CinnamonFake

Developer Blog from January 26: New 'Sector Conquest' and Trading System

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Mercenaries, for the first time this year UMC presents its reports from the development of Star Conflict! 2016 gave us not only the long-anticipated destroyers and a bunch of new game modes and ships, but also significant updates to the proven and beloved tech. The game enters the new year with new innovative Ellydium Corporation technology, a global update of Sector Conquest and a trading system. In this developers blog entry we are going to talk about two latter two and upcoming innovations.

 

 

 

Sector Conquest

 

The most important change in the mode is the emergence of a full-fledged battle creation system. When a corporation attacks or defends a location, all active wings and corporation pilots will be able to participate in the battles. You'll just to need to launch into from the hangar into SeCCon on a rank 7 ship or higher, when the mode is available. The system will create battles and distribute all wings, squads, and even solo pilots.

 

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Successful battlefield activity of corporation members will bring Influence Points to the location where the corporate dreadnought is currently stationed, and the points will remain there when you move the dreadnought.

 

Several corporations can compete for location ownership, provided that their dreadnought level corresponds to location level. When the owner completely loses influence points in the location, the corporation with the highest score in the same location takes over.

 

Holding multiple locations at the same is going to become a difficult task that requires serious tactical approach in the planning of dreadnought movements. With each battle cycle the impact of competing corporations increasingly affects the owner, speeding up influence points depletion. However, the longer a corporation holds a location, the greater the reward becomes.

 

In the future rewards will also change and become more diverse. Pilots will also be able to receive and complete special tasks for Sector Conquest mode. And battles themselves will become more dynamic and intense. The changes are just around the corner!

 

 

Trade

 

One of the most anticipated and intriguing features in the game. The feature, which can eventually radically change the economic system of the Star Conflict universe.

 

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The first thing our pilots are going to notice is a new tab in the chat window. This is where you can find the latest sale offers and contact vendors. The very process of transfer and payment of goods will work through the familiar in-game mail.

 

Sale price will be freely set by the seller with a fixed minimum value in Galactic Standards. You can start selling goods starting with rank 9 and higher, and anyone can be a buyer.

 

We have been hinting that the unused ship components for Dart and Gargoyle will be useful in the near future. They are going to be one of the first things available for trading, along with blueprints and some other crafting objects.

 

Trading in Star Conflict still has a long way to go, constant updates over time will significantly expand and improve the functionality of this system. Details coming soon!

 

 

The fifth anniversary of Star Conflict

 

Star Conflict is 5 years old! The game, as they say, is in its prime! We are delighted to invite the pilots to take part in festive space battles!

 

The festive program includes not only the classic rocket fireworks and traditional special event, but also new stickers, portraits and special colour schemes for your favorite ship. And every mercenary, whether veteran or novice, will become the owner of a unique title.

 

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Future UMC plans include pleasing pilots with traditional updates of Empire, Jericho and Federation ships, as well as new experimental modes for PvP and PvE. And ‘Ellydium’ corporation will soon be ready to present their innovative version of an interceptor based on Alien technology. Stay tuned — this is just the beginning!

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I'd love to be able to trade stuff with other players! Lets hope, that the GS fee isn't too high though... :)

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1 minute ago, Scar6 said:

I'd love to be able to trade stuff with other players! Lets hope, that the GS fee isn't too high though... :)

There'll be some minimal price for each item and seller can put in any higher price. If the item is rare on the market, it prehaps will be expensive. Just like real market works.

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Just now, Scar6 said:

I'd love to be able to trade stuff with other players! Lets hope, that the GS fee isn't too high though... :)

Considering you can get the new premiums stuff with 3-4 free bundles it won't exceed something like 

3k GS

 

What I wonder is what the price of Fighters Structures, Jericho/Empire Activators, and Alien Panels (once the event is finished) will be.

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12 minutes ago, Swifter43021 said:

What I wonder is what the price of Fighters Structures, Jericho/Empire Activators, and Alien Panels (once the event is finished) will be.

Minimal prices will be announced later with trade system arrive. Most probably next patch :) But not every item will be available for trading just from the start, it will be expanding.

