Developer Blog entry from January, 22th. Synergy, Sector Conquest and HUD

Yeah, thanks, I reread it and I see where it says you get a point for each of your own beacons that doesn’t get captured.

I talked about this change with my friend, and he suggested that perhaps 50% synergy could be given to all pilots who did any damage to a ship that fully recharged hull/shield.  Example:  Player 1 is a Jeri guard with 10K hull and 20K shields.  Player 1 is taken down to just 5K hull by both Player 2 and Player 3.  We’ll assume that each of them did equal damage, or 7.500 damage.

 

IF the Jeri guard does not heal, and is eventually destroyed by another player, Players 2 and 3 would each get 100% synergy for their 7.500 damage assist.  However, they should get a lesser 50% (or zero) synergy if the guard reaches full hull and shield strength again.

 

I tried to make that non-confusing, but let me know if it is.

 

I know that it would force more focus on engineers, as they now take on a role of keeping the enemy team’s points suppressed, too.  Also, I understand that it’s already a pain in the arse to get synergy, so maybe this would be just a bit too much.

 

Thoughts?

better idea:

-damage timer to 20s

-someone who deals >80% damage but doesnt get the kill gets 95 points for critical assistance

-old kill 100/assist 80 system

-buff/debuff assists are 20p each but stack, so if you debuff an enemy 3 times, you’ll get 60 points if he gets destroyed

why is the damage timer so important? there are many pilots who fly directly into big crowds of enemys and they should not get any reward for this perfect suicide strategy

-someone who deals >80% damage but doesnt get the kill gets 95 points for critical assistance

why is the damage timer so important? there are many pilots who fly directly into big crowds of enemys and they should not get any reward for this perfect suicide strategy

 

I like both of those points.  It’d be nice to have the >80% damage bonus, as it REALLY prevents kill-stealing.  It’s one thing that I cannot stand in-game, as I actually care about my Skill Rating.  I know that many people say it doesn’t mean much, but since I’m not stealing other people’s kills, I guess it does for me :good:

Antibus

With all the changes that are happening and features planed to implement this year. When is the 1.0 (final) release going to be?

mid-year or end of this year?

 

I was thinking when I started playing this game at 0.9.8  or so it wouldn’t take long for the final release when you look at the version number. But with all that is happening and what is planed I see the game released somewhere in autumn and not before.

 

It is time for the devs to set a date or at least a month for the final release.

Version numbers are irrelevant.

 

The release number should be phi, 1.618…more numbers, blah blah blah…  It’s golden!

-buff/debuff assists are 20p each but stack, so if you debuff an enemy 3 times, you’ll get 60 points if he gets destroyed

 

Triple aura engie farmers~!

I don’t think any of the buffing roles have any debuf abilities.

I thought darkkiller was saying that both buff and debuff assists stack.

 

If debuff assists stack, then we would see tacklers farm from far away. Mk4 TP has 3100 range, IB much further.