When a shot hits armor, the system will test how many blocks in the line of fire are also armor. The old armor rating values that reduced incoming damage, and armor HP have been taken out completely to be replaced with a system that makes the armor and its thickness matter at the point of impact and does not over generalize the entire ship’s armor. The weapon itself still needs the damage to do this though and it’s entirely possible that your wide projectile does not even destroy a single layer, or that a too thin projectile over penetrates.Īrmor has also been completely redesigned. The more width a weapon has, the broader the “punch” will be, but the bullet will of course not penetrate as far, since it’s using up a lot more damage for Acid Damage. The width of a projectile could then be used to limit how wide its damage can creep outwards.īy putting blocks next to your cannon output, you increase the perpendicular size of it. For example, one type of cannon could leave a cone-shaped hole in your target, and another type could have this one flipped around. The type is determined by the weapon combination and specifies the formula used for the Acid Damage to propagate. We call this the “Acid” model since it, in a way, behaves like acid burning through a material but at a much faster pace.Ī cannon projectile has extra characteristics too now, such as type and width. Instead, it would simply take a little longer for the same amount of damage to apply. This means that in high load situations, it would not slow down the server. To keep the game running smoothly, a scaling algorithm was implemented to limit the number of operations per update. On impact, part of the damage will be expanded to the surrounding blocks and creep outwards till it runs out of damage. To make them more viable, we completely changed their damage model to allow for an accurate damage to block destruction representation, while at the same time also interact better with the target’s armor for balancing.Ī cannon projectile now does explosive damage that, in theory, can reach the end of any structure. The cannons have probably received the biggest update. The force will scale with the damage of your weapon, but this can vary even more depending on the combination type where we can tweak it even more. There is also impact force, which means that you will experience a physical force when weapons hit your ship. This means that you could technically propel your ship by shooting weapons. Not only will cannons and possibly other weapons now cause recoil on your cursor aiming, but there is now also physical recoil on your ship depending on your weapon. However, the default state of support weapons like the salvage beam will be upgraded to what people usually went for when there were still combinations for it.Ī new recoil system has been implemented. All other weapons and support tools are handled separately and will no longer have any combinations. We removed the Damage Pulse weapon (push pulse is still available), so there will be a total of three normal weapons plus nine combinations. Weapon combinations use the same mechanic still, but each combination and base weapon has been completely overhauled. Most important, however, is to first ensure good functionality. Not all combat related aspects will be addressed in this update, ship movement might still receive some minor (but important) changes in the far future and the AI itself will definitely get the attention it needs in other releases.Īlso, there will be graphical updates to the weapons still. This is the first dev build of many, and there are other features to come still like the ability to zoom with weapons, weapon graphical updates and PD missile priority. The primary focus of this update is to make weapons more unique and give them a better feeling, as well as improving the overall combat experience.
0 Comments
Leave a Reply. |