Developer Blog entry from October, 10th. Update 0.9.8.

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Good day, pilots!

As you may have guessed from a small break between our weekly updates, our next patch is going to be quite extensive. Of course, we would like to tell you about the gist of it! So here’s what you should expect next Thursday:

  • Improved HUD
  • Further implant improvements
  • Introduction of module upgrades
  • Further development of the trophy search system
  • Further matchmaking balancing

Many of these changes are interrelated, so we wanted to release them in one big update.

HUD

Let’s start with the first part: improved HUD — in order to “lighten” the interface and improve the understanding of battle situations we have altered the HUD. We have revamped the graphic indicators to make them more informative. Moreover, there is now an indicator that’s highlighted when afterburners are active. In addition, we have improved lead and target markers. Now they will be more noticeable.
 

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Moreover, we have included a wider range of HUD set-up options so that our players can customize the HUD to fit their needs — you will be able to adjust the amount of information displayed in battle. In addition, you will be able to change the colour and shape of the target reticle.

Example of reticule, with indication of spread of plasma charges. 
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Implants and upgrades

In addition to improving the HUD, we have also revised the implant system. Now all three new implants will be available to players when they reach a new rank, of course, our pilots will be able to install only one of those three. This change will allow our players more flexibility in choosing implants. In addition, the loyalty system has also been reworked — our players have noted that sometimes they had to wait too long to reach a certain level of loyalty only to access one particular weapon, moreover, should they switch Faction, they would have to start anew. This situation has not gone unnoticed, and in the nearest update we are going to present a new approach to loyalty — as a special type of currency. Now, in order to get a Mk.3 weapon you just have to accumulate a certain amount of loyalty points and then buy equipment that interests you.

In terms of the game world, it can be described this way: Now, instead of tracking your every contract, Factions will simply pay you in their currency, so that you can spend it on equipment supplied by them.

Please note: all the accumulated loyalty will be directly converted into new currency!

Improved progression is closely connected with the upgrade system — we are planning the introduction of the new game mechanic, equipment upgrades. Now all weapons and modules owned by the players can be improved.

Let us explain this system in more detail:

  • Mk. 1 can be upgraded to Mk. 2 by means of credits or upgrade kits.
  • Mk. 2 can be upgraded to Mk. 3 by means of loyalty or galactic standards.
  • Mk. 3 can be upgraded to Mk. 4 by means of upgrade kits or artifacts.

Thus, our players will be able to quickly get the most advanced modules, while freeing up space in their warehouse! You can see the upgrade scheme below:
 

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It should be noted that as a result of changes, the decision was made to “shift” modules and weapons — former “Military” modules are now known as Mk.2
“Experimental” equipment is now called Mk.4.

Note: your “military” and “experimental” modules are not going to disappear! They will simply change their names to Mk. 2 and Mk. 4 respectively!

We understand that this change may distress some of our players, so we want to explain the process with existing equipment in advance:

  • All Mk. 1 modules and weapons will remain with the players.
  • All Mk. 2 modules and weapons will be replaced with newer versions. The existing “Military” modules will be renamed to Mk. 2.
  • All Mk. 3 modules and weapons will remain with the players.
  • All Mk. 4 modules and weapons will remain with the players.

Important: There will also be changes in premium equipment — all of your owned premium modules and weapons will be displayed as unique versions of Mk. 3 modules:

  • Module characteristics will not change
  • The new modules will have a unique ability — increased synergy gain in battle.
  • The more of these modules are installed on the ship, the more synergy you get.
  • Attention! These modules can be improved to version Mk.4 and they will retain the synergy bonus.
  • Modules will remain with the players, as their combat characteristics are identical to Mk.3 and Mk.4 (if improved) versions, but they won’t be available in the story any more.

Trophies and matchmaking

In connection with the information above, the trophy system is also going to change. Now instead of a module, players will be looking for upgrade kits — a Mk. 2 kit is automatically sent to the warehouse, and a Mk. 4 set can be disassembled into artifacts, if it does not suit you.

In addition, we have refined the matchmaking system and its interface — now you can clearly see the rank of the ship for which you are searching a battle in the “Contract search” window.
As you already know, some time ago we have reduced the number of pilots in squads. This was due to the fact that quite often there were situations when the four pilot squads decided the whole battle’s balance. We have carefully examined the possible solutions to this problem and have made some adjustments to our opponent selection system. These changes allow us to revisit the possibility of four-player squads! It should be noted that the new settings mean that the larger and stronger the squad is, the stronger opponents will be found.

At this point we would like to finish today’s article. Follow our blog, soon you will see new and exciting announcements!

Sincerely,
Star Conflict team.

Still no fix for the lag. Might come back to the game just to try out the new reticles though (before the lag will drive me away again).

Rest is looking good, although Mk. 3 loyalty pricing remains to be seen - might be you just increased the grind. Same for Mk. 4 artifact price. Those who turned their artifacts over to their corps might be quite annoyed though.

