Developer Blog #36 - Optimization, Volatility and Explosions

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Developer Blog #36 - Optimization, Volatility and Explosions

Postby Sypheria » Mon Jan 05, 2015 3:49 pm

Hello everyone. This past week, we received many great ideas and found out what people wanted to see in game the most. If you missed that click the link below to add to the conversation:

viewtopic.php?f=9&t=13390

This week we have increased the networks throughput by 300%. While the network is not the bulk of the servers processing, everything has to pass through it whether its planet interactions or combat. This means everything across the board will be slightly faster.

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Some of our infiltrators may remember the knockback that occurred when a unit died. We are revamping that system and adding exciting changes.

Everything you equip on a unit, from engines and shields and weapons to the supplies in your bays will have an amount of volatility associated with them. When a unit is destroyed, its total volatility will be calculated. Total volatility will affect knockback distance, shockwave radius, and damage to units caught in the shockwave. Additionally, distance from the exploding unit will reduce knockback distance and damage.

A human dreadnought is considered 1000 units long.
Ship volatility will be 1000-7000, space station volatility will be 8000+. (These numbers will probably change)

The following graph shows volatility on the Y-axis and shockwave distance on the X-axis:

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The following graph shows volatility on the Y-axis and damage a exploding ship can do on the X-axis:

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The following graph shows volatility on the Y-axis and damage a exploding space station can do on the X-axis:

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Any corvettes near a exploding dreadnought will probably not survive and other classes of ships will be heavily damaged. Any unit caught near a space station will be obliterated except for dreadnoughts and capital ships.



Certain components and supplies may have a special volatility type; they still count towards the total volatility of the ship, but they can apply special attributes of both the shockwave and the area in the shockwave afterwards.

These special volatility types will be totaled up as well when a unit explodes. The higher a special volatility amount the longer it will stay in the area and the stronger its effect will be.

Electrical volatility may cause loss of control, discharging of components, wrong targeting and component damage for electrical based ships and components.

Plasma volatility will cause affected units to take damage over time which will persist shortly even after leaving the area.

Acidic volatility will permanently reduce a units armor over time. It will either have to wear off or be cleaned. Armor will be repairable only from a planets shipyard.

Nuclear volatility may cause units to be incapable of moving or attacking.



Drop by the forums and let us know what you think of these changes!

viewtopic.php?f=9&t=13415
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Re: Developer Blog #36 - Optimization, Volatility and Explos

Postby Sinuhe » Mon Jan 05, 2015 4:14 pm

Now that sounds great... theres a real downside at taking corvettes, destroyer and stuff now. As far as i have fooled around with stuff, small ships have been just too stong... 73 destroyers against 5 dreads? I can tell, whos winning...

Every advantage, needs its disadvantage... thats the way, universe rolls - why doing it someway different?

Keep up the great work, dudes and dudettes ;)


and ---> (why no pics in dev. zone??)

http://media.veryfunnypics.eu/2013/02/funny-picture-its-hard-to-be-a-fahter-when-your-child-is-in-his-rebel-ages-darth-vader.jpg
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Re: Developer Blog #36 - Optimization, Volatility and Explos

Postby Aetherblade » Mon Jan 05, 2015 4:22 pm

Yeah, I don't know if you were around back when we had an early version of this system in the game, but corvettes back then certainly different from how they are used now. At that point we had it so each ship exploding would do an insane amount of splash damage, often creating chain reactions of whole fleets of corvette's blowing up. Was nice fireworks to look at for sure xD.

That was a bit too harsh of course, but the general system worked great to show off the advantages and disadvantages between the different hulls types.
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Re: Developer Blog #36 - Optimization, Volatility and Explos

Postby ELECTROVAMP » Mon Jan 05, 2015 5:47 pm

That's cool. I hope it will force players to pay more attention to fleet formations.
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Re: Developer Blog #36 - Optimization, Volatility and Explos

Postby Therianwolf » Tue Jan 06, 2015 12:33 am

Kamikaze corvettes anyone? But really I can see such a thing becoming a "legitmate strategy" for retreating armies. Take a army who's weapons, engines, bays and so on are stocked with the most explosive items they can fit and sent them in as a decoy fleet to give you real fleet time to retreat.

Edit: explosive or "special volatility" explosive
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Re: Developer Blog #36 - Optimization, Volatility and Explos

Postby Lord Tyrius » Tue Jan 06, 2015 4:57 am

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Re: Developer Blog #36 - Optimization, Volatility and Explos

Postby AeonH4x » Thu Jan 08, 2015 12:07 am

ahahah tyrius :p


These changes look really neat. Excited to try them out :)
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