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Comms tab and Combat features implemented
Doctor Dread Administrator Posts: 1478
3/27/2016
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The last couple of weeks we've been working on a couple of combat features.
One is that combat units do less damage the more damaged they are. It's a simple scale against "half" of there damage. At 50% hit points a unit will only be 75% effective. at 1% of remaining hit points the units will be about 50% effective.
Structures will lose production output directly related to their damage, a factory at 40% remaining hit points with only output 40% of what it normally does
Units and structures also now automatically repair themselves. We're still playing with numbers but structures repair quickly at 5% a turn. Defenses repair at 1% a turn and so do units, but normal units repair time is divided by how large they are. (Small ships and units can recover to 100% faster that huge ships and units). However we also had the idea of making Military bases and Shipyards act as "healers" for all units in the area. If your units are in the same location as one of your bases, it will increase its repair rate, shipyards do the same for ships. Again its influenced by the size of the units in the area that are in need of repairing and the size of the base/shipyards that are there. units can get 10x healing rate if there size is lower than the total size of the bases in the area. Units only repair if they are not involved in combat that round. Perhaps we'll scale the repair down depending on the size of the attacks instead
Attacking (not defending) adds +20% to those units upkeep for that turn. There is some money lost when attacking
We implemented the "Raid" option. This option when attacking cuts your offense in half but will steal products from the area into your cargo hold. Still toying with some numbers but generally speaking, the smaller attack craft like corvettes can raid a lot more product in one turn than bigger ships or freighters for example.
We also added a "list" display as opposed to an "Icon" display to the battle reports so you can see larger battles more easily.
Another big feature is the Coms tab! You can send messages to another corporation privately but the major feature display all post across "Channels" which are kind of like forums but they are underneath each other. You can post a message into any System, Planet or city underneath it. For example you can post a message at the system level and it will show up even if you're looking at a planet or city in that system. If you're only interested in what's happening in your city you can filter to that city, you'll still see posts for that planet and System however. Events will "post" messages in the channel at the appropriate level. You can also post guild wide messages and they will show up as well. We're toying with how to handle free accounts vs paid and or players who are currently rulers. Currently we have a simple posts per day limitation but most likely the maximum will be very small for free accounts who cant post outside their own city as opposed to paid accounts who will have a much higher limit. Rulers are probably the only ones who can post in planet and system wide channels
Here are a few screenshots below that were added to the website also that show some of that in action
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+1
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cyb0rg Posts: 123
3/27/2016
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Aching for alpha!
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