Developer Blog entry from February, 12th. Economics, Sector Conquest and Efficiency.

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Pilots!

In today’s entry, we would like to highlight the issues of transitioning to a new technological level, Sector Conquest and continued work on improving the efficiency rewards system.

After the introduction of revisions to pilot progress rates, we closely monitored statistics and player feedback, then analysed all the data and prepared a package of measures to finalize the existing system, which we want to explain to you today.

So, here we go: for some time, our pilots noted that the current rate of credits accumulation is satisfactory, but still could be more comfortable for pilots with a premium license and those without one.

Based on this feedback and statistics, we found that this problem is indeed present. Therefore, we decided to increase the value of ‘trophies’ that pilots can find after the battle. Based on our forecasts, this measure would allow pilots to get more advanced equipment for ships of the next technological level faster.

In addition, another measure will also be introduced — despite the fact that all new ships are sold with pre-installed equipment, we want the players to have the opportunity to upgrade as soon as possible (since the transition from one tech level to another is associated with module replacement) so now, when fighting on ships of the final rank of a technological level (specifically, ranks 3, 6, 9, and 12), players will get upgrade kits (up to Mk. 2) for the next technological level.

Let us consider an example: while piloting a ship of the third technological level, rank 9, and winning a battle, pilots can get upgrade kits for the 4th tech level (and so on, for other ranks) — because of this, the transition to new ships should be more comfortable for all pilots.

Our pilots also noted that upgrading modules to Mk. 3 on the third and fourth tech level sometimes caused difficulties for inexperienced pilots, due to the complexity of accumulating enough loyalty vouchers. To resolve this situation, we refined the terms of all rank 7 and 8 contracts — while cooldowns on the former have been reduced to 1 hour , the latter now have no cooldown periods at all — i.e. immediately after completing a rank 8 contract you can pick one up again. We expect that this measure will allow pilots to quickly upgrade their equipment, which should also have a positive impact on the convenience of the transition to the next tech level.

In addition, to reduce the time spent on progressing through the senior ranks, we tweaked synergy rewards — from rank 9 onwards, pilots will get more synergy than with the current settings:

  • Rank 9 — 5% more.
  • Ranks 10-12 — 20% more.
  • Rank 13 — 10% more.
  • Rank 14 — 5% more.

This set of measures should have a positive impact on game dynamics, allowing pilots to join Sector Conquest battles faster.

Speaking of this mode, we should also note that its rules will see small tweaks — from now on, only ships of ranks 11 and higher will be able to queue for this mode. This change is due to the fact that inexperienced pilots were often at a disadvantage fighting against the most prevalent groups of pilots — corporate mercenaries with much better equipment. According to available statistics, the vast majority of players in this mode are pilots of rank 4 and 5 tech level ships with Mk. 3 or Mk.4 gear. For beginners, it is extremely difficult to fight against such opponents, causing them to misunderstand the mode’s dynamics. As we noted earlier, this mode is endgame content, and this change is intended to more clearly reflect its essence.

The last part of today’s blog will be a story about the continuing work on improving the mechanics of battle effectiveness: the first iteration of this system turned out to be of great interest to our pilots, and its follow-up in a previous update allowed pilots who are interested in supporting allies to receive a fair reward for the battle. However, we are still working hard to improve the mechanics — so in the next update our pilots should expect another important improvement: now the pilots who destroyed an enemy ship will receive a fixed amount of efficiency points for the kill, which will be summed with the effectiveness indicator for the damage done to destroy the enemy.
Pilots supporting allies with modules, and at the same time helping them deal damage, will receive rewards only for doing one of these things (should damage efficiency be higher pilots will recieve this, instead of supporting efficiency) — this eliminates the possibility of abuse of game mechanics. Thus, under the new settings destroying enemies will be more effective.

This concludes today’s blog, please leave your comments below!

Sincerely,
Star Conflict team

It’s getting real, some serious efforts to get players to move up the tiers. I like, in particular the upgrade kit loot change (although if you fly rank 8 and it’s the last of it’s role in the tier maybe it should get you next tier loot, too?).

although if you fly rank 8 and it’s the last of it’s role in the tier maybe it should get you next tier loot, too?

 

Thank you for this suggestion, this may be discussed later on. 

The SQ change is a positive one. Hopefully it will improve match quality.

I don’t know how feasable it is, but perhaps upgrade kits could be based on either your ship loadout, or toggled. For example, if I fly a R7 or R8 with pure blue and purple, I clearly don’t need more Mk 2 modules in T3.

Tech disparity remains a big issue imo. In T4 and T5 especially it can feel like you are hopelessly outclassed if you don’t have full-blue or full-purple, whereas in T1 and T2 even a pure purple can be overwhelmed by low-end gear.

