Questions to the developers Spring 2017


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Why we can't damage modules like destroyers modules? Not destroy the module but reduce parameters.

CinnamonFake (Posted )

Destroyers are unique ship class with their own modules, that's why it has its own pros and cons, like separate modules damaging. Besides modules for other ships are usually implanted right in the hull.

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Are you going to implement actual faction based warfare? I would like the factions to play a bigger role. Right now it doesn't really matter which faction you choose.

All design concepts are going through long process of preparations before implementing, including fitting design in our tech limitations. Basicly it's not possible to implement the whole model, but it

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Its been months and we are still VSing Rank 12 ships in R9 dread battles.

 

We do have r12 ships, so it would be nice if we could have an equal match of rank 9 vs 9 or 12 vs 12.

 

It is affecting our community and joy in playing the game. Will this be changed in the future?

 

(blood boils with rage)

screenshot-170521-153555.thumb.jpg.6a703

CinnamonFake (Posted )

It depends on who's playing in his tie slot, if MM didn't find equal battle for a wing, it will search in a wider range of battles.

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Will there ever be a mechanic to nickname your ships? Or at least self-build ships like destroyers and alien ships?

CinnamonFake (Posted )

Our ships has their unique names already) We though about adding somehing like that, but the feature should be moderated and for now we have no resources to handle that

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Why we can't change ship design? I want "crystal hunger" special module but i would like "condensing crystals" ship design.

CinnamonFake (Posted )

Ship design depends on your evolution path. Special kinds of crystals with different abilities may also look different

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OK. I have a real question. Why doesn't the special gun for the reaper pull in transport ships? Transport ships, when shot, do this weird anchoring thing where they gain infinite inertia and there is no way to move them, even with weapons/abilities designed to move things.

CinnamonFake (Posted )

Transports are different kind of objects, not like common ships. They're just moving on a certain path. It was made to make their ways on a map more clear and minimaze any potential bugs possibility.

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Why interceptors capture the beacons so fast? Always interceptors are the best choice to beacon modes, they are fast, they have high capture speed... I suppose frigates need capture the beacons more fast than interceptors because they are slow.

CinnamonFake (Posted )

Each hsip has a purpose and advantages at some points. Interceptors are small but fast ships, ideal for beacon capture. But without a proper support they will not be able to hold that beacon long enough. Teamwork is a key to success, every ship should have it's pros and cons.

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Are you going to implement actual faction based warfare? I would like the factions to play a bigger role. Right now it doesn't really matter which faction you choose.

CinnamonFake (Posted )

The humanity was united to oppose the aliens. Now when the threat is reduced, SC Universe will soon meet new conflict, this time between classic factions and Ellydium.
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Why ship just go to previous point in Quantum Leap? Jump to previous point is more harmonic with other Tai'kin special modules.

CinnamonFake (Posted )

Well, that's the special module mechanics, this is how it works. Specials need to be harmonic with other and with ranks, when they can be equipped.

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1/will the Sirius get it's own weapon like other r14?

 

2/will the Sirius need activators? I also noticed that we'll be able to convert our current activator to a new one

3/I know it's a bit early to ask but will the up coming event for dessy will give us mono's like for the event of r11 dessy? It will be much appreciated!

 

4/after the ellydium engineer what will be the next ship?

 

5/will you guys take a break on summer? ^^

CinnamonFake (Posted )

1/ We have no plans for special Sirius weapon for now, we usually introduce new modules for certain ships for balancing procedure in always changing game.

CinnamonFake (Posted )

2/ Sirius will need activators and the Broker will be ready to give some tasks for it.

CinnamonFake (Posted )

3/ the event will be based on 3 main resources needed for r14 destroyers - neodium, berrylium and electrum.

CinnamonFake (Posted )

4/ We're currently focused on Engineer, so it's a little bit early to announce which is next)

CinnamonFake (Posted )

5/ There is a vacation in August, but the game, promos and forums works anyway.

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Hello Devs,

please give us a detailed explanation, formula or just the code of the SCL point system.

 

And in addition to that please explain those 2 confusing cases that i observed the past few days:

Case 1: My team lost a battle and we received 1 point.

Case 2: We lose against team X and lose 4 points. One min. later (next battle, we did nothing else in between) we lose again against this very team X but we did not lose any points at all.

How can that be?

 

Thank you.