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So we won't be able to trade parts? Only sell and buy them for GS? awesome :(

CinnamonFake (Posted )

It's not a barter) You simply can trade parts like this, but in 2 transactions and with some GS involved
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so Trade system will move us even closer to P2W? :D 

CinnamonFake (Posted )

Actualy it'll become possible to get some GS if you find something worth selling
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10 minutes ago, MightyHoot said:

so Trade system will move us even closer to P2W? :D 

No it's the opposite ?

The guy who managed to do every single day all the free bundles missions and sell these to the store will be able to get quite a bunch of GS for free isn't he ?

CinnamonFake (Posted )

That's right. A nice way to get some GS :)
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So the trading will work only with GS? No item for item trades?

Will players be able to create offers when they offer a certain amount of GS for an item and wait for a potential seller? Or will it be strictly based on supply of the item offers themselves?

CinnamonFake (Posted )

Offers are in plans, we will see how it goes first. And there's no restriction to make item for item trade with 2 successive transactions with this system)
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I expected that you will have 2 options, to say the least.

 

Blueprints for blueprints - exchange

GS price for blueprints - exchange

 

Such Trading System would not be P2W, at least.

Tell me, the how much % in GS will the Trader get? Maybe 20%? How much the "House" takes, 80%?

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7 minutes ago, Koromac said:

I expected that you will have 2 options, to say the least.

 

Blueprints for blueprints - exchange

GS price for blueprints - exchange

 

Such Trading System would not be P2W, at least.

Tell me, the how much % in GS will the Trader get? Maybe 20%? How much the "House" takes, 80%?

For now it's a little bit early to talk about exchange possibilities, especially talking about items with different prices. And most of GS comes to the trader, there will be a tax, but much smaller than you expect ;)

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14 minutes ago, CinnamonFake said:

For now it's a little bit early to talk about exchange possibilities, especially talking about items with different prices. And most of GS comes to the trader, there will be a tax, but much smaller than you expect ;)

House should take 30%.

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35 minutes ago, Koromac said:

House should take 30%.

I'm pretty sure it'll be less then 5%

On a lot of MMO RPG, differed exchanges have taxes of only 1-5%.

Their gain rely on the mass trades, not on a single few trades. 

 

30% is A LOT 

CinnamonFake (Posted )

Well, it'll not be 30. We will be ready to declare it in the patchnote
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28 minutes ago, Koromac said:

House should take 30%.

Not sure if you're serious.

1-5 % max, because it's not like they're not earning anything from the bought GS. And if you're a nooblet like me, you'll not be earning any GS anytime soon in tournament.

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7 minutes ago, X_Xharis said:

Not sure if you're serious.

1-5 % max, because it's not like they're not earning anything from the bought GS. And if you're a nooblet like me, you'll not be earning any GS anytime soon in tournament.

I agree here, it's just logic lol

20GS for trade and the rest of the price is the price of the sellers item, simple, dont complicate things please.

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23 minutes ago, ORCA1911 said:

I agree here, it's just logic lol

20GS for trade and the rest of the price is the price of the sellers item, simple, dont complicate things please.

Nah a percent is better then a fixed value.

Because if you trade low value materials in a pack for a bunch of GS, then the fixed value will destroy your income.

CinnamonFake (Posted )

Precentage for a small tax is our way. Only minimal selling price for each item will be fixed
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Hmm, still no work on open space? Has that just been abandoned now? I'm still waiting for Fort Vida where I can undock from the middle pirate systems, and fully live out the life of a pirate, dodging bounty hunters, killing farmers in pvp missions and drinking rum all day!!!

Sec con changes could be nice although without further details I can't say if I would be interested in participating again. Dreadnoughts was a bit of a disappointment for me. I was hoping there would be loads of cool ways to modify the dreadnought, not just adding a torp launcher, and that it would be linked to open space somehow. I was also expecting there to be more than one map... It gets old fast.

Mhh, trading.. It could be interesting, I'll see. I think I've been too spoiled by Eve online to appreciate such a system in Star Conflict. There's no way any game can compete with Eve on trading and market experience.

