Doctor Dread Administrator Posts: 1478
10/22/2017
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All ships, just ships, had their Hit points, firepower, Cost and upkeep doubled. This was done to scale them up against ground units. It doesn't really make them twice as powerful because they cost twice as much also, it just makes "ships" something you don't need 42 of to compete with a few level 10 ground units... now you need 21... The logistics didnt change so you are getting a deal on that. And also the freighters didn't double (although there firepower did).
There were also a few other tweaks to ships before they doubled.
- Scouts have 200 cargo now.
- Fighters/Variteks don't do as well vs Scouts/Corvettes, combat value lowered,
- AI Battlemechs have more Hit points. All "AI" units have had there cost reduced significantly (Terminators, CyberAssasins, all AI ships). This might be their unique feature going forward, dirt cheap to maintain,
- Ace fighters and mod Variteks had their Hit points toned down. If we do 4x the firepower and then double the hit points its like the unit is 8x as powerful which doesn't go well with something like Ion guns which are 5x firepower with no hit point increase, they have 120 hps now. So they get 120 not 200 now which puts them in the "5x as powerful" category, Heavy Bombers are 5x and 150, Mod Variteks get 150 and 4x multipleir.
- Carrier and warp carrier had lowered Hit points, before they doubled. Carriers used to be 1000 a while ago, then they became 2000 which made them not really need escorts, now they went down to 1200 before they were doubled today to make them 2400. Warp Carrier got a similar Hit point nerf. To be fair, we increased Hangar capacities a while ago also so this evens it back out.
- MAK Mothership is now at 500 Hangar Capacity and will get more Drones by level in their event soon.
- Monolith hit points were never to the scale they needed to be if Hit Points was their thing, For the money you could of gotten as many Hit Points from battleships. So Monolith Hit points were doubled to 50k.... before the doubling happened today which now makes Monoliths at 100k hit points. They also got a hangar increase to 200
- A new Unit type was added "MAK Doomstar" which will be part of a new system wide event "MAK Invasion" which isn't created yet. Which I'm thinking will be something like a Kaiju Attack, but for the entire system with a special way of defeating the thing outside of combat (you must build a DOOM CANNON!). They are quite large. They Attack as Dreadnought x25 and have 4mil Hit Points and 5000 Hangar. They are essentially a Dreadnought/Monolith x25 ... at level 1 . Probably roll with a group of monoliths.
Also in this update I have made it possible to upgrade your units while they are in a carrier. This was complicated and took all week. So if there are problems with your carriers or units ejecting for no reason please let me know. You can upgrade your units PAST the carriers capacity but if you do it will automatically eject the excess units, into space if necessary, so upgrade like with care. The Comms message when units get ejected like this had a problem and needed to be disabled. Keep your carriers over land this week =)
I want to make a couple of system wide "pirate" events at the System Scale. Large bases with fleets that attack anywhere in the system and last 1000 turns. I also might loosen the level restrictions on these events which scale them down at smaller population areas. I want to move to making the sparsely populated systems a "dangerous" place that you will have trouble expanding into unless some players come with you.
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+1
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Doctor Dread Administrator Posts: 1478
10/22/2017
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... You can't load/unload an upgrading unit. I overlooked that restriction. ill try to remove it my tuesday
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LunaMoth Posts: 47
10/22/2017
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Some observations: - Variteks appear to do the same damage to scouts/corvettes as before--fighters are good. EDIT: Unresolved. - Ace fighters, heavy bombers, and modified variteks still have the same hp as before (200, 120, 200). EDIT: This is a case by case basis; newer units have correct values. - Ace fighters say x5 damage but still do x4 damage--maybe you didn't mean to change this number? EDIT: This point seems to be resolved. edited by LunaMoth on 11/13/2017
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nynobernie Posts: 60
11/13/2017
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Since you updated ship sizes now, maybe we should think about tweeking carrier hitpoints again? In my last battles carriers almost always took the most % dmg (meaning they would be destroyed first in prolonged battles). Is this intentional?
Carriers right now have 40 hitpoints per size (66.6 for warp carriers) The weakest ground units (transport to varitek) have 100 hitpoints per size.
Sure it depends on what you are up against, but right now there is a very high risk of getting your carrier destroyed before any of that units in the hangar dies, possibly leaving them stranded in space.
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LunaMoth Posts: 47
11/13/2017
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I think it is intentional. All ships will be more open to attack now. Destroyers and Cruisers have similar hp to size ratios. Freighters, Frigates, and Corvettes are even worse off. If a city gets attacked, Freighters are even more likely to go down. You will also have to do a little more planning before making an attack. For Warp Carriers, you sacrifice durability for speed.
Despite that, all ships and units could definitely be more balanced--but they are not absurdly imbalanced.
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OriontheHunterr Posts: 24
1/10/2018
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I just noticed this, since this update there isn't a really good way of telling how much logistics a ship is using unless you knew its size before this update. Like a destroyer should only take up 3 logi but I can't find that in the guide on on the more info tab for the unit. Heck I can't find it anywhere.
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