Star Conflict OBT v 0.8.0

Star Conflict OBT v 0.8.0

== Corporations: General ==

* Removed ratings “PvP F”, “PvE efficiency” and “Shot down”.

* New rating “Influence” (see below).

== Game modes: General ==

* The mode “Sector Conquest”:

  • The “Win ratio” element has been removed from the hangar screen.

  • New game mode is in the PvP section.

  • Your current faction contract determines the side of conflict you represent.

  • The side of conflict represented by your corporation is chosen by the corporation’s CEO (regardless of your personal choices).

  • Each side has two contested locations bordering the locations of other races.

  • You can choose a location to fight for.

  • The time determining the winner in the current contested locations is shown in the upper right corner of the Sector Conquest screen.

  • The Corporation that gets the most wins in a contested location receives points of influence.

  • Points of influence can be seen in the overall ranking of corporations.

  • Corporation progress is reset when the leader changes the side of conflict.

  • PLEASE NOTE! By default, every corporation is considered to be independent. A corporation will not be able to capture locations until its leader chooses the corporation’s allegiance.

== Ships: General ==

* Modules that have been inherited by some players from the early versions of the game, but are not available for new pilots, were automatically sold at the highest possible price. These modules are no longer available.

* Added the “Survivability” parameter which helps visually assess the difference in the ship’s effective HP buffer.

* This option is calculated with the current level of synergy accounted for.

* Reworked the balance of ships. Smoothed the difference between ranks.

== Ships: Combat specializations (roles) ==

* Each ship will be focused on playing a special role on the battlefield.

* Interceptors: Recon. Search of enemy ships. Available to Empire and the Federation.

* Interceptors: ECM. Jamming. Available to Jericho and the Empire.

* Interceptors: Covert Ops. Sudden blows to individual ships. Available to Federation and Jericho.

* Fighter: Tackler. Destruction of recon ships. Available to Federation and Jericho.

* Fighter: Command. Leading offence ship. Available to Jericho and the Empire.

* Fighter: Gunship. Tremendous in a short time. Available to Empire and the Federation.

* Frigates: Engineering. Building various objects on the battlefield. Available to Federation and the Empire.

* Frigates: Guard. Protecting the team from weapons, missiles, electronic warfare. Available to Jericho and the Federation.

* Frigates: Long Range. Shooting through open spaces. Available to Empire and Jericho.

* The role of the ship is displayed in the mini-icon of its class.

== Active modules ==

* Active modules are grouped by ship roles. Only the modules relevant to their specialization are available to the corresponding ships.

* There are also two groups of universal modules: “Restoration” and “Survival” that can be installed on any ship.

* Due to general balancing changes, we have also reworked the balance of active modules and weapons.

* Energy consumption is reduced by 20% for most modules.

* The duration of the “Pulsar” has been increased, and it no longer damages the targets behind obstacles.

* “Valkyrie” is now active for a limited time.

== New modules ==

* Interceptor: Covert Ops

— Adaptive Camouflage. While the ship is not firing and not using modules, it disappears from radars, can not be locked by the enemy and is not subject to directed hostile influences for a few seconds.

— Plasma Arc. Activation of the module generates a powerful plasma arc, dealing thermal damage to the enemy ships are in range.

* Interceptor: Recon

— Micro-locator. Deploys a locator uncovering all enemy ships in range, including invisible ships.

* Fighter: Gunship

— Aiming Overcharge. Activation of the module increases critical strike chance of the main weapon.

— Engine Overcharge. Maximum speed of the ship is temporarily increased.

— Combat Reboot. Activation interrupts all existing negative effects imposed on the ship, and prevents new negative effects. The ship receives a temporary immunity to damage.

* Fighter: Tackler

— Inhibitor Beam. The module does not allow the enemy to use afterburners. You must be within line of sight.

* Frigate: Long Range

— Weapon Overcharge. Activation increases disintegrator and guided torpedo damage

— IR Pulsar. Prevents all enemy ships locked on to you from locking any targets.

— EM Scattering Field. While the vehicle is stationary, it does not appear on radars, can not be locked by the enemy and exposed to negative effects.

* Frigate: Engineering

— Mobile Barrier. Temporarily places a barrier to protect the ship from any damage. The barrier has limited time and strength and moves with the ship.

== Game balance: Contracts ==

* Looting can now produce secret documents belonging to your faction. Their return is rewarded with loyalty!

* Increased the probability of finding the secret documents in the PvE missions finale.

* You get loyalty with the current faction as a bonus for the 5th consecutive day in the game.

* In preparation for the new system of contracts, their logic has been tweaked:

  • Now for each rank you open one new contract.

  • Contracts with complex conditions have been temporarily removed.

  • Contracts can be taken more frequently, the cooldown time has been reduced.

== Options ==

* You can now install two additional devices.

== Interface: General ==

* Refined tooltip display:

  • Now, by default you see the final value (if the weapon is installed on the ship, then with all the ship bonuses too).

