an anti titan weapon for fighters
8:19 PM - Joey Leon: Not too strong tough
8:19 PM - AI | Todd.Puffer: Excellent
8:19 PM - AI | Todd.Puffer: What stops a dude putting a titan core on a fighte
8:19 PM - Joey Leon: Well
8:19 PM - AI | Todd.Puffer: Or would they scale according to amount of props/propsize etc etc
8:19 PM - Joey Leon: Like at 50k hp, you wouldn't be able to use a fighter core anymore
8:20 PM - Joey Leon: So it just pops off like a gyro does with too big fuel storage
8:20 PM - AI | Todd.Puffer: That is fucking beastly
8:20 PM - AI | Todd.Puffer: No not like that
8:20 PM - AI | Todd.Puffer: If your ship gets too big
8:20 PM - AI | Todd.Puffer: It automatically turns from a fighter core to a frigate core
8:20 PM - AI | Todd.Puffer: And all the fighter weps just refuse to firr
8:20 PM - AI | Todd.Puffer: fire
8:20 PM - Joey Leon: Oh yeah
8:20 PM - AI | Todd.Puffer: or explode
8:20 PM - AI | Todd.Puffer: or spark and die
8:20 PM - AI | Todd.Puffer: Or just catch fire
8:20 PM - AI | Todd.Puffer: Or something funny
8:21 PM - AI | Todd.Puffer: Trouble iwth that is if you are flying a titan
8:21 PM - AI | Todd.Puffer: 10 small shuttles besiege you
8:21 PM - AI | Todd.Puffer: Would require tons of work
8:21 PM - AI | Todd.Puffer: New effects
8:21 PM - AI | Todd.Puffer: new weapons
8:21 PM - Joey Leon: I know.
8:21 PM - AI | Todd.Puffer: Thousands of lines of LUA
8:22 PM - Joey Leon: But it seems the second solution to titan killing
8:22 PM - AI | Todd.Puffer: This solution is much more elegant
8:22 PM - AI | Todd.Puffer: But then it would stop weps like the asgard beam being used on titans
8:22 PM - AI | Todd.Puffer: As they are useful for any type of ship
8:22 PM - Joey Leon: Yep
8:22 PM - Joey Leon: We'd just have an asgard beam for capitals.
8:23 PM - Joey Leon: Asgard bean mk9000
8:23 PM - AI | Todd.Puffer: Different classes of beam for each ship
8:23 PM - AI | Todd.Puffer: For a frigate=Asgard Laser
8:23 PM - AI | Todd.Puffer: Cruiser=Asgard Beam
8:23 PM - AI | Todd.Puffer: Titan=Asgard Ray
8:23 PM - Joey Leon: I got an idea for the fighter anti-capital weapons tough
8:23 PM - AI | Todd.Puffer: Auto turrets?
8:24 PM - Joey Leon: No, some sort of missile which is very slow and causes the fighter itself to malfunction
8:24 PM - Joey Leon: For a few seconds
8:24 PM - Joey Leon: The missile does huge damage to ships with a capital core
8:24 PM - Joey Leon: To other barely any
8:25 PM - Joey Leon: Now I just need Zardian to accept this
8:26 PM - Joey Leon: I higly doubt this will happpen
8:26 PM - Joey Leon: Zardian doesn't has the knowledge to do this
Joey Leon is now Offline.
Just read that,outlines a system like the one suggested above.
I'll take this or fuhrs idea, I like both and if zard won't do it eat his head >:O. Either way, fuhrs idea takes less code to do but the idea joey had would likely work better. I'm still going to say that weapons need to take a core slot, and that the gyro should slow down based on the ship size.
Lλmbdλ: donations for coding the space future of diaspora :>
Get your extra long EVE trial here!
the eternal pain in our beloved superadmins asses. Does stuff.
Edit: And every drone without a core.
SOLUTION:
Make guns WITHOUT and ONLY WITHOUT(Not with wrong size) core just consume 3x the amount of resources.
Lλmbdλ: donations for coding the space future of diaspora :>
Get your extra long EVE trial here!
That's disabled to prevent props elsewhere influencing core.
EG:Fighter with a huge spacestation elsewhere NC'd to it,causing tons of health(Or just EvilCorp's)
The only people who don't like their ships and weapons nerfed like this are the ones who spam the everloving hell out of them, and props, and I honestly couldn't care less if those types of people are upset with it.
Fuhr I suggested that idea to Zardian too, but the problem is dealing damage enough to get trough the crazy repairs.
If we would nerf repair, people would just go for more HP ships. My idea involved some crazy weapon which deals lots of damage to Capital cores and the Fighter itself would either get: "EMP'd", lots of resources are drained to recover or you can only fly on Energy for some time, but we need multiple Devs working on that as it seems pretty hard to implement.
[list]1. - Health will exponentially get worse Multipliers. Small Fighters will get a Health mult of, say, 5. Not set in stone, but an example. As you get bigger, and add more volume to your ship, this number slowly lowers. So small ships like fighters will get a rather nice health bonus, while bigger ships will still get and have more health, but not nearly as much. So You won't end up with giant fucking capitals/titans with 12 mil health or other bullshit. Make having huge ships not the end all/win everything mode.
2. - I want to tie cores to weapons. Not in the same way you might be thinking, though. Weapons, depending on the class, will only be able to be used by that type of ship. This also includes making ship types depending on health, and possible some other factors. So a Capital ship can only use a certain amount of Capital weapons, and can't have a bunch of tiny Frigate/Fighter weapons all over it. Same goes for Fighters, with no Capital weapons. This will reduce the amount of weapon spam by a crapton, as well as not overpowering huge ships with every type of weapon imaginable.
3. - I want to have different weapons effects different types of ships differently. So a Capital Weapon will not affect a Fighter the same way it would a capital. This could be differences in damage, what part of the HP gets effected, or in the cases of some weapons (Such as the Tracer Beam cannons,) certain types of ships might even get things like a Dodge Chance. It's easy to just auto-aim tracer weapons and ships, and completely destroy them. So for similar types of weapons, I propose a Dodge Chance to them. Fighters will obviously have a lot more than say, a Capital.[/list]
I honestly think that these kinds of changes will allow for many different types of ships to fight rather equally. There are a crapton of little nuances that need to be covered, but these are just the very basics, the largest problems we have. The amounts/number will be decided, but these are the changes I think we should make.
meanwhile the following changes have been applied into the real server:
[FIX] Applied core detonation effect for fusion overheat. (temp fix, i dare not fiddle with the actual broken effect)
[BALANCE] Laser Blaster energy cost reduced to 1200 and damage increased by 50.
[BALANCE] Fusion steam generation reduced from .92 to .60
[BALANCE] (frigate) Torpedo max speed reduced to 3500
[BALANCE] Spartan Torpedo energy cost reduced to 600k and metal cost of 10k (per missile) added.
[BALANCE] Spartan Torpedo Ship damage raised to 60k, explosion to 20k and shield to 10k
[BALANCE] Spartan Torpedo Missile build time changed to 60 seconds and delay between shots to 30.
the eternal pain in our beloved superadmins asses. Does stuff.
the eternal pain in our beloved superadmins asses. Does stuff.
How about we have a turret core, that can support any weapon, but not change position?
"I want you to show this world what it means to fear the sky."
You're also overly complicating the system.
Also, if we actually need a specialty core, we can just make a drone core that goes dormant with the flip of a switch so as not to overwrite the ship's main core.
"I want you to show this world what it means to fear the sky."