Star Conflict OBT v0.9.1 Discussion

And yes i Do agree that this game overall is rather a bit expensive and might suffer from that in Terms of cash flow. But this is subjective, i just See, that many are hesitant to buy stuff, but that has also to Do with the history of patches. At least i Know couple indiviuals i Know they spend 10-20 bucks for f2p occasionally,but didnt Do it in sc yet.

Its Not that Bad i would complain about my spent bucks, but i did my share of Support anyway. After all it does work well f2p.

As it was mentioned for a couple of times here, Premium ships are still in work, we see your concern over the matter.

Next, there were questions regarding premium ship bonuses after the addition of x2 to all ships with maxed out synergy: they all apply to Premium ships too. So You have an x2 bonus, and you also have +20% of free synergy gain bonus on them (so it is +40%). And once again, we continue working on premium ships!

 

But Antibus… you should remove ship sinergy cap to make it work…

Becouse atm fying a premium or a full ranked ship i’m gaining same amount of Synergy i used to gain before last patch IF i don’t die and change ship in a match. But honestly i don’t like suicide myself for more synergy

leaving this here for reference, sent through email channels:

 

Fixes? Here:

a.    Boost premium ship synergy gain, although not sure how this will work at higher tiers if there is more gain. (maybe not necessary with item b)

b.    20$ dlcs should give 10% loyalty and synergy bonuses.
50$ dlcs should give 20% loyalty and synergy bonuses.
80$ dlcs should give 30% loyalty and synergy bonuses.
This will allow anyone who spent a sufficient quantity of cash to progress.
Otherwise, someone could buy a 2-month license and never pay any more.
Also, you can make it so that once someone buys a certain amount of GS or spends enough $$$, regardless if they bought a DLC or not, they would get the above bonuses. This leaves their options open, and only reduces grind for customers willing to spend more than 10$.

c.    Make all experimentals available for a large amount of credits and GS on the market. Otherwise it takes months to acquire them, and RNG (luck-based) prevents the game from ever being competitive since there is no mmo trading system.

Quoting previous mail for reference:

a.    Premium ships
b.    Loyalty/synergy grind times for paying customers
c.    Removal of luck-based, time-consuming and GS-driven looting system

 

edit: just some notes -

 

a. is partially due to synergy caps

 

c. problem: items on the market have only one buyout option: either credits/GS. so there’d be no GS option for experimentals. btw, i already mentioned elsewhere, in order to do this you need a 3rd rank research tree for experimentals in that case, to be awarded on R3 of each tier.

But Antibus… you should remove ship sinergy cap to make it work…

Becouse atm fying a premium or a full ranked ship i’m gaining same amount of Synergy i used to gain before last patch IF i don’t die and change ship in a match. But honestly i don’t like suicide myself for more synergy

Exactly.

Exactly.

I hate having maniac and most importantly “fear me” and having only 4.5 / 7(p) K Synergy gain.

While I was leveling up a new branch I had to jump back a tier and I do not want to be forced to suicide to get 4.5K on both my ships if the match is long enough

I always get the synergy cap from my matches, unless our captain on LRF dies < 60 sec.  So doubling the synergy on elite/premium ships w/o removing that cap or increasing it x2 is NOT WORKING !

Would be good to increase synergy gain the higher tier or rank a player is (and by that i mean it done exponentially!). Otherwise if they want a totally new ship line they gotta go down to T1-2 to stomp on newbies for quite a long while. I just did that in my Fox-M and made people rage 3 days in a row (it wasn’t the only ship i flew, would get insanely boring). Also, required syn for the next ship could be safely decreased 20-25%.

There’s only one good thing synergy requirement does atm: no newbies into higher tiers to look like <insert something bad here>. But for the vets… just a boring stompfest.

I hate having maniac and most importantly “fear me” and having only 4.5 / 7(p) K Synergy gain.

While I was leveling up a new branch I had to jump back a tier and I do not want to be forced to suicide to get 4.5K on both my ships if the match is long enough

I always get the synergy cap from my matches, unless our captain on LRF dies < 60 sec.  So doubling the synergy on elite/premium ships w/o removing that cap or increasing it x2 is NOT WORKING !

I did the suicide thing for a while after the changes, in particular when we had that synergy bonus weekend that made it really easy to play three ships to the cap. But it sucks to have to play that way - as I had already said back then, punishing good play (getting the job done without dying) is one of the worst possible game design decisions you could take in a competitive game.

