Doctor Dread Administrator Posts: 1478
4/29/2017
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This week we made a few fixes, balances and also made one major change to upgrades.
Previously the upgrades for ground units would multiple the size of the force like this 1,2,5,8,10,15,25,50,75,100x . We wanted to smooth that out a little bit so NOW it goes 1,,5,10,15,20,30,40,60,80,100x. We updates all the units. We hope no one had a carrier with units in the right levels that suddenly would have them ejected.
Also, the Construction turns for most of the ground units were lowered. Variteks used to take 80 turns and now they take 50 for example. The lower units didn't change but the higher units were brought down significantly, The special unit equivalents were also brought down Shipyard and base were brought down to 80 and 100 respectively. This will bring down the time it takes to level up a unit to level 10 (x100). Previously it would take a 80 construction turn Varitek 8000 turns (8 weeks) to upgrade to 10 normally. Now it will take 5 weeks, HOWEVER there is even more good news....
... The time it takes to upgrade ground units has been cut in half. It used to take the same amount of time to upgrade a unit as it would to make a bunch of smaller ones. It would take the same amount of time to upgrade to a level 3 (x5) unit as it would to make 5 level 1 units. The construction time of the original unit stays the same, but when upgrading it now takes half of that. Going from level 9 (x80) to level 10 (x100) on Infantry which has a Construction Time of 20 turns will take 200 turns not 400 now. So NOW that Varitek unit can be built and upgraded to level 10 in about 2500 weeks, an Infantry can be upgraded normally to level 10 in a week, which is much more in line with the other construction times. Also remember, a leveled up Military base say at level 10 can product a level 10 Infantry at its normal level 1 Construction time of 20 turns, Having a high level Base/Shipyard is the way to get big units on the field quickly.
There were also so balancing done on unit damage. Small changes but the bigger ones were Destroyers hit fighters like they should and have 600 hps now and Dreadnoughts damage was upped to make them more worthwhile for the money then a bunch of cruisers. A lot of the balancing is done on the premise of "The most effective units to destroy capital ships for the money should be Dreadnoughts" During the live game units will probably still be tweaked but hopefully in very small increments not like what we're doing here.
Another fun tidbit is that the More Info Tab for a Group or Fleet now shows that groups actual damage vs all unit types combined. Its easier to see what your Group is actually effective against.
Kaiju events don't show product weakness till it spawns now.
Water Population effect is now 10x the normal, All Crops and Meats have a population effect of 5x normal. That means if water is in high demand it will negatively effect population 10x harder than a typical product. The Population Effect stats are taken on average so Water has 10x the "weight" as a typical product when it comes to the calculation.
We are trying to fix a few things on the server by tomorrow and if it goes well we will announce launch date for the game to go live tomorrow as well which will probably be sometime next week
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Hollister Posts: 8
5/25/2017
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Frigates used to be able to carry a level 2 unit. Would you consider upping their hanger size to 5 so they can still carry one?
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Doctor Dread Administrator Posts: 1478
5/25/2017
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Hollister wrote:
Frigates used to be able to carry a level 2 unit. Would you consider upping their hanger size to 5 so they can still carry one?
That means giving the frigate 5 hangar space. Yeeesh, that 10% of the full carrier. We gave the frigate minimal hangar capacity to ferry small transports and stuff between planets. Now you can put 5 million worth of fighters on it at 5 hangar.
I'm kinda leaning towards the idea though. Frigate can be the "light carrier" as a stepping stone to the 8 mill full carrier. at 1.5 mil each 5 frigates equal the cost of a single carrier but hold half as much hangar , but have a lot more cargo and has almost double the hit points....
If I do this I think I need to drop the price of the carrier from 8 million to like 5 million since all carrier does it carry units, its combat numbers are about what the frigate is.
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Hollister Posts: 8
5/25/2017
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What about giving them a hidden extra .5 hanger space, so you could get them up to 5 capacity by investing half of their upgrade points. They would be a poor man carrier, but you would have to outfit them specifically for that role. It might upset the balance between ships and ground forces if it got cheaper to move them around faster with carriers.
Or making the value 3.35 so you could just fit a level 3 unit if you dedicated all of a frigates upgrades to hanger space. edited by Hollister on 5/25/2017
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Doctor Dread Administrator Posts: 1478
5/25/2017
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After looking at it I think I should up the hangar to 5 for no other reason then the 20% upgrades to hangar will actually give you some hangar every upgrade. At 2 hangar an upgrade wouldn't give you anything until you got 3 of them. Upgrades used to be 50% increase.
I also will probably keep the carrier the same cost but give it more hit points/attack to make it more of a warship and balance it out better vs buying 5 frigates
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Vulpex Posts: 390
5/25/2017
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Yes I agree give the carrier a bit more staying power - it doesn't need attack so much as hit points because it really is very flimsy.
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Hutton Posts: 276
5/25/2017
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Don't forget the Privateers.
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Vulpex Posts: 390
5/25/2017
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Forget the privateers - they are strong enough as is :p
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^Obsidian Church^ Posts: 8
5/27/2017
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I could live with the changes if carriers got a HP buff, they really are quite flimsy.
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