Note 18 from September, 3rd

Pilots!

We'd like to start today's blog with the announcement of the changes that will affect the modules in the game!

So, as noted in our development plan, we continue to work on the roles of the ships, in order to make them more unique and interesting for piloting. In the near future, we plan to refine the module system. We want our players to really see and feel that the ships of different sides of conflict were developed and created on different planets with different philosophies of combat behavior!

As you know, the designers of Jericho ships equipped them with powerful shields, while Imperial engineers prefer stronger hulls. Federation engineers have focused on high-speed. The modules for these ships should be distributed accordingly. Classes and roles of different races will differ from each other not only in appearance, but also in their selection of modules - thus the playing style of different sides of conflict will be more diverse!

Along with refinement of the modules, we have also modified the equipment interface - now our players can easily see what type of modules they can install on their ships.


Looking at the example of these two engineering ships you can see the differences that we have explained above - Federation ships now have more slots for engine modules, while Imperial ships can only install one such module, but this is compensated by the large number of slots for hull and shield.


In addition to that, we would like to inform our players that due to the changes made to the system, a portion of modules will be modified. In general, these changes are of balancing nature, however some of the modules were reworked more than others. These particular changes were made in order to eliminate possible duplication of modules and to add more variety to the game!


We would like to mention that, as before, price of all modules, which due to some changes may or may not become unavailible for our players, will be compensated!
Dear Star Conflict pilots! Don't forget, our game is in beta testing and any changes we make in the game, are aimed to improve the game. We will closely monitor the situation and collect the feedback.

Below we want to provide a list of all modules that will be affected by this change:


1. Emergency Barrier
It is planned, that this module will only be usable on Interceptors.

2. Pulse Discharger
It is planned, that this module will only be usable on Fighters on T2 and higher.

3. Multiphase Generator
This module will be purchasable on T4 and higher.

4. Capacitor Power Relay
This module will be purchasable on T4 and higher.

5. Shield Projection Splitter
This module will increase the shield strength and reduce the acceleration of the ship. In addition this module will only be usable on Frigates.

6. Adaptive Shield
It is planned, that this module will only be usable on Interceptors. In addition this module will only be active when your ship is flying at max speed. It will increase the shield and hull resistances.

7. Submatter Shield
This module will be purchasable on T4 and higher.

8. Armor-Plated Hull
It is planned, that this module will only be usable on Frigates on T2 and higher.

9. EM-Insulation
This module will be purchasable on T1 and higher.

10. Galvanized Armor
It is planned, that this module will only be usable on Fighters on T3 and higher. This module will increase the hull resistances and reduce the rotation speed of the ship.

11. Lightweight Armor
This module will be purchasable on T4 and higher.

12. Overclocked CPU
This module will be purchasable on T2 and higher.

13. Target Tracking Coprocessor
This module will be purchasable on T4 and higher. The old bonus will be removed and the module will increase critical damage instead. Players who already own this module will be able to keep it, but with the new bonus.

14. Regenerative Coating
It is planned, that this module will only be usable on Interceptors.

15. Auxiliary Generator
This module will be purchasable on T1 and higher. It will increase the ship speed, but also the energy consumption of the afterburners.


Moving on to the next part of our blog! We would like to explain synergy earning and how it works depending on the strength of the enemy you killed.


It is logical that the stronger your opponent, the higher should be the reward for his destruction - and indeed it is. As you can see in the table (under the spoiler), the level of the resulting synergy is higher when your opponent is stronger, and vice versa - the weaker your enemy, the less you get for its destruction!


This table shows the levels of synergy for killed opponents, but do not forget - the more attention you give to being a team player and the objectives of the battle, the more synergy you get at the end of a battle!

In the final part of our blog, we would like to tell you about the mechanics of one of the types of our weapons - Gauss Cannon. We know that our pilots have rather lively discussions of the mechanics, and we would like to clarify what exactly is going on with damage calculation based on the number of weapons charges.


 

As you know, the more of this type of weapon charges, the greater the chance of dealing critical damage, however, critical damage itself is reduced in order to reduce the alpha strike strength. We have decided to use this mechanic to ensure that our players could inflict high damage, but did not destroy weak ships with single shots.


So, the basic formula for calculating weapon damage is as follows:

DMGfinal = X * DMGbasic * (1 + (A * X) * (B * / X))

Where X - is the number of charges.
DMGbasic - is the base damage of the gun.
A - Chance of dealing critical damage.
B - Critical damage value.

In the event of a critical hit, the formula becomes:

DMGfinal = X * DMGbasic * (1 +1 * (B / X))

Thus, if DMGbasic gun is 2000, we will see the following numbers on a crit with three charges:

DMGfinal = X * DMGbasic * (1 +1 * (B / X)) = 2000 * 3 * (1 * 0.1666666666666667 1) = 7000

However, when there's no critical hit, we see the following:

DMGfinal = X * DMGbasic * (1 +0 * (B / X)) = X * DMG = 3 * 2000 * 1 = 6000.

Note: As you can see, X * A can not be greater than 1 (as it's the probability of the event), so if you use the mechanics of charging and your chance of dealing critical damage exceeds 34%, then on the third charge you may lose some of your effective damage.

A simplified table for clarity:



Thus, in order to increase the effectiveness of using this type of weapon, you can use the implants and modules that modify critical hit rates.

This concludes today's blog, don't forget to leave your comments!

Sincerely,
Star Conflict team.