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 Post subject: Hidden War Changes - 6/22/10
PostPosted: Mon Jun 21, 2010 11:52 pm 
Snuggler

Joined: Tue Nov 21, 2006 12:10 am
Posts: 1312
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Supply/Workforce
Because of the faction decision, the Azure League, Jade Hand, Earthen Order, & Court of Violets all lost 10% portion of their existing supplies/workforce to support their choice. Future influence & supply will be slightly tougher to come by.

The Crimson Armada lost none of their existing supplies/workforce, and will now receive a slight boost to their influence and supplies (but should keep a close watch on the pirates).

Penalty for Multiple
In looking at the command skyland page, you'll notice a new column called, "Penalty for Multiple." This is a penalty that occurs to an ability depending on how many are currently active on that skyland.

As an example, Launch Raid earns 150000 influence, but also has a duration of 1 day. So after Launch Raid takes affect, it lingers around on the target skyland for 1 day. Launch Raid has a Penalty for Multiple of 80 %. That means, while the lingering ability is still there, the next Launch Raid will only earn 80% of the previous (so 120000). If there are two Launch Raids lingering on a skyland, then it will be 80% of the second amount (so 96000).

Skyland Status Effects
These should now be properly corresponding/expiring to the relevant faction ability.

Faction Action Power Transfer
Azure League has given 'Challenge the Unknown' to the Crimson Armada. The ability is now called, "Defy the Enemy."
Crimson Armada has given 'Organized Network' to the Azure League. The ability is now called "Word of Mouth."

Changes to the Aggro Abilities
The two aggro abilities (Dangerous Theatrics and Defy the Enemy) now have a duration on them. When used, they will decrease/increase the aggro permanently on the target skyland by a small amount. They will also decrease/increase the aggro temporarily on the target skyland by a larger amount. When the duration of the ability expires, the temporary aggro will vanish.

Faction Ability Changes
A number of changes have occurred, but we will attempt to summarize the most pertinent. Most of the influence earning abilities received a power boost, and their cost was brought a bit closer in line to the amount of resources factions are gathering. Most abilities now have a slightly longer base duration. Many abilities had their costs edited and other values tweaked, but outlined below are the major mechanical changes.

Offense/Defense now cost 4000 work and 3000 supply per day.

Fortify - Now raises influence earned by 4%.
Salvage/Disarm - Now take 24 hours to occur.

Scout Expedition - Now has a duration and a penalty for multiple.
Launch Raid - Now has a duration and a penalty for multiple.

Inspire the People - Now cheaper in supply, more expensive in workforce.
Dangerous Theatrics - Now does temporary/permanent aggro manipulation. Has a duration and a penalty for multiple.
Path of Lights - Now will take a percentage of the influence gained on target skyland, and distribute that evenly to all neighboring skylands (so we take X% of the base influence, and divide that between the neighbors)

Armed Blockade - Reduces influence bleed from neighboring skylands by 30%. Has a duration and a penalty for multiple.
Defy the Enemy - Now does temporary/permanent aggro manipulation. Has a duration and a penalty for multiple.
Dam the Source - Now does a set number hit to the overall power of the Fleet as opposed to a percentage.

Voice of the People - No major changes.
Blessed Cache - Currently does not have a multiple penalty, but uses the old limit. This will change fairly soon.
Purge the Wicked - Now is an Influence over time ability. Lasts for a very long time, but in that period will accrue a healthy amount of influence.

Hand of the Market - No major changes.
Infiltration - Slight buff in power.
Sabotage Run - Now does a set number hit to the overall power of the Fleet as opposed to a percentage.

Paths of the Nomad - No major changes.
Word of Mouth - No major changes.
Scientific Precision - Now, instead of eliminating presence, it nullifies it. The presence still counts towards the Fleet's overall presence, but will not gain influence for the Fleet. Has a duration and a multiple penalty.

The current plan I have is to release these powers, allow you all to play for a day for open testing, and the war will resume either early Wednesday or late Tuesday (depending on how many bugs occur).

Hidden Fleet Power
The Hidden Fleet will no longer use Purge abilities.

The Fleet's now has a maximum power it will attempt to reach. Each day, it will move a percentage of the difference between its current power to the maximum power (if the current power is lower).

So...if the Fleet's max power is 100000, but finds itself at 80000, it will move 25% of the difference after a day. So it would go to 85000.


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 Post subject: Re: Hidden War Changes
PostPosted: Mon Jun 21, 2010 11:53 pm 
Snuggler

Joined: Tue Nov 21, 2006 12:10 am
Posts: 1312
Faction: Flight School
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Still to Do:

Buff the power & spawn rate of Hidden Fleet Legendary combats.
More number crunching and tweaking.
Add combat support for carrier.


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 Post subject: Re: Hidden War Changes
PostPosted: Mon Jun 21, 2010 11:58 pm 
Snuggler

Joined: Tue Nov 21, 2006 12:10 am
Posts: 1312
Faction: Flight School
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Please discuss changes here:

viewtopic.php?f=27&t=8894


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 Post subject: Re: Hidden War Changes - 6/22/10
PostPosted: Tue Jun 22, 2010 7:36 pm 
Snuggler

Joined: Tue Nov 21, 2006 12:10 am
Posts: 1312
Faction: Flight School
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We have fixed a bug with influence earning.

We have added four new faction abilities.

Huge Supply Transport
Huge Workforce Transport
Ark Supply Transport
Ark Workforce Transport

These abilities transfer more of the relevant resource.


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