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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


4/29/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
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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