General Q&A? Ask here.

Discussion in 'General Discussion' started by Vesuvius_SWIE, Sep 30, 2016.

  1. Potkeny

    Potkeny Member

    Ohhh, I missed that the xp is divided for the participants... Any info about how/when it gets divided? Will someone who "just" scouts get rewarded for it if he sticks around until the battle starts? Or he has to do something more (f.e. X damage done)?
     
  2. Velez

    Velez New Member

    где можно скачать Launcher
     
  3. Coser

    Coser Active Member

    Scouting should be done during the battle too! A scout vessel should be fast, manoeuvrable, and have long range sensors. When coupled with a way to reduce enemy sensors and the evasive skill it should be an on-going task to ensure all the enemy have been spotted for the other ships to take the battle to. The advantage for the scout is that once that has been done, they don't have to stick around for the end of the battle risking their ship for very little gain as most scouts don't have the armament to take part in a real fight.

    This is why I have a hankering for the Orchis IV for my first command. I want to see how it fairs as an armed scout vessel. Get the +1 sensor range, -1 enemy sensor range, +1 weapon range, and as much "Evasion" and "Targeting" skills as I can. Maybe sneak up just outside an enemy sensor range, hit "Lucky Shot" and any Active damage boost and see if I can't remove an enemy scout in a single shot. Sort of part sniper, part WoW hunter.
     
  4. Potkeny

    Potkeny Member

    But spotting them will not give you xp, don't you think? So how will a Scout-specialist gain XP if they forgo all weapons to get really good at scouting? Or will the system make this playstyle not viable?
    I'm still theorycrafting how my support playstyle can be viable here, and scouting is an interesting support-style. If a Lucky Shot can earn you "full XP", then that's something I can see part of my tactics, but I like to make specialized ships :D ( BTW it's interesting to me that Sol can get to 100% chance for targeting enemy weapons while Genari's max is 40%, so I'm still thinking what to do with Genari :) )
     
  5. Coser

    Coser Active Member

    I should hope that scouting is catered for properly. How will the main fleet know there is an enemy there unless you have some decent scouts out. And you won't get anyone playing scouts unless you reward them for doing their job properly. It's one of those things that a lot of games seem to find hard. A proper scout/hunter is hard to play well, you have to know about Kiting an enemy to your fleet one at a time, if possible. I would hate to see this game devolve into a race to get to a Battleship and then walk right over the opposing forces. [I don't believe it will, having seen the work Vesuvius has put in so far, and the videos I have seen.]

    And I wouldn't worry too much about the 100% weapon chance. First you have to hit the enemy, so it's not a guaranteed hit at all. Then you have the fact that if you hit the weapons systems 100% of the time, you can't hit shield generators, engines, life support, or whatever else would normally be a possibility. I would prefer to take out the engines first anyway. The prey can't run, has no more ability to generate power for use in either shields or weapons, and has less likelihood of surviving the battle than a ship with no engines that can run away far enough to get time to repair before going in again.

    [CAVEAT: This is all from a logic/story point of view. I have no idea if this will work inside the game, I am NOT one of the crew, just a very hopeful (Will be) player!]
     
  6. 0b1000010

    0b1000010 Member

    Speaking of which, is there a damage chart showing what systems can get damaged at what % rate etc?
     
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  7. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Its a pretty complex calculation:

    Depending on what side a weapon gets through and hits, there is a chance of damage to a system or crew. The damage chance is as follows:


    Forward Arc:

    1% chance/damage point to hit the sensors

    1% chance/damage point to hit a weapon in that arc

    1% chance/damage point to make a critical hit (2x superstructure damage)

    1% chance/damage point to crew casualties (1% per damage)

    1% chance/damage point to hit shield generator in that arc

    Forward/Port and Forward/Starboard Arcs:

    1% chance/damage point to hit a weapon in that arc

    1% chance/damage point to make a critical hit (2x superstructure damage)

    2% chance/damage point to crew casualties (1% per damage)

    1% chance/damage point to hit shield generator in that arc

    Aft/Port and Aft/Starboard Arcs:

    1% chance/damage point to hit a weapon in that arc

    1% chance/damage point to make a critical hit (2x superstructure damage)

    1% chance/damage point to crew casualties (1% per damage)

    1% chance/damage point to hit shield generator in that arc

    1% chance/damage point to damage engines (1 unit per damage)

    Aft Arc:

    1% chance/damage point to hit a weapon in that arc

    1% chance/damage point to make a critical hit (2x superstructure damage)

    1% chance/damage point to hit shield generator in that arc

    2% chance/damage point to damage engines (1 unit per damage)


    So for example, when a Plasma Warhead hits the F/P arc with 6 points of damage, it takes out 6 superstructure points automatically, but also has a 6% chance of damaging a weapon in F/P arc, or 6% to do an additional 6 damage to the superstructure, 12% chance to give 6% crew casualties, 6% chance to damage the shield generator. So overall, there is a 30% chance that something other than basic superstructure damage will occur. For every weapon hit, only one of these options can occur. This caps out at 10 damage, so no more than 50% total chance of some damage per weapon hit, no matter how strong the weapon.

