Reducing number of waves for carrier pets from 3 to 2; buffing the individual pets to make up the difference, with the intent to maintain the same level of power but with fewer pets
Enabling ability to launch pets without targeting an enemy
Increasing defense on all fighters and mobile drones (not BoP or frigates)
Adding a hanger bay to the Kar'fi (frigate does not get buffed, so this becomes a slight buff, not a major one)
New Phase Shift console for the Kar'fi
Lower-tier carriers
Reduced recharge time on hangers
Fighter AI commands (Attack, Recall, Escort, Intercept)
We are also reviewing and investigating a number of other possible changes and additions, including:
Additional rarities for hanger items
Loosening up which fighters can be put in which hangers
Possibly removing the Marauder's click interceptor power for a true hanger
Improving Syphon Pods and Repair Pods
Introducing more differentiation between the different types of fighters.
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
sounds good but i have a question, if you are lowering the # of the DPS ships (because, yes, as it stands it is rather silly and probably the worst job in the galaxy) how are you handling its defence?
Because, if you are a fed, and you see a 1) BOP and 1) Fighter coming at you, you will obviously go after the biggest threat, the fighter. if you give him def or hp's he will be like the BOP, wouldn't he? Or will you give him def because he will be faster?
Dstahl said something really odd a few months ago about how will we get the ability to fly one of our pets will flying beside our carrier, as well. But I thought he was out of his mind. Have you heard anything from that?
Other than that. I am happy..
sounds good but i have a question, if you are lowering the # of the DPS ships (because, yes, as it stands it is rather silly and probably the worst job in the galaxy) how are you handling its defence?
Because, if you are a fed, and you see a 1) BOP and 1) Fighter coming at you, you will obviously go after the biggest threat, the fighter. if you give him def or hp's he will be like the BOP, wouldn't he? Or will you give him def because he will be faster?
Dstahl said something really odd a few months ago about how will we get the ability to fly one of our pets will flying beside our carrier, as well. But I thought he was out of his mind. Have you heard anything from that?
Other than that. I am happy..
This is just a guess but I think what Dstahl might have been trying to say by that is that you know how when you are on ground/away team and you can task your away team to do certain function such as go to a specific marker or attack a target, etc. I think what he meant is having them do specific things which could be perceived as flying our pets to speak by the ability to have more control over what they do. As for the fighter vs bop I am guessing they will balance them out so that say the fighter for example would have greater speed and evasion making it harder to hit where as they will probally not have so much speed and evasion on the bops but they would have a higher amount of hull and shields. That's just my take on how control and balance powers with the pets would go forward but I could be wrong I'm not a dev LOL
I am not sure if we mentioend this before in this thread,but one thing I would like to see:
The ability to use these ships without Pets. Basically, make the bays a special type of weapon or console slot.
Or maybe introduce alternative items to put into the hangar bays that work more like conventional weapons but with some unusual elements (mini disruptor javelins, shield projectors, multi-shot torpedo launcher).
I am not sure if we mentioend this before in this thread,but one thing I would like to see:
The ability to use these ships without Pets. Basically, make the bays a special type of weapon or console slot.
Or maybe introduce alternative items to put into the hangar bays that work more like conventional weapons but with some unusual elements (mini disruptor javelins, shield projectors, multi-shot torpedo launcher).
Hell yes. I've been saying forever that i would gladly trade my Kar-Fi's hanger bay for another engineer console. Would giving us an option like this be possible?
Are these change supposed to live with the season 4.1 patch coming later this month? or maybe with the release of the new lower tier carrier?
I am so exited to see pets no longer despawning, I can finally play my carrier captain in pve again without being so damn frustraded that I want to bash my head on a wall 'till my brain ooze out of my nose.
Thanks a lot Heretic you may just have saved the klingon faction! (for me at least)
All the idea's for the console sound really spot on, but maybe adding aux to the SIF would improve it a touch since it's spec'd into aux as a carrier anyhow and wouldn't require the extra boff seating. Also, I would hope the phase shift cloak (which I love the idea) wouldn't drop the ships shields as that may present the chance of taking direct damage while you're trying to get to your "reprieve", and would be able to fire cannons as well during the phase cloak.
