Post new topic Reply to topic  [ 35 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
User avatar
Team: Imperium
Rank: Officer
Main: Muffasa
Level: 7608

Joined: Mon Jan 16, 2006 11:09 am
Posts: 507
Post Re: Test Server Updated & Upcoming Features
Happy_Tree_Friend wrote:
HAL wrote:
Abandoned bases (HAL) - Bases that have been on a ration strike for several days will revolt, and they will swear allegiance to the next player to dock with a ration supply.


^^ That should fix F2P bases


noup.... empty kit has no workers... no workers mean no ration strike :p


Thu Jan 03, 2008 11:01 am
Profile
User avatar
Team: Imperium
Rank: Councilor
Main: Qu4NtuM
Level: 7799

Joined: Tue Dec 20, 2005 5:16 pm
Posts: 326
Location: At work...
Post Re: Test Server Updated & Upcoming Features
HAL wrote:
Aug Tweaking (SAL) - The formula for negative aug tweaking has been changed, and will be symmetrical for positive and negative values.


Does this work for slave tweak too, or are slave masters getting the shaft again??

_________________
Julian wrote:
In ss we fill breast implants with sand because we are to cheap to purchase silicone.
Battlecruiser23 wrote:
I have reasons for why I do things.


Thu Jan 03, 2008 11:30 am
Profile
Dev Team
Main: SAL 9000
Level: 900

Joined: Sun Dec 02, 2007 10:37 pm
Posts: 83
Post Re: Test Server Updated & Upcoming Features
Qu4NtuM wrote:
Does this work for slave tweak too, or are slave masters getting the shaft again??


The formula is the same for all aug tweaking - player ships, slaves, bases and drones.


Thu Jan 03, 2008 12:13 pm
Profile
User avatar
Team: Commonwealth
Rank:
Main: Don Juan
Level: 1966

Joined: Mon Sep 27, 2004 2:54 pm
Posts: 152
Location: Capping SBGs somewhere in the universe
Post 
Why is it taking so long for missiles, when it seems that missiles are gunner's main skill? (gunner's largest bonus is to missile stats). I don't wanna have to wait another month to choose between FC and gunner :) I'm waiting on missiles to make my decision.

EDIT: I'm aware I can reset my skills but I plan on adding a prowess aug to my ship and I don't want to screw everything up by resetting my skills and suddenly not be able to use my ship because I no longer meet the requirements of the aug.

Any info about missiles, even hints, will be appreciated :) It's the one thing keeping me from making my decision.


Thu Jan 03, 2008 2:02 pm
Profile
User avatar
Team: The Journey
Rank: Director
Main: Journeyman
Level: 2413

Joined: Wed Aug 16, 2006 10:25 pm
Posts: 111
Location: Bristol, UK
Post 
How is the aug tweak goind to work? with things like -radar mods i assume it will lessen the amount deducted, but what about skills like elec tempering or -vis mods?

_________________
StinkinWeasles Inc. 'We Steal In Ways You Have Never Even Heard Of'


Sun Jan 06, 2008 11:27 am
Profile
Dev Team
Main: SAL 9000
Level: 900

Joined: Sun Dec 02, 2007 10:37 pm
Posts: 83
Post 
The Journeyman wrote:
How is the aug tweak goind to work? with things like -radar mods i assume it will lessen the amount deducted, but what about skills like elec tempering or -vis mods?

It's the same formula for all negative-value aug effects.


Sun Jan 06, 2008 12:12 pm
Profile
User avatar

Joined: Mon Jun 11, 2007 4:39 pm
Posts: 30
Post 
I think he means that stuff like -radar was supposed to be a penalty. But if thats changed so the bonus is smaller (helping reduce these handicaps) what will happen to stuff like -elec tempering that was supposed to benefit us? Thats going to be reduced too like -vis which would be a bummer.

_________________
Image


Sun Jan 06, 2008 12:14 pm
Profile
Team: Traders
Rank:
Main: Urqa Ki Aka Kusa
Level: 5113

Joined: Sun Nov 26, 2006 1:38 am
Posts: 6
Post 
Lich, is quite easy to change the meaning of the variable elec tempering, and vis.