A glass of wine @ 30 mins before sleep supposedly and scientifically helps you rest. I discovered it does for me at least. I also get dizzy from any amount of alcohol, not a drinker. I just prefer rare high quality drinks that pack a punch in your wallet (good thing people have their own home made distilleries for wine around here :smiley: ), but even so, i drink really really rarely.

 

As far as premium ships go… i only bought them for performance / fun / revenge. ‘You no let me live? Here, eat my Kalah’s Gauss b**ch!’. Other than that i have the Crus Q. I bought them only for the sheer power they’re capable of dishing out, but back in 0.8.#. They’re still insanely awesome tho. And dunno why people complain about tacklers. Was forced due to synergy progression these last days to fly the Fox-M (want to get to Wolf-M) and the ship is quite impressive against any class with the proper tactical setup (you know, rushing in to death is for cannon fodders only). Had an average score count of 10-12 kills per match, probably dying once or twice every 2-3 matches. Now i hopped in Silent Fox. The ship and the bonus are great at what they’re supposed to do, but it’s pitiful to be on rank 7, this ship really needs to be rank 8 at the very least instead of the Wolf. It’s great for when people don’t really notice you, but if someone has you in their sights in a rank 7 in T3 you’re pretty much screwed. And tacklers are always noticed simply because they die fast to just about anything and people always look for easy kills. 1 shot torpedo kill? Wtf??

 

I agree on all points. 

One thing just break my brain !

 

The sector Conquest is just like the “CHROMEHOUND” War System !

 

 

If we want to improve Teamplay, we need one thing. It’s a Commander class Ship (not the command fighter, a special type of ship dedicated in Transmission and Order).

As far as I remember, Chromehound (do not exist anymore) had a perfect balanced system for teamplay.

 

It was this : 

 

screenlg10.jpg

 

This mecha was not dedicated to fight/buff/debuff,

It was a True commander, Giving information to his team, directed them in the good position, analyzing the enemies movement.

 

StarConflict need this kind of ships to improve the Teamplay. We need something to help player, that can analyze the battlefied and send orders/Informations.

Equiped with special Relay system (range of connection) that could make a powerfull choice to counter the problem of squad, because without any Vocal, soloQ players will be able to have a system allowing them to compense this lack of communication.

Including this kind of ships in SCon will allow devs to re-up the Squad Size, Improve the Teamplay, had new type of gameplay.

Players will be able to share there own strategy, improving the community. New Players will learn from Veteran (if they are using this ship in battle to lead them).

 

The first thing to do to improve Teamplay is to have a tool to do it !

 

For the module, it’s pretty easy : find everything that’s not used actually :

 

_Buff/Debuff the range of detection

_Buff/Debuff Spread

_Increase/decrease locking time

_Main Target/Objective designator

 

ect ect.

 

Not enough time to complete it…

 

 

It’s an interesting proposal.

It’s an interesting proposal.

Agreed.

There’s Combat Recon where you can or are at least supposed to do that… but nobody notices… they just chicken-charge.

Partially the Recon ships fill that role: sensor range implant (fed R2) and sensor CPU upgrade and you’re set. It’s just that… squads are of 3 people, and the rest of the team doesn’t pay attention to chat / speak english. Try to coordinate that, it’s like talking to rocks going downhill to go uphill.

 

 

There’s Combat Recon where you can or are at least supposed to do that

 

The recon is supposed to… Recon, gathering Data on the enemies positions, but we have nothing to analyze this.

Actually, every players have to make their own decisions, without using all the data that they could have. 

That’s why Squad had more impact in SoloQ, “4 connected brain + 4 unconnected brains” vs “8 unconnected brains”.

 

 

Now change the rules :

 

One or Two players per Team, Squad or SoloQ players, focused on the Data collected by Recon.

This player will be able to analyze this data in real time. He/She will try to understand what the enemy team is doing, learn how counter it.

This guy/girl will be able to inform his teammate by special pinging / Focusing module. To let his team able to provide a good Response against the other team.

 

Imagine how you can make strategy with this, How it will improve the gameplay for all the other ships.

You can create a whole new world of flying abilities. 

 

It will be a major tool in Battle Corps too.

