Update 0.5.2.9 - Modular Spacecraft
[p]Hello Spacers,[/p][p]Another round of Public Testing Branch is completed and the fruits of it are now available for all on the Live branch! This patch adds a lot of new features to increase craft build diversity and addresses some balance concerns.[/p][p][/p][h2]Modular Spacecraft[/h2][p]Fixed sockets have existed on spacecraft since the release of the carriers update, but this minor update adds a whole slew of new sockets and accompanying modules to put in them. These new modules can greatly enhance craft survivability, stealth, and offensive ability, allowing you to invest in your spacecraft and get better results from them. The new modules include things like stealth coating, ceramic tiling, different countermeasure launcher types, missile decoy projectors, missile computers, helmet-mounted displays, and more.[/p][p][/p][h2]Spacecraft Fuel Rebalance[/h2][p]The most important and far-reaching balance change for carriers and craft is a near-total rebalance of fuel capacity and burn rates. The end result of these changes it that craft cruise ranges are generally unchanged, but loitering times have been greatly reduced. Loitering flights near the carrier to build up large deathballs or at a hidden point in the map to wait many minutes for an enemy flight or ship to come by is no longer possible. Additionally, fuel tanks which did not overlap with S2 weapon mounts (e.g. Tanto fuel pods, Barracuda upper fuel pods) have been removed to make additional fuel capacity mutually exclusive with fighter S2 Strike or SDM-2 Anti-Craft missiles.[/p][p]With craft having to visit the carrier more frequently, turnaround times have been decreased with a faster post-flight speed multiplier as well as a general pre-/post-flight speed buff for the Levy hull.[/p][p][/p][h2]Defensive Behaviors[/h2][p]Craft defensive behavior settings have now been exposed to the player with three new options in the craft info bar. These options allow you to control whether craft go defensive against missile threats automatically or only on manual trigger, the specific tactic they will use to defend, and when they will launch countermeasures. All of these settings can be left on AUTO to maintain the default behaviors you're used to.[/p][p]Additionally, craft now have a limited number of countermeasure patterns that they can deploy. The quantity and type of pattern can be changed by selecting a different countermeasure launcher for the design in the fleet editor.[/p][p][/p][h2]Protectorate Hull Costs[/h2][p]In order to incentivize the use of more heavily-invested ships instead of numerous empty hulls on the OSP team we have shifted some of the cost of common builds away from components and onto the hull itself. Some OSP ships have had their hull costs increased and some of the components which were used in high-investment builds had their costs decreased. On average, most of these builds should result in a net cost change of zero.[/p][p][/p][h2]Multiplayer Community Features[/h2][p]And finally, we've added a few new icons you'll notice in the server browser which indicate new features available to dedicated servers:[/p]
- [p]Rank Restricted: These servers only allow players below a certain rank to play, though anyone can spectate.[/p]
- [p]AutoBalanced: These servers have a built-in team balancing feature which will keep total team ranks roughly even while minimizing the number of players it has to move around. These balances can be done automatically or only by vote, depending on the server configuration.[/p]
- [p]Competitive: These servers will have a special icon in the server list, indicating that they are intended for hardcore/competitive play.[/p]