Star Conflict OBT v0.8.6
General Changes
Added a crafting and repair system.
- Allows players to redeem broken items from unsuccessful looting attempts.
- Uses grey loot as repair components.
- Each broken item received will now display a small list which tells the player what items they must use to get the working item. It is randomly generated each time, but will conform to some set parameters.
New storage tab: Broken Equipment
- All broken items from failed looting attempts will now be stored here. They can be repaired by clicking on the repair label next to their name.
- Grey loot will now also be stored in this warehouse tab, instead of being automatically sold.
Looting system tweaks.
- Free looting chance increased to 15%
- Added credit payment options. This allows you to give up a portion of your base match rewards to get a certain chance of receiving an item. These chances are as follows:
- 40% of your match reward gives a 25% chance of receiving the item.
- 60% of your match reward gives a 40% chance of receiving the item.
- 80% of your match reward gives a 60% chance of receiving the item.
- 100% of your match reward gives an 80% chance of receiving the item.
- Gold Standard payment option chance increased to 80%
- Failing a looting attempt will now yield a broken version of the item, which can be repaired via the new crafting system.
Added a build exchange system.
- Right clicking on a ship in your lineup will now have a new option appear: ‘share build with’
- Clicking on this will bring up your friend list.
- Upon selecting a friend, they will receive a notification in their mail.
- Opening this will bring up a ‘blueprint’ of sorts which shows all modules, weapons and modifiers equipped and what ship it is.
Matchmaking
Matchmaking has gone through a few tweaks, including the addition of non-mixed-tier matchmaking.
- Two checkboxes added to the bottom left of the launch screen. One is labelled ‘MTM’ and the other ‘Realistic’. Both are off by default.
- ‘MTM’ stands for Mixed-tier Matchmaking and will allow players to be grouped with players of different tiers depending on their skill level. Hence, a low-skill player will most likely not be matched with a player in the tier above. Disabling this option will place the player in matches against players of the same Tier. The game will use the highest Tier ship in the player’s lineup for matchmaking purposes.
- ‘Realistic’ toggles whether or not the player wishes to be matched into realistic games.
Combat HUD
In ‘Combat Reconnaissance’, your captain’s and the enemy captain’s hull and shield are displayed underneath their names at the top of the screen.
Ships
Engineer
- Hull and Shield strength reduced by 10%
Guard
Jericho Ships
- Shield recharge speed increased by 10%
Federation Ships
- Frigate speed reduced by 20% (they receive an overall 10% decrease in speed)
- Fighter speed reduced by 10%
Modules
Autonomous Repair Station
- Removed and Remote Hull Repair has been reinstated.
Remote Hull Repair
Now affects allies only. Does not heal the engineer.
Autonomous Charging Station
- Removed and Remote Shield Generator has been reinstated.
Remote Shield Generator
Now affects allies only. Does not heal the engineer.
Sentry Drone
- Module has been given to the engineer. Replacement module added.
Gamma Burst Overload (Mk1)
Range: 1800m
CD: 60 seconds
Duration: 3.5 seconds
Energy Consumption: 113
Description: This modules temporarily overloads the visual and audio systems of the target, effectively ‘blinding’ the pilot. Upon activation, the target’s screen will go white; only the ship systems (such as the shield bar, hull bar, etc) will be visible. In addition, the pilot will be afflicted by a quiet white noise effect that will fade as the duration expires and drowns out all other sounds.
Repair Kit (S/M/L)
- Replaced by a standard kit. Can be equipped across all ship types.
- Instead of restoring a flat value of hull points, the module now restores 30% of the ship’s hull over one second.
- Cooldown reduced by 10%
Shield Booster (S/M/L)
- Replaced by a standard kit. Can be equipped across all ship types.
- Instead of restoring a flat value of shield points, the module now restores 30% of the ship’s shields over 8 seconds.
Liquid Metal Injector
- Instead of restoring a flat value of hull points, the module now restores 60% of the ship’s hull over 20 seconds.