Struggling to find a reason for buffing premium mods for existing owners but remove them from the store for those who come after. Seems like a doubtful business decision to me but maybe it will make sense with future changes that we do not know about yet…

Interesting changes. Looks very promising.

But a few questions:

When is this getting released? Today or next week with no patch today?

Will the increased synergy gain on premium modules also raise the “limit” you can get on a ship? For example: A ship can get 5k synergy max, but with the premium mods he can reach 20k synergy max? Or will he just reach the 5k sooner?

How will looting change? Will the upgrade kits be a 100% loot chance, or will it still be 10/30%?

How will this change PVE? And will it ever come back that we get more purple spots per day?

What will the prices be and how will the upgrade kits work?

Interesting changes. Looks very promising.

But a few questions:

When is this getting released? Today or next week with no patch today?

Will the increased synergy gain on premium modules also raise the “limit” you can get on a ship? For example: A ship can get 5k synergy max, but with the premium mods he can reach 20k synergy max? Or will he just reach the 5k sooner?

How will looting change? Will the upgrade kits be a 100% loot chance, or will it still be 10/30%?

How will this change PVE? And will it ever come back that we get more purple spots per day?

What will the prices be and how will the upgrade kits work?

So here’s what you should expect next Thursday:

Next week.

As far as I am aware synergy cap will be lifted.

10/30% will be removed. There will be 100% - you got it - you keep it.

Amount of purple spots will most probably remain the same, but don’t forget, you will have 100% chance of looting now.

i do not have information on prices yet, but i will try to get back to you with mechanics of kits.

Aww, I had hoped it would come today D: But I rather wait an extra week and that you make sure it isn’t broken  :good:

 

 

The lifting of the synergy cap sounds good. Will make that grind a lot less harsh.

The 100% loot chance return is awesome! And you get a +1 for that  :good:

Sad to hear about the pruple spot, but I can understand why you changed that. Though I would love to see it changed to perhabs 3 per day.

 

And 1 additional question about the market:

Will we now be able to only buy mk1/premium and then upgrade from there? Or can we still buy mk2/mk3 directly but with the ability to upgrade our modules? 

Will we now be able to only buy mk1/premium and then upgrade from there? Or can we still buy mk2/mk3 directly but with the ability to upgrade our modules?

Yes, you will start with Mk. 1, and after that you will need to upgrade it to more advanced Mk’s.

Alrighty. Thanks for the quick answers.

Hope the patch will be good and looking forward to next week :slight_smile:

Alrighty. Thanks for the quick answers.

Hope the patch will be good and looking forward to next week :slight_smile:

Sure, happy to help!

What great work :smiley:
These changes are amazing!

Good job :good:

Looks good.

Im happy to see the 4-man-squads again. 

Cant tell yet if the upgrade system is good, depends on the prices. 

So far it seems to be a nice mechanic. good Job. 

The proof is in the pudding…like the sound of the upgradeable weapons…

Those who turned their artifacts over to their corps might be quite annoyed though.

Yep, especially when i wasted all of them just before the wpk-nasa merger… x(

42 arties completely completely wasted…

A question (sorry forgot): How does this loyalty-upgrade work? Are ranks obsolete? Is loyalty now like a resource?

A question (sorry forgot): How does this loyalty-upgrade work? Are ranks obsolete? Is loyalty now like a resource?

After you fulfill contract with one of the fractions, you will get a loyalty currency, which you can use to buy an upgrade for your weapon.

More questions!

And our current loyalty from all our already acquired ranks will be turned into this currency as well?

And can I make my T5 stuff instantly mk3(If it is mk2) or must I reach a certain milestone before I can do that? 

More questions!

And our current loyalty from all our already acquired ranks will be turned into this currency as well?

And can I make my T5 stuff instantly mk3(If it is mk2) or must I reach a certain milestone before I can do that?

  • Yes, 1 to 1.

  • Yes, you will be able to modify them instantly.

next Thursday

 

four-player squads

 

 

Amazing it comes next thursday~~ are you serious¿¿¿

 

at least we got 4man Squads back, and the rest of the patch looks good, we will see how it works released, but im Happy to read it, i will buy some premium weapons or something to support my money sink  :Dwop

Looks like a very good patch.

 

Unfortunately till guards are around in the current staate, i don’t think anything can make me love the game as i used to …

Questions about premium modules:

 

“Modules will remain with the players, as their combat characteristics are identical to Mk.3 and Mk.4 (if improved) versions, but they won’t be available in the story any more.”

 

 

  1. Does this mean, that after this change, Premium modules cannot be directly purchased anymore?

  2. If in new system, one uses GS to modify Mk2 to MK3, it doesn’t count as “unique Mk3” that has Synergy boost?

So no patch today ?

 

And just to confirm - 4 man squads are still not possible as you say this allows you to look into the possibility of bringing them back ?