    If the hit bisects two arcs, one of the arcs are randomly chosen for the damage chance calculation.
     
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  8. Coser

    Coser Active Member

    So what can you do as a scout? Is gaining XP all about damage, or causing an opponent to rout? Or do you get some for spotting an enemy ship for the first time, forming a communications net for your side, etc?
    I may be a little biased on that score from playing World of Tanks for quite a while and that was certainly useful to your side.

    [Edit]:
    Is it also possible to have a ship able to take out an opponent, say 1 level below them, in one hit?
     
  9. The Calamity

    The Calamity Member

    will you ever put this game on console????
     
  10. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    To Coser: Being a scout means increased speed and initiative, sacrificing firepower. But scouting isn't going to give you extra XP -- but you'd be hard to catch on a larger map holding a defensive position on enemy invasions. Though one way or another, the Orchis is just a starter ship, not that significant once you reach Frigate/Destroyer class.

    Calamity: Desert Owl (the dev team) has a relationship with Sony, so it is possible that it would end up on Playstation in the future (if the game is successful).
     
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  11. The Highlander

    The Highlander New Member

    my general question as with a lot more i am sure is will we all have access to the early beta in the middle of december or will this be only people with access through donation or sponser/buying a ship , i ask this so that a lot of my freind who intend to play the game can orginise themselves for the date specified from this question.thanks
     
  12. Hexxx

    Hexxx Member

    I'm curious too, when the official launch is or if there's a set date yet.
     
  13. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    The internal beta is starting December 20th, but that is for a very small group of 20 people or so, where I've been working on small universe map of about 20 regions per side.
    The official release for everyone will be also available on Steam -- early access beta on January 31st. Some media/journalist types get access about 2 weeks before that.
    The official release galaxy map will be much larger, about 400 regions per side -- each region is essentially a battle map, and even though there is random map generator that builds the galaxy if I want it to, I will be handcrafting every individual region. That's a whole lot of battle maps.
     
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  14. Nautix

    Nautix New Member

    Sounds like you will need a lot of coffee! ;)
     
  15. Coser

    Coser Active Member

    And further details on that early access beta.:)

    Although I would love to be invited to the internal, I'm not worried that I haven't been. As it turns out, I will be going home on the 16th until just after new year, which means I won't have internet access for the same period.:(

    So, is there a way to download prior to the 31st January so I can be there that evening [UK time] or do I have to start the download once I get back from work? It would be a Gorram Tuesday, too, not a weekend so I could spend a serious time getting some practice in!:cool:
     
  16. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    I don't think it would be too much of a download, since a lot of the game is essentially online. But there is some variability as to the launch by +/- several days, I personally would prefer to launch just before a weekend, but it depends on what other games are being released at the time.
     
  17. Coser

    Coser Active Member

    Makes a lot of sense. Just before a weekend gives you maximum possible playerbase off the bat, but if a 'big name' releases at the same time, you can assume most will be playing that title. Personally, I don'y buy many games these days, so whenever you release, I'll probably be spending as much time as I can with this.
     
  18. Nickman77

    Nickman77 Member

    I have another question, in PAX there was a 'pass turn' option which I never really tried much, how does that work?
     
  19. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Ah yes, the PASS TURN is another very important tactical part of the game. How it works:

    When you have higher initiative over another player, you may choose to pass your turn to the next player down the line, to essentially make them move first. But it can be done in all sorts of combinations, ie. do a little bit of moving, then pass turn, or move, fire a weapon, then pass, etc... so whatever you haven't used already will be available after your opponents have done their moves and its your turn again in the same round. Another reason why speed/initiative is an important part of survival.
     
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  20. The Calamity

    The Calamity Member

    In regards to the officers, will certain ships have different officer layouts? Like Star Trek Online would have say, 3 tact, 2 sci 1 engineer? Or are all officer on each ship in a quantity of 1.
     

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