Emergency Shield Booster
- Instead of restoring a flat value of shield points, the module now restores 60% of the ship’s shields over 20 seconds.
Implants
- Gigas 2 implant now grants only 5 points of hull resistance per lock.
/title changed and topic moved.
I know you’re an admin and will probably know what’s coming up next anyway… But your thoughts?
I know you’re an admin and will probably know what’s coming up next anyway… But your thoughts?
- The ideas for the “trash” loot may be used for the crafting system in one or the other way, but this will not be in 0.8.5.
- The looting system is still under discussion, but I don’t think that the GS method will be raised to 80%, because this would increase the P2W thinking.
- Sharing modules ship builds via the chat/email is a nice idea and has already been forwarded.
- Matchmaking and loot system are still under discussion, but I cannot give you any detail info yet.
- We will continue working on the balance, but as before, I cannot tell what and how it will be changed.
In general it is better to make a seperate topic for each suggestion. This makes it easier to see how many people agree or disagree on the different points.
I looked around the forums to see what people wanted, then made decisions based on what I read.
I avoided P2W complaints by making it so you can still get the same chance using credits.
At the moment I have double feelings about the remote modules.
I don’t feel like they are OP, and like the system, since they only repair 1 target at a time. But good inty pilots can become near invincible…but that is also very depandant on their skill.
and the gamma burst thing…sounds like another module for ECM…
But they are already far annoying…And this module would be OP on any ship…
Also, engineers dont need any more goddamn modules…I already have a lack of slots…
I like it. Forward it to the Devs. I support the MM changes and the General changes. Though you forgot to add a new sticker that features a sweet roll.
I’ll continue this as more things enter my head.
Wow, first i thought they are official and was like: “WTF! NO! I WANNA PLAY!” but then I saw it’s a fffffake. 
Guard
Hell, no! They are too fast at the next beacon anyway!
Counteracting the last speed nerf to bring them back to less than a snails pace. I use guards often, and without the engine overdrive upgrade their speed sucks.
EDIT: I’m glad you mistook it as a real patch. That was kind of the point. 
And I am flying a Cov Ops, and see almost no way to nuke something already now, making me often cry out as Londo Mollari: “There are more of them!”
Their weak speed is the only thing giving opportunities to place a nuke to actually hurt the frigs, not just troll the ceptors and fighters. Or you place nukes so arbitrary, a real hit is a complete lucky surprise.
So I see fitting something to overcome it, but keep away from even making it more tankier as nothing bad. Sorry for your end. Go Fed Guards.
Lightweight Hull makes me outrun fighters in my Gator. Of course I pay for it.
50-75% nerf in the time of Spy Drones and Micro-Locators is what I would like to suggest.
I was just in a match against [nova](Because I see them every freaking battle because only sector conquest exists!) and their recon pilot was very sure to plant spy drones on me while I was carrying the bomb. Because of that I was unable to atleast do part of the way in stealth and wasn’t even to get even close to their beacon after I tried waiting out the spy drones only to get em on me again 5 seconds before they expired.
Also, are you freaking serious?! 4500m range on spy drones?! That is insanity! He didnt even get anywhere near me and I was perma spy-droned!
/end-rant
50-75% nerf in the time of Spy Drones and Micro-Locators is what I would like to suggest.
I was just in a match against [nova](Because I see them every freaking battle because only sector conquest exists!) and their recon pilot was very sure to plant spy drones on me while I was carrying the bomb. Because of that I was unable to atleast do part of the way in stealth and wasn’t even to get even close to their beacon after I tried waiting out the spy drones only to get em on me again 5 seconds before they expired.
Also, are you freaking serious?! 4500m range on spy drones?! That is insanity! He didnt even get anywhere near me and I was perma spy-droned!