Let express your unleashed flying skill and let the strategy to a dedicated players.

One thing just break my brain !

 

The sector Conquest is just like the “CHROMEHOUND” War System !

 

 

If we want to improve Teamplay, we need one thing. It’s a Commander class Ship

This mecha was not dedicated to fight/buff/debuff,

It was a True commander, Giving information to his team, directed them in the good position, analyzing the enemies movement.

StarConflict need this kind of ships to improve the Teamplay.

 

okayyy… that is so ME

whats this have to do with the patch again?

 

and… nope… all we need is the ability to open the map without it draining all power from the engines.

 

time to order that pizza.

What are you doing here? you were not supposed to leave?

 

And it’s about the patch because this is a way to re-up the squad size.

What are you doing here? you were not supposed to leave?

 

 

And it’s about the patch because this is a way to re-up the squad size.

 

the game? i’ve left… still checking forums for updates on fixes.

 

how will removing 1 player from battle reduce the effect of squad size? randoms cant coordinate anyways, no point :\

 

nobody will understand what you’re pinging/doing anyways, and then half the commanders out there wont even know what to ping.

 

just use your map, the compass and mouse over targets to get their ranges. ← solves all your problems.

There was talk of allowing players to join temp squads during map load

 

Does nothing other than to give portions of the team a different colour, ability to ping team-mates (old), different coloured pings

 

  • I felt that suggestion was cool because it might have a visible psychological effect and opens up the possibility of creating player culture

  • would it lessen the impact of premade squads? no idea but it has a high chance of allowing randoms to execute team moves which currently has no in-game mechanic to aid that. (other than ping*ping)

  • I felt that suggestion was cool because it might have a visible psychological effect and opens up the possibility of creating player culture

 

right, suggestion. there’s a forum for that.

 

this is the ‘patch complaints’ thread ;p

 

only game i’ve seen a commander mode in was battlefield 2.

 

nobody wanted to play the mode, because it meant you had to focus on that role and couldn’t do much killing. you still had regular equipment… but the role required you to focus all of your attention anyways…

 

then the people who got that role sometimes didn’t know how to play it, didn’t drop health/ammo in correct places, didn’t provide scouts/artillery over the correct locations, etc…

 

also, people never did what the commander asked them to do anyways, because honestly, how much experience can a 15 year old commander have? no offense :\

 

and your commander could easily lose you the battle. random commander selection and all that.

 

  • anyways, we can already ping targets, so there’s really no need for this. better everyone to have the ability. and fix map so it doesn’t cut engines :\

 

remember, that randoms don’t play so that they can train for a second job. they usually don’t care about order they’re given, and will still do what they feel is appropriate.

 

every pilot should maintain situational awareness, basically.

 

also, it makes no sense to make it a ship role, just give everyone the ability - but again, not necessary.

 

also, every game i’ve played that has voicecomms built in, the randoms still dont use it 99% of the time.

 

partly because as i said, they don’t care… and partly because of language barriers. not to mention a fair amount dont even have mics.

 

mmmm, pizza on the way.

The recon is supposed to… Recon, gathering Data on the enemies positions, but we have nothing to analyze this.

Actually, every players have to make their own decisions, without using all the data that they could have. 

That’s why Squad had more impact in SoloQ, “4 connected brain + 4 unconnected brains” vs “8 unconnected brains”.

 

Initiating neural handshake. :P 

 

Couldn’t resist.

 

 

 

One thing just break my brain !

 

The sector Conquest is just like the “CHROMEHOUND” War System !

 

 

If we want to improve Teamplay, we need one thing. It’s a Commander class Ship (not the command fighter, a special type of ship dedicated in Transmission and Order).

As far as I remember, Chromehound (do not exist anymore) had a perfect balanced system for teamplay.

 

 

That is a very interesting concept, but like what Betatrash said, pinging works pretty well IMO (provided your teammates actually bother to follow up on the pinging). 

honestly, i think the best system was quake 1/3, etc :\

 

where you could setup your own binds and aliases, ie:

 

bind J say_team “enemy high - left”

bind K say_team “enemy low - mid”

bind L say_team “spawn in 15 secs”

bind M say_team “quad/penta in 15 secs”

bind , say_team “flag outbound low”

 

etc.

 

the only other thing you need is the ability to ping teammates/enemies/key locations.