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Post Calypso Update 7.21.14
Discussion topic for post: http://www.starsonata.com/blog/calypso-update-7-21-14/


Mon Jul 21, 2014 9:14 am
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Post Re: Calypso Update 7.21.14
This is amazing :shock:
I cannot wait until this is ingame!

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Mon Jul 21, 2014 9:24 am
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Post Re: Calypso Update 7.21.14
Usability sugestion: Hover data on each boost, separate boosts into permanent and temporary boosts (permanent then also includes things like ship boosts/ skill levels).

Example: Hover on <foo>, and you might see something like:

Hover on Shields:
+ x from Shield
+ x from Cap

Hover on Shields %:
+10% from <foo> Augmenter
+5% from ship inbuilt
+4% from <fleet focus> level 2


Hover on Shield Regen:
+ x from <Equipped shield>
+ x from <Equipped charger>

Hover on Shield Regen %
+ x from <aug>

etc. etc.

Also show numerics (baselines or what have you) and then % modifiers separately.


Mon Jul 21, 2014 10:55 am
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Post Re: Calypso Update 7.21.14
Nice work Caly, glad to see this being worked on


Mon Jul 21, 2014 11:39 am
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Post Re: Calypso Update 7.21.14
Calypso, have my babies.totes srs

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Mon Jul 21, 2014 12:55 pm
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Post Re: Calypso Update 7.21.14
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Mon Jul 21, 2014 1:00 pm
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Post Re: Calypso Update 7.21.14
I'd suggest doing a design pass to make sure the terminology you are using is consistent with the rest of the game. For example I believe it's called Neuro Tweaking, not Neurotweaking?

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Mon Jul 21, 2014 1:29 pm
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Post Re: Calypso Update 7.21.14
Amazing. Could you add vis and reflectivity to the stats?

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Mon Jul 21, 2014 2:29 pm
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Post Re: Calypso Update 7.21.14
Thanks everyone for backing the suggestion so we could get it rolled out =)

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Mon Jul 21, 2014 3:24 pm
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Post Re: Calypso Update 7.21.14
Is there any possibility of allowing people to unequip augmenters from their ship a short amount of time after they equipped them? This would allow newer players to see what the benefits of different augmenters would be.

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Mon Jul 21, 2014 5:16 pm
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Post Re: Calypso Update 7.21.14
TheWozbo wrote:
Usability sugestion: Hover data on each boost, separate boosts into permanent and temporary boosts (permanent then also includes things like ship boosts/ skill levels).

Example: Hover on <foo>, and you might see something like:

Hover on Shields:
+ x from Shield
+ x from Cap

Hover on Shields %:
+10% from <foo> Augmenter
+5% from ship inbuilt
+4% from <fleet focus> level 2


Hover on Shield Regen:
+ x from <Equipped shield>
+ x from <Equipped charger>

Hover on Shield Regen %
+ x from <aug>

etc. etc.

Also show numerics (baselines or what have you) and then % modifiers separately.


I'd love if we could do something like that, but it's not in the scope of the current project. It would be a really, really big amount of work to pull off.

anilv wrote:
I'd suggest doing a design pass to make sure the terminology you are using is consistent with the rest of the game. For example I believe it's called Neuro Tweaking, not Neurotweaking?


Very good point, I'll have to definitely do a pass to make sure that strings are consistent.

redalert150 wrote:
Amazing. Could you add vis and reflectivity to the stats?


Yeah, I think I could do that. I was already planning on adding Max Thrust and Turning rate, Vis and Reflect could go under those values.

Calypso

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Mon Jul 21, 2014 6:18 pm
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Post Re: Calypso Update 7.21.14
Where is the BASE info of the ship? Most of that info in the lower left list is already in other places. The only info there that isnt available somewhere else is resistances and energy charge. Id like to be able to see what the values are of a ship like hull, max speed, weight, reflectivity, aug slots, etc without any bonuses.


Mon Jul 21, 2014 6:30 pm
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Post Re: Calypso Update 7.21.14
I can't speak to the UI, but the O-R model should be easy enough to pull off. If you are able to calculate the whole you should be able to maintain running lists of current modifiers. What's the issue you are seeing? Having the whole puts you in the position of having all the pieces. Is it the UI?


Mon Jul 21, 2014 6:31 pm
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Post Re: Calypso Update 7.21.14
Wozbo, main issue here is that the client does not possess the info (nor has access to) needed to display such specific stats. The server is also not designed to permanently keep track of where every single bonuses come from (its all calculated on equipment / bonus changes from scratch and then result is saved).

Hence why its not within the scope of the initial project.

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Mon Jul 21, 2014 7:01 pm
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Post Re: Calypso Update 7.21.14
Then what we are going to end up getting is going to disappoint a fairly large number of players that voted for this was expecting a breakdown of exactly where all the bonuses are coming from and how the bonuses are calculated. Even if the suggestion didnt specifically say that. Knowing how the various bonuses are calculated is somethign that should be in the game somewhere.


Mon Jul 21, 2014 7:21 pm
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