CinnamonFake (Posted )

SCL points system works more like Elo rating in chess with several tweaks. Basicly, the thougher opponent you encounter, more points you can win. If you was defeated by opponent weaker than you, you loose more points as well. But I can's say about detailed formulas.

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Pardon my ignorance.

How did one get a rank 14 destroyer in the past? I keep seeing the word activator thrown around, also I know about the electrum. How were these obtained?

 

For the upcoming destroyer event will it be the exact same way?

CinnamonFake (Posted )

This time the event will be a little bit different, but activators and electrum will be required. These resources will be obtainable during event.

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-How will the different activators be obtained when the R14 destroyers re-release?
     -Will the R14s be back permanently the second release?
-On the storyline on the main site there is mentions of the Revenant Flagship (Bake-kujira, ‘Ghost Whale’) - Will the revenant cult themselves have a stronger presence in the game and/or will players eventually fight the 'Ghost Whale'?

-Are there balancing changes currently in the works for Tai'kin?
-Is there a reason that Iridium is far less common than caches?

CinnamonFake (Posted )

-The destroyers will be back for an event, but their production will stay longer.

CinnamonFake (Posted )

- For now we had different plans with the game story, but anything can happen in SC Universe.

CinnamonFake (Posted )

There are, and new patch is ecpected this week.

CinnamonFake (Posted )

rirdium gives an access to buy bundles, each contains valuable tradable items, which can be sold for GS, a premium currency. So there can't be a lot of iridium going around. The best way to earn it is corporations, and there possibly will be more contracts for iridium for everyone in the future.

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Will we see a Pve mode that has corporations using their dreadnought. Like a corporation fighting aliens or a pirate base with their dreadnought.  And will we get to pilot the dreadnoughts at some point ?

CinnamonFake (Posted )

For now we're looking into PvE rework for making it more diversified in every playthrough, like Ariadne Threat. We will consider another missions later, and maybe with some new mechanics.
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1. More uniqueness  for classic factions?

2. New destroyers roles?

3. New factions after ellydium? Like pirates or AI ships as separate tech tree.

4. More older ships reworks?

CinnamonFake (Posted )

Well, the one thing I can confirm there is more older ships rework. The other topics may happen only in distant future.

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Why the **** is it possible to teleport team mates with a return crystal, certain players just think it is funny to teleport teammates back into the spawn so they can't engage in the battle

CinnamonFake (Posted )

If these players are ruining your expirience by refusing to fight or hurting their own teams intentionally, feel free to report them with our ingame report system.

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22 minutes ago, John161 said:

Why the **** is it possible to teleport team mates with a return crystal, certain players just think it is funny to teleport teammates back into the spawn so they can't engage in the battle

lol

 

Oh right, the iridium stuff, will we ever be able to get more? right now just purple loots isn't cutting it. Also why?

 

Edited by xXConflictionXx
bananas and cream oatmeal

CinnamonFake (Posted )

There may be more contracts with iridium reward in the future.

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Why is there again a limited timeframe to get these destros?

Waz'gotten into your minds, all these destros have been flying around for half a year now, is this a release or a re- release, why is it necessary?

 

 

 

CinnamonFake (Posted )

The production of this ships will be available much longer. But event for activators is always time-limited. Do all the tasks and you'll get activators enough for building destroyer. After the event they'll become tradable.
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Is there ever going to be a rework of Efficiency?

  • Engineer doing its job only, gets boned on eff.
  • A guard in spec ops destroyer taking out the Emitters in the back only, can get top eff which doesn't really help that much.
  • PvE missions with missile turrets can give great eff and keep people from doing the actual objective cause they are off shooting turrets.

The reason its important is the leaderboard weekly. It is too easy to exploit if you take the time to do it. Also doesn't give much incentive to use an engineer when they are actually a much needed ship.

CinnamonFake (Posted )

Engineer gather synergy for being usefull, it's much more valuable for a game progress than efficiency, which isn't used after battle.

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Is there any plan to make StarConflict 2?

CinnamonFake (Posted )

For now we succesfully launched our other big project Crossout on 3 platforms recently. Soon we will think about future projects and will see what'll happen ;)

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CinnamonFake  is your avatar actually you standing in front of the golden gate bridge or just photo shop . :002j:

CinnamonFake (Posted )

I was in San Francisco once, so that from the actual Golden Gate. With my actual happy face)

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