Originally Posted by Heretic
Some of the changes that are in the pipeline:
Reducing number of waves for carrier pets from 3 to 2; buffing the individual pets to make up the difference, with the intent to maintain the same level of power but with fewer pets
Enabling ability to launch pets without targeting an enemy
Pets no longer despawn when you are out of combat
Significantly increasing S'kul fighter kamikaze damage
Increasing defense on all fighters and mobile drones (not BoP or frigates)
Adding a hanger bay to the Kar'fi (frigate does not get buffed, so this becomes a slight buff, not a major one)
New Phase Shift console for the Kar'fi
Lower-tier carriers
Reduced recharge time on hangers
Fighter AI commands (Attack, Recall, Escort, Intercept)
We are also reviewing and investigating a number of other possible changes and additions, including:
Additional rarities for hanger items
Loosening up which fighters can be put in which hangers
Possibly removing the Marauder's click interceptor power for a true hanger
Improving Syphon Pods and Repair Pods
Introducing more differentiation between the different types of fighters.
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
All this would certainly make me dust off the old Vov again for gameplay.
THis though is of particular interest to me;
Fighter AI commands (Attack, Recall, Escort, Intercept)
will we be able to give these on an individual pet basis or by flight wing or both?
The carrier fixes are going in with the next code branch, so basically around the time the duty officer system goes live.
Pet AI commands will affect all your pets, not individual wings. We are squeezing this in as it is, so it won't have all the bells and whistles we'd prefer in an ideal world.
The carrier fixes are going in with the next code branch, so basically around the time the duty officer system goes live.
Pet AI commands will affect all your pets, not individual wings. We are squeezing this in as it is, so it won't have all the bells and whistles we'd prefer in an ideal world.
What would be the difference between Attack command and Intercept command?
Reducing number of waves for carrier pets from 3 to 2; buffing the individual pets to make up the difference, with the intent to maintain the same level of power but with fewer pets
Enabling ability to launch pets without targeting an enemy
Increasing defense on all fighters and mobile drones (not BoP or frigates)
Adding a hanger bay to the Kar'fi (frigate does not get buffed, so this becomes a slight buff, not a major one)
New Phase Shift console for the Kar'fi
Lower-tier carriers
Reduced recharge time on hangers
Fighter AI commands (Attack, Recall, Escort, Intercept)
We are also reviewing and investigating a number of other possible changes and additions, including:
Additional rarities for hanger items
Loosening up which fighters can be put in which hangers
Possibly removing the Marauder's click interceptor power for a true hanger
Improving Syphon Pods and Repair Pods
Introducing more differentiation between the different types of fighters.
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
My Science Captain will love you for this!!! and she is an Orion Slave girl to boot!
The carrier fixes are going in with the next code branch, so basically around the time the duty officer system goes live.
Pet AI commands will affect all your pets, not individual wings. We are squeezing this in as it is, so it won't have all the bells and whistles we'd prefer in an ideal world.
Still sounds awesome to me and the individual tweaks can hopefully come later.
Attack will attack your currently selected target.
Intercept will attack by preference torpedos, mines and fighters, and if none of those are around, then it will target other enemy vessels.
Escort is applied to a friendly vessel (can be yourself), and the target priority will be anything that attacks the escorted vessel.
The TRIBBLE turn rate with mediocre survivability turned me away from carriers completely long ago. Pet commands sound awesome and might actually get me into flying carriers now.
Fighter AI commands (Attack, Recall, Escort, Intercept)
<snip>
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
Will the new pet controls be available for testing initially with ships other than carriers, such as the Mulit-Vector Advanced escort, the Exploration Cruiser Retrofit, the D'Kyr Science Vessel, and the Varanus Fleet Support Vessel ? Or the plan to limit the pet controls to Carriers for the initial phase of testing ?
Will you enable pet controls on the Advanced Escort by default, since it sounds as if there is no tech to enable them based on if the Multi-Vector Assault console is equipped ?
Will these pet controls also affect spa-er... Scorpion Fighters in addition to launched fighters, support craft, etc. ?
While you're here Heretic, it's a little off-topic, but I was wondering if similar changes planned (and/or needed) for the repair drone of the Vulcan D'Kyr ship ?
I know, it's a little bit off topic, sorry, but have you had a chance to provide similar buffs to the D'Kyr yet ? Or is it still on the to-do list ? I know you all have been crazy busy.
Also, to the best of your knowledge, will the Varanus Repair Platform changes make it out with the pet commands ?
Will the new pet controls be available for testing initially with ships other than carriers, such as the Mulit-Vector Advanced escort, the Exploration Cruiser Retrofit, the D'Kyr Science Vessel, and the Varanus Fleet Support Vessel ? Or the plan to limit the pet controls to Carriers for the initial phase of testing ?
Will you enable pet controls on the Advanced Escort by default, since it sounds as if there is no tech to enable them based on if the Multi-Vector Assault console is equipped ?