Just change the -vis into +stealth, unless they have a different meaning.

And elec tempering can be changed so that POSITIVE means less elec used.


Sun Jan 06, 2008 3:31 pm
Profile
User avatar

Joined: Mon Jun 11, 2007 4:39 pm
Posts: 30
Post 
Oh I know that, but Journey seemed to be asking that and I believe SAL misunderstood him. Of course I could be a confused third party.

_________________
Image


Sun Jan 06, 2008 3:35 pm
Profile
Dev Team
Main: SAL 9000
Level: 900

Joined: Sun Dec 02, 2007 10:37 pm
Posts: 83
Post 
Journey said "how is it going to work", which I took to mean the current change to aug tweaking, which will reduce the effect of all negative mods compared to the current formula (slighly or significantly, depending on the strength of the mod and the amount of tweaking), but aug tweaking will still increase the negative mod. Since there are currently no plans to change aug tweaking to lessen penalties, a more speculative "how would that work" would be more appropriate for a question about that.


Sun Jan 06, 2008 3:53 pm
Profile
User avatar
Team: Imperium
Rank: Councilor
Main: Qu4NtuM
Level: 7799

Joined: Tue Dec 20, 2005 5:16 pm
Posts: 326
Location: At work...
Post 
Can you do anything about the slaves drifting off thing?? At some point they just fly off in a random direction

Found that a way to get them to come back is either jump out of the gal

Or reassign orders a few times, like set aggro, the remove, then again...

And then unequip and reequip your radar to make it come back.

They also seem to return when they fly out of your radar range, which for a low-vis gal is about 20k for me... ghey

_________________
Julian wrote:
In ss we fill breast implants with sand because we are to cheap to purchase silicone.
Battlecruiser23 wrote:
I have reasons for why I do things.


Mon Jan 07, 2008 9:54 am
Profile
Main: PhysicalAbuse V
Level: 2006

Joined: Wed Jan 23, 2013 7:09 pm
Posts: 0
Post 
From what i understand....Aug Tweak on a negative level witll be effected like so..

Aug gives -50 Speed

AT atm, adds to this, so it goes -56, -57, -58, -59, -60 and so on, to say -75% (for AT 25)

The fix, will make it so -50, -49, -48, -47, -46, -45 and so on, to -25% (for AT 25)

(this is a simple way of putting it, and are not exact stats)

if this is wrong, please correct me and explain.


Last edited by phycokinetic on Mon Jan 07, 2008 12:04 pm, edited 1 time in total.

Mon Jan 07, 2008 11:45 am
Profile
Dev Team
Main: SAL 9000
Level: 900

Joined: Sun Dec 02, 2007 10:37 pm
Posts: 83
Post 
SAL 9000 wrote:
aug tweaking will still increase the negative mod.


With the new formula, aug tweaking works symmetrically for positive and negative mods. Thus, if aug tweaking increases a positive mod from doubling your shield bank to tripling it, then it will also increase a negative mod from halving your shield bank to dividing it by three.


Mon Jan 07, 2008 12:03 pm
Profile
Dev Team
User avatar
Team: HAL
Rank: Director
Main: HAL 9000
Level: 1002

Joined: Mon Dec 13, 2004 11:00 pm
Posts: 1180
Post 
SAL 9000 wrote:
SAL 9000 wrote:
aug tweaking will still increase the negative mod.


With the new formula, aug tweaking works symmetrically for positive and negative mods. Thus, if aug tweaking increases a positive mod from doubling your shield bank to tripling it, then it will also increase a negative mod from halving your shield bank to dividing it by three.


Just as a reference point, for the numbers SAL gave there, the old negative AT formula would divide your shield bank by four.


Mon Jan 07, 2008 12:05 pm
Profile
Main: PhysicalAbuse V
Level: 2006

Joined: Wed Jan 23, 2013 7:09 pm
Posts: 0
Post 
Is my summarizations correct?


Mon Jan 07, 2008 12:36 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 35 posts ]  Go to page Previous  1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 110 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.