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V.O. 1.8.134

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Jul 10, 2010 Professor Chaos link
VO 1.8.134 includes:

- Players are tagged as tempKOS if they are a keyholder and they damage a turret.
- TempKOS players are not allowed to dock to a conquerable station if they have an access key.
- Keyholders of conquerable stations are notified of attack when a turret drops below 90% health.
- Conquerable station turrets respawn at 10% health and gain 10% every minute for 9 minutes.
- Conquerable turrets ignore IFF keys if the player is tempKOS.
- 'Killing spree', 'spy', and 'hydrospanner' missions have been deprecated.
Jul 10, 2010 Professor Chaos link
Also, turbo now makes a farting noise.
Jul 10, 2010 CrazySpence link
Good bye Mr Weirdo, we'll never understand why you took hostages or mind controlled people

Good station updates
Jul 10, 2010 Strat link
Thanks, devs. Awesome update. I'll try to promote some action around the stations to test the balance.
Jul 10, 2010 Strat link
Keyholders of conquerable stations are notified of attack when a turret drops below 90% health.

I did some initial testing. All the turrets and guards were at 100%. I fired a single raven shot at a turret and brought it down to 93.8%. I was made temp KOS (that part worked perfectly), but the notification also went out immediately. It looks like it's reporting upon any damage and not waiting to get down to 90%. I can make a bug thread too.

Also, shooting guards doesn't result in temp KOS. You didn't mention anything about guards, so that was probably intentional, but shooting them should result in temp KOS too, but they shouldn't necessarily trigger the notifications (which they don't).

Lastly, you increased turret re-spawn time from 10 to 15 minutes back in April in an effort to prevent people from destroying their own turrets. Now that they re-spawn with 10% health, they should re-spawn in 10 minutes again.
Jul 10, 2010 raybondo link
Damaging station guards does not induce tempKOS. They're supposed to but I wasn't able to implement that in time.

The damage values that are reported don't perfectly match the damage the turret is actually at to conserve bandwidth. I believe it is reported as 4 bits, so 90% isn't exactly representable.
Jul 10, 2010 Strat link
Ahh. Okay. It does seem to be sending out notifications with any small damage. It seems like the first shot always brings them down to 93.8%, which triggers the notification, and the next few shots don't affect the visible health, and then it jumps down a few percent again.
Jul 10, 2010 incarnate link
So, maybe we should make it 80% or something.
Jul 10, 2010 Strat link
Yeah, I'm thinking around 85%, depending on exactly how the 4-bit damage tracking works. Although, I don't really understand why the 4-bit damage tracking is messing this particular feature up in the scenarios I've described. The next visible damage level after 100% and 93.8% is 90.6%. You should have the notifications go out at that point, if possible. I did bump into the turret a few times and the health stayed at 100% and no notifications went out and I wasn't made temp KOS, but when I bumped it a few more times it dropped down to 93.8% and then notifications went out and they attacked me. It's not a big deal really. Either way works.

I do suggest allowing the notifications to go out every 30 minutes instead of every hour, having them say which station is attacked, having the 30-minute limit only apply to each individual station separately, and bringing the re-spawn time back down to 10 minutes or less.
Jul 10, 2010 clay link
to prevent accidentally triggering the turrets I would reccomend they get a their armor cut by 3000 and they get a sheild of 3000 with a very miniminal recharge, 10/second (5 minute recharge)

This would allow the occasional accidental freindly fire or flare on an undamaged turret, or accidental ramming without the risk of setting them off.

Come to think of it, this would be useful on convoy transports too.
Jul 11, 2010 Strat link
Did some more "testing", and when the station is successfully conquered, the turrets initially spawn at 10%. This wasn't the behavior described in my post. When they initially spawn, I think they should do so at 100%. Only when they re-spawn during an attack should they start at 10%. New owners should get a fair fighting chance to defend after they successfully conquer.
Jul 11, 2010 incarnate link
I know what you said in your post, but I wasn't sure I agreed. For one thing, this can cause more contention over ownership of a given station, which may be a good thing.
Jul 11, 2010 Strat link
Fair enough. After a few more turnovers I guess we can see what everyone thinks of the balance.
Jul 11, 2010 Dr. Lecter link
It's so great that this plan is acceptable to Strat. Now that that's settled, I guess the Devs may continue on until his next issue arises.
Jul 11, 2010 incarnate link
Heh. I think Strat was just concerned about clearing up any confusion on the suggested implementation, in case we had misunderstood :). That's all. Moving right along..
Jul 12, 2010 Alloh link
Great update! Thanks a lot!

Can we try limited resources next? As a simple 1st start, a mission that requires simply to deliver "Gauss Turrets" to station to enable its production, each one delivered converted to one defense turret, up to 24 stocked??

One doubt: Does turrets self-repair also after the initial 9min after spawning?
Jul 12, 2010 Chaosis link
Alloh, stop posting.
Jul 12, 2010 incarnate link
Let's put suggestions in the respective forum.
Jul 12, 2010 Dr. Lecter link
Describing that as a "suggestion" is outrageously charitable.
Jul 13, 2010 tarenty link
That's a good idea, imho. Lecter, you just think it's a bad idea because it doesn't benefit pirates in any particular way.