/end-rant
That’s exactly how Spy Drones are meant to function. Prevent cloak. Same with Micro-Locator. The only way to avoid that is to not grab the bomb, as I’ve seen many CovOps pilots do. I started flying Recons so I could put Drones on the CovOps that actually grabbed the bombs, it’s an excellent counter against a-bloogey-woogey-woo ships.
Rnage on spy drones is not an issue in my opinion - they are RECON interceptors after all. However, as someone who fires them off at anyone and everyone to mass debuff assists I do admit their duration is a bit long. One minute seems fairer.
Even a minute is a very long time, seeing how there is no way to get rid of them(Unless you are in certain ships with certain fits)
Every other ability is at most 30 seconds I believe.(Not counting energy-draining things like missile shield, since those are quite limited range and can be escaped with some ease)
I would vote for 30 secs, 45 maximum.
With a range of 2k, 2.5k maximum.
I know their purpose, but they should not make it entirely impossible to do anything useful for a long time.
Look at ECM, they block you for 10 seconds maximum and then you can go on your merry way. Recon can Spy Drone you for half the match with ease, and I find that kind of stupid. Especially combined with the insane range of the module.
Rnage on spy drones is not an issue in my opinion - they are RECON interceptors after all. However, as someone who fires them off at anyone and everyone to mass debuff assists I do admit their duration is a bit long. One minute seems fairer.
Hmm, can’t argue there, Spy Drones do have a ridiculously long debuff time…
Even a minute is a very long time, seeing how there is no way to get rid of them(Unless you are in certain ships with certain fits)
Every other ability is at most 30 seconds I believe.(Not counting energy-draining things like missile shield, since those are quite limited range and can be escaped with some ease)
I would vote for 30 secs, 45 maximum.
With a range of 2k, 2.5k maximum.
I know their purpose, but they should not make it entirely impossible to do anything useful for a long time.
Look at ECM, they block you for 10 seconds maximum and then you can go on your merry way. Recon can Spy Drone you for half the match with ease, and I find that kind of stupid. Especially combined with the insane range of the module.
Spy Drones don’t make you useless, they just prevent you from cloaking and make you visible on enemy radars. If your hp is low, just fly back to an Engie and wait it off. Minimal downtime if you still have >60% hp
Agreed, Recon’s spy drones make you far from useless. What they do, and do well, is prevent covert play.
Tacklers are, in my opinion, hard-countered by Recons. The spy drone prevents them from sneak attacking or disengaging via cloak, while the Recon can shrug off Tackler debuffs with its own cloak and then use Parasitic Remodulator to swing the fight in its favour.
The fact is that a properly equipped Recon is good to have as both an offensive and defensive unit. They aren’t that strong in and of themselves, but like ECM they are a potent force multiplier.
Agreed, Recon’s spy drones make you far from useless. What they do, and do well, is prevent covert play.
Tacklers are, in my opinion, hard-countered by Recons. The spy drone prevents them from sneak attacking or disengaging via cloak, while the Recon can shrug off Tackler debuffs with its own cloak and then use Parasitic Remodulator to swing the fight in its favour.
The fact is that a properly equipped Recon is good to have as both an offensive and defensive unit. They aren’t that strong in and of themselves, but like ECM they are a potent force multiplier.
As a Tackler, you can, LITERALLY, dismantle Recons in seconds. Cloak? Who needs that, just put every damned debuff on his xxxx and nuke him on the spot even before your shields are down. The Parasitic Remodulator aids them in keeping their shield for an extra second. A good Tackler pilot will pulverize CovOps and Recons with relative ease. ECMs might give a run for your money, though.
I don’t know what kind of Recon you fly against, but that won’t work on me. If I get hit by Tackler debuffs I cloak and the debuffs are gone. Only times I die to tacklers are if I’m unable to cloak due to them having their own Recon support, or they are hunting in packs and I can’t microwarp away in time.
But a lone, unsupported Tackler? He won’t get any kills against a Recon with a cloak.
Why none demands any changes in LRF?