  • During comparison, positive difference is displayed in green, negative - in red.

== Interface: HUD ==

* The predictor element for the locked enemy in sight is in gray if the enemy is out of range of your guns.

== Graphics ==

* Improved visualization of various objects and ships.

== Sound and Music: General ==

* Improved English voiceover.

* Sounds for new modules.

* Further development of weapon sounds.

* Improvements in UI sounds.

* Improvements in collision sounds.

* Additional sounds for missions and PvP modes.

 You get loyalty with the current faction as a bonus for the 5th consecutive day in the game.

 

Will we still get gold as well? Or only loyalty?

 

besides that, I can only wait to see what has changed in-game before I can voice my opinion.

 

edit: * The duration of the “Pulsar” has been increased, and it no longer damages the targets behind obstacles.

 

has the damage also been increased accordingly? or is it now just weaker damage per hit?

Sounds awesome - HOW LONG UNTIL RELEASE!?!?!

Sounds awesome - HOW LONG UNTIL RELEASE!?!?!

its at 15:00, estimated.(delays can always happen) so that is like…2 hours from now if i’m correct?

Puuuh , many stuff to get used to . Hmmm , hope the new roles doesnt collide to hvy with own playstile. But looks good on the paper :salute:

No chance to the bug where you can’t make a squad of 3 or more players without a license? :frowning: :frowning:

 You get loyalty with the current faction as a bonus for the 5th consecutive day in the game.

 

Will we still get gold as well? Or only loyalty?

You only get loyalty now.

 

 

No chance to the bug where you can’t make a squad of 3 or more players without a license? :frowning: :frowning:

Most people seem to be able to fly with full squads. This makes it hard to catch the reason for the bug, but we are still working on it.

No chance to the bug where you can’t make a squad of 3 or more players without a license? :frowning: :frowning:

 

Thought that was gonna be fixed in this one… hm…

 

And good, 2 hours is ok :stuck_out_tongue: should still be awake… wish it was sooner though…  hahah!

You only get loyalty now.

 

Awwwww… 

Awwwww… 

There will be more Gold events in the future :slight_smile:

Awwwww… 

exactly my reaction :frowning:

 

*There will be more Gold events in the future :)*

 

well thats something.

hmmm , does that mean  you getting the bonus when you play 5 day in a row e.g. federation , or do get at the 5th day a bonus loyality to the faction you are playing just at day 5?

There will be more Gold events in the future :slight_smile:

 

Ah, great :smiley: That’s more like it, Error! Good to see some awesome changes coming :smiley:

anyone got an idea how to fix the problem where you can’t play with more than three people in a squad without a license? Verifing the games cache, reinstalling… anything? :frowning:

Most people seem to be able to fly with full squads. This makes it hard to catch the reason for the bug, but we are still working on it.

 

Just find the line where it is said : “If the player have a license, then he can group with friend.”

No bug here !

But perhaps a lazy dev.

well, can someone explain, why the fighter from empire, Deimos & Deimos 2 are becoming “Guard Ships” , which is a role for frigates???

 

Deimos :

  • Ship keeps the role ‘Guard’.
  • Ship receives special role module ‘Overdrive’.
  • Hull strength reduced by 6%.
  • Shield strength reduced by 6%.

Deimos 2 :

  • Ship receives the role ‘Guard’. 
  • Ship receives special role module ‘Overdrive’.
  • Hull strength reduced by 17%.
  • Shield strength reduced by 9%.

unfortunately, most ppl who actually complain in chat will never read this. the others bacon.

Wow, thats a ton of changes.

I’ll refrain from theorycrafting at this point and will test all those changes and then comment on them.

 

Thank you for letting us know about the changes in advance and your other excellent threads on the upcoming changes Skula !

.

i really hope that the MK1 moduls will be removed from ships and prices going down

because i now can equipp only moduls fitting to the ships role

 

“give me lower prices und remove MK1 garbage from ships”

 

lgbenn

OK, I won’t be able to access the game until late afternoon, but here are some early thoughts:

 

  • Loyalty: so, in addition to being able to play without getting loyalty, you can now also get loyalty without playing? Awesome! Joking aside, I’m glad that you acknowledged and addressed the issue.

 

  • Roles balance: I’m not sure not allowing access to one role per class for each race is a good idea. Fed interceptors can’t stun? Or is stasis covert ops, in which case Empire interceptors can’t stun? Empire frigates can’t regen hull and shields? And so on.

 

  • Recon interceptors seem pretty underwhelming. Stealth, spy drones and micro locator. Also, in later tiers, you can afterburner across the entire map in what, 15-20 seconds? It’s not like there are huge maps where you need scouts to find out where the enemies are, most of the time you KNOW where the enemies are. The rest of the time you are too busy fighting. Also, if Adaptive Camouflage kicks in if you haven’t fired or used any modules in the last seconds, covert ops will make better scouts than recon (scratch this last one, if Adaptive Camouflage is a lesser version of stealth).