Damn it that sidelines half my lineup, they are r10s

Really interresting change.

I hope it will correct a lot of progression problems

 

But I have still preferred a Flamethrower on Guards to take care of zerg.

The SQ change is a positive one. Hopefully it will improve match quality.

I don’t know how feasable it is, but perhaps upgrade kits could be based on either your ship loadout, or toggled. For example, if I fly a R7 or R8 with pure blue and purple, I clearly don’t need more Mk 2 modules in T3.

Tech disparity remains a big issue imo. In T4 and T5 especially it can feel like you are hopelessly outclassed if you don’t have full-blue or full-purple, whereas in T1 and T2 even a pure purple can be overwhelmed by low-end gear.

 

+1  

 

If I have all Blue\purple … lineup … I sure don’t need more Mk1 gear for my already FULL warehouse. 

Looks very Interesting. 

I wonder if this actually pro- or demotes Tier-rushers…

Also It might be a small barrier for Zerg-Corps. It might help, at least for some time. 

Hi, I’ve taken a little break from star conflict (about a month) and came back last week, and it may be just me, but i have seen loads of interceptors. Most battles the enemies had one long range frigate, twoo guards, maximum 4 other fighters (command, tackler) and all the others i’ve seen were flying either gunship or interceptors

 

So, here we go: for some time, our pilots noted that the current rate of credits accumulation is satisfactory, but still could be more comfortable for pilots with a premium license and those without one.

 

i just love this sentence. very diplomatic.

 

so basicly, the credits from credit-selling-loot will be increased?

Ranks 10-12 — 20% more Synergy

 

So, does T4 now only become a transition-Tier? 

Thats kinda sad, imo. Because some of these ships are actually doing better than their T5 counterparts. 

Hi, I’ve taken a little break from star conflict (about a month) and came back last week, and it may be just me, but i have seen loads of interceptors. Most battles the enemies had one long range frigate, twoo guards, maximum 4 other fighters (command, tackler) and all the others i’ve seen were flying either gunship or interceptors

Well, gunship and interceptors are 44% of the totality of classes. Also most people likes to zoom around guns blazing (and doing nothing)

 

So far I like the changes.

But T4 is already a transition tier now Zap. i think it should get an incentive to bring up ~ 1 yr old players with many shiplines to use their T4s more, maybe it won’t become so transitional, if you can have a broad set of ships there easily… :slight_smile:

Ranks 10-12 — 20% more Synergy

 

So, does T4 now only become a transition-Tier? 

Thats kinda sad, imo. Because some of these ships are actually doing better than their T5 counterparts. 

 

That’s the way I feel… specially now with Sec Con  …   use of T5 ships along with the implants … though like you said some of the T4 ships are pretty hefty. 

T4 is already a transition tier. i think it should get an incentive to bring up ~ 1 yr old players with many shiplines to use their T4s more.

Well, it has the Grizzly-M, which is the best Fed healer, hands down. 

I like the new changes - and I also hope that more people play T4 and stay in T4 as well. There really are great ships, such as the Minotaur :wub:

Well, it has the Grizzly-M, which is the best Fed healer, hands down. 

 

 

well i can think of some builds for t-rex and osprey which could be nice.

 

does not matter if T4 and T5 are closer together to me, i don’t see much problems with that, i am actually also glad, that even some T3 ships stay quite viable deep into T4.

 

i do miss R10 in Endgame, tho, the Black Bomber can surprise even T5s with 3 heatsinks and RFBlaster…

Because some of these ships are actually doing better than their T5 counterparts. 

 

Wich ships and how?

 

 

i do miss R10 in Endgame, tho, the Black Bomber can surprise even T5s with 3 heatsinks and RFBlaster…

 

with 2 heatsinks you already hit the 300 rate of fire cap, in fact, with 1 + fed r11 implant you can get more than 290 so you were just wasting 2 capacitor slots :stuck_out_tongue:

Hopefully over the weekend there will be more sales for MK3 items for T3-5? like 50% off? And even a ship discount of 35% of all ships from T3-T5? 

 

Also a FS sale would be nice for those that want to level up there ships again. I just want more incentive along with the current changes to have more people move up and fight in T4/5

Hi, I’ve taken a little break from star conflict (about a month) and came back last week, and it may be just me, but i have seen loads of interceptors. Most battles the enemies had one long range frigate, twoo guards, maximum 4 other fighters (command, tackler) and all the others i’ve seen were flying either gunship or interceptors

Actually that would be great, just add there one or two engies and there ya go.  :)wt  Nah, it’s just you mate.