Will these pet controls also affect spa-er... Scorpion Fighters in addition to launched fighters, support craft, etc. ?
I know, it's a little bit off topic, sorry, but have you had a chance to provide similar buffs to the D'Kyr yet ? Or is it still on the to-do list ? I know you all have been crazy busy.
Also, to the best of your knowledge, will the Varanus Repair Platform changes make it out with the pet commands ?
We are intending on providing pet controls for non-carriers, but these are going to be a little trickier since the controls need to appear conditionally. The appearance of controls of them may or may not appear when they appear for carriers, but they are in the pipeline regardless.
Pet controls will probably not affect Scorpion Fighters. They will affect most support craft.
The D'kyr is still on my list, but to be honest, I haven't been able to get to it yet, sorry.
The pet command changes will come out with the new code branch, so around the time the duty officer system launches. They will not be out on the initial version of the code branch that is going to Tribble very soon now, however, but in a later version, as we are still waiting on some UI time.
By popular demand, the Varanus changes were copied back down onto the current code branch; I just checked with Salami Inferno and he indicated it will probably appear on live sometime late next week.
By popular demand, the Varanus changes were copied back down onto the current code branch; I just checked with Salami Inferno and he indicated it will probably appear on live sometime late next week.
Reducing number of waves for carrier pets from 3 to 2; buffing the individual pets to make up the difference, with the intent to maintain the same level of power but with fewer pets
Enabling ability to launch pets without targeting an enemy
Increasing defense on all fighters and mobile drones (not BoP or frigates)
Adding a hanger bay to the Kar'fi (frigate does not get buffed, so this becomes a slight buff, not a major one)
New Phase Shift console for the Kar'fi
Lower-tier carriers
Reduced recharge time on hangers
Fighter AI commands (Attack, Recall, Escort, Intercept)
We are also reviewing and investigating a number of other possible changes and additions, including:
Additional rarities for hanger items
Loosening up which fighters can be put in which hangers
Possibly removing the Marauder's click interceptor power for a true hanger
Improving Syphon Pods and Repair Pods
Introducing more differentiation between the different types of fighters.
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
All this sounds great do we have a time line when we will start testing these changes or making them live?
All this sounds great do we have a time line when we will start testing these changes or making them live?
The Varanus and Gurumba changes are already in the pipeline; the former should be live late next week.
The rest of the carrier changes are on the new code branch and will go out about the same time as the duty officer system. So, to Tribble very soon now, though they will be on Tribble for a while.
We are intending on providing pet controls for non-carriers, but these are going to be a little trickier since the controls need to appear conditionally. The appearance of controls of them may or may not appear when they appear for carriers, but they are in the pipeline regardless.
Pet controls will probably not affect Scorpion Fighters. They will affect most support craft.
The D'kyr is still on my list, but to be honest, I haven't been able to get to it yet, sorry.
The pet command changes will come out with the new code branch, so around the time the duty officer system launches. They will not be out on the initial version of the code branch that is going to Tribble very soon now, however, but in a later version, as we are still waiting on some UI time.
By popular demand, the Varanus changes were copied back down onto the current code branch; I just checked with Salami Inferno and he indicated it will probably appear on live sometime late next week.
The Varanus and Gurumba changes are already in the pipeline; the former should be live late next week.
The rest of the carrier changes are on the new code branch and will go out about the same time as the duty officer system. So, to Tribble very soon now, though they will be on Tribble for a while.
The Varanus and Gurumba changes are already in the pipeline; the former should be live late next week.
And as you've described the Varanus changes the special ability is still in no way worth everything that the the Varanus loses. If drones only starts healing at 75% percent hull then the only use for the drones in PvP is for creating spam. The Varanus shouldn't lose a console slot for that, and it most certainly should not lose a ton of shields -- although having every other science ship lose enough shields to put them in line with the Varanus would probably help balance more than doing things the other way around.
That being said, nice work with carrier commands, nice changes with Gurumba (edit: actually according to Alastor_Forthright maybe something went wrong there. Wouldn't know because I'm not going to waste the money on one), and very good working with finally fixing the B'rel.
We're not against considering more, but want to wait a bit and see how this last batch of changes worked out.
Well I can already tell you the damage changes didn't. I'm doing consistently less damage with the Javelin now than I did before. Said as much in the thread about it. It doesn't seem to be just me either.
We are intending on providing pet controls for non-carriers, but these are going to be a little trickier since the controls need to appear conditionally. The appearance of controls of them may or may not appear when they appear for carriers, but they are in the pipeline regardless.