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I appreciate working on dreadnought battles but please fix the invisible rocks for Linux and Mac OSX platforms. 

CinnamonFake (Posted )

We work under bug reports all the time. if this was reported, then we will fix it)
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Interesting dev blog.

Will see how the trading system will faire in the future. Most likely it will need adjustment like any other game online.

CinnamonFake (Posted )

It will get constant updates. Trading is what always will be in development and a priority ;)
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31 minutes ago, millanbel said:

Hmm, still no work on open space? Has that just been abandoned now? I'm still waiting for Fort Vida where I can undock from the middle pirate systems, and fully live out the life of a pirate, dodging bounty hunters, killing farmers in pvp missions and drinking rum all day!!!

Sec con changes could be nice although without further details I can't say if I would be interested in participating again. Dreadnoughts was a bit of a disappointment for me. I was hoping there would be loads of cool ways to modify the dreadnought, not just adding a torp launcher, and that it would be linked to open space somehow. I was also expecting there to be more than one map... It gets old fast.

We're working on big OS expansion, but it's a long story and lots of job. Should be the next big thing in SC ;)  Btw, we had one DevBlog previously, which explain new SecCon in more details 

 

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27 minutes ago, justinleea said:

I appreciate working on dreadnought battles but please fix the invisible rocks for Linux and Mac OSX platforms. 

Its not just Linux and MAC, Justin.   Im on a version of Win10 thats 3 releases ahead of the market as a MS Developer and those invisible objects are present in the application also.

They are very noticeable when using a Destroyer.   I have even seen the turrets detach and reattach themselves while in flight when the objects are encountered. 

Also, they tend to be more of an issue on the Europe Server then anywhere else, followed by the Russian server, then the USA one.

Ive come to the conclusion there is some type of bleed-over of positioning data between servers.   Where you are actually striking an NPC transport or Escort ship on another server because the data pointers are present on the server your flying on but not the graphical object.    I think this because when in Open Space, Ive even flown thru NPC transports or shot at Cyber Transports and nothing happens, as if only the graphical object is present on the server but the data object tracking that object is being processed on another server.   So you have invisible strikes on one server (the data arrays) and phantom objects on another server (the graphical arrays).  

The jumping transports as of late also point to a bleedover effect.   A transport will jump back to a previous mark on its assigned path.    This would be the Phantom transport correcting itself to marry up with the positional data in the array grids.   Visually, the user is looking at the phantom then suddenly it jumps backwards, back to where the positional data actually is.

 

Its just an educated guess as to what the strikes actually are, based on my developer experience in graphical and grid array processing.     You can avoid strikes by fly your ships outside of the NPC paths, although it may not be the fast way to a waypoint.   Lately Ive been going down and under the activity when just passing thru a sector to another.    I do that to avoid the NPC paths.

 

Hope this helps. 

CinnamonFake (Posted )

It will helps in bug report section. This is a Blog discussion after all)
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1 hour ago, CinnamonFake said:

We're working on big OS expansion, but it's a long story and lots of job. Should be the next big thing in SC ;)  Btw, we had one DevBlog previously, which explain new SecCon in more details 

 

Thanks I had forgotten

CinnamonFake (Posted )

There're pretty useful discussion as well)
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I was hoping that this trading system will be similar to steam market. With items in queue and buyers who pay always for cheapest offer from anonymous seller. If not this trading system will be for you buddies to exchange goods and give you your share from that.

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10 minutes ago, lordanpu said:

I was hoping that this trading system will be similar to steam market. With items in queue and buyers who pay always for cheapest offer from anonymous seller. If not this trading system will be for you buddies to exchange goods and give you your share from that.

It may probably evolve to something similar in the future. For now we're looking at our another project Crossout and it's trading. The most difficult thing here is to adopt trade for a game, where it has never been before. Because in Crossout it was one of the core things right from the start of the development, so it's easier to handle. At that moment, we're glad to introduce the first stage of such a very anticipated feature, like trading system, in Star Conflict :)

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If you don't want to do it right why do it at all, or just postpone it when it will be finished properly, i know i know as long you will get your cut you dont care :(

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