Pet controls will probably not affect Scorpion Fighters. They will affect most support craft.
The D'kyr is still on my list, but to be honest, I haven't been able to get to it yet, sorry.
The pet command changes will come out with the new code branch, so around the time the duty officer system launches. They will not be out on the initial version of the code branch that is going to Tribble very soon now, however, but in a later version, as we are still waiting on some UI time.
By popular demand, the Varanus changes were copied back down onto the current code branch; I just checked with Salami Inferno and he indicated it will probably appear on live sometime late next week.
What about photonic fleet i'd like to be able to summon them at anytime and have them live forever, or until they are killed. Additionally if i use it keep them alive for more then the recharge time i summon a new set that replaces the previous one.
Well I can already tell you the damage changes didn't. I'm doing consistently less damage with the Javelin now than I did before. Said as much in the thread about it. It doesn't seem to be just me either.
Nothing was intentionally done to the damage. The only intended changes were the turn speed and activation time buffs.
I will look into the Javelin question; no idea what could possibly be causing something like that, however.
And as you've described the Varanus changes the special ability is still in no way worth everything that the the Varanus loses. If drones only starts healing at 75% percent hull then the only use for the drones in PvP is for creating spam. The Varanus shouldn't lose a console slot for that, and it most certainly should not lose a ton of shields -- although having every other science ship lose enough shields to put them in line with the Varanus would probably help balance more than doing things the other way around.
That being said, nice work with carrier commands, nice changes with Gurumba (edit: actually according to Alastor_Forthright maybe something went wrong there. Wouldn't know because I'm not going to waste the money on one), and very good working with finally fixing the B'rel.
I agree, very much. It sounds like a bad trade off and the Carrier/Pet changes sound awesome!!!!
Comments
Because, if you are a fed, and you see a 1) BOP and 1) Fighter coming at you, you will obviously go after the biggest threat, the fighter. if you give him def or hp's he will be like the BOP, wouldn't he? Or will you give him def because he will be faster?
Dstahl said something really odd a few months ago about how will we get the ability to fly one of our pets will flying beside our carrier, as well. But I thought he was out of his mind. Have you heard anything from that?
Other than that. I am happy..
This is just a guess but I think what Dstahl might have been trying to say by that is that you know how when you are on ground/away team and you can task your away team to do certain function such as go to a specific marker or attack a target, etc. I think what he meant is having them do specific things which could be perceived as flying our pets to speak by the ability to have more control over what they do. As for the fighter vs bop I am guessing they will balance them out so that say the fighter for example would have greater speed and evasion making it harder to hit where as they will probally not have so much speed and evasion on the bops but they would have a higher amount of hull and shields. That's just my take on how control and balance powers with the pets would go forward but I could be wrong I'm not a dev LOL
The ability to use these ships without Pets. Basically, make the bays a special type of weapon or console slot.
Or maybe introduce alternative items to put into the hangar bays that work more like conventional weapons but with some unusual elements (mini disruptor javelins, shield projectors, multi-shot torpedo launcher).
Hell yes. I've been saying forever that i would gladly trade my Kar-Fi's hanger bay for another engineer console. Would giving us an option like this be possible?
I am so exited to see pets no longer despawning, I can finally play my carrier captain in pve again without being so damn frustraded that I want to bash my head on a wall 'till my brain ooze out of my nose.
Thanks a lot Heretic you may just have saved the klingon faction! (for me at least)
All this would certainly make me dust off the old Vov again for gameplay.
THis though is of particular interest to me;
will we be able to give these on an individual pet basis or by flight wing or both?
Pet AI commands will affect all your pets, not individual wings. We are squeezing this in as it is, so it won't have all the bells and whistles we'd prefer in an ideal world.
What would be the difference between Attack command and Intercept command?
P.S. Ty for the commands
My Science Captain will love you for this!!! and she is an Orion Slave girl to boot!
Attack will attack your currently selected target.
Intercept will attack by preference torpedos, mines and fighters, and if none of those are around, then it will target other enemy vessels.
Escort is applied to a friendly vessel (can be yourself), and the target priority will be anything that attacks the escorted vessel.
Still sounds awesome to me and the individual tweaks can hopefully come later.
Good work man!
The TRIBBLE turn rate with mediocre survivability turned me away from carriers completely long ago. Pet commands sound awesome and might actually get me into flying carriers now.
We are intending on providing pet controls for non-carriers, but these are going to be a little trickier since the controls need to appear conditionally. The appearance of controls of them may or may not appear when they appear for carriers, but they are in the pipeline regardless.
Pet controls will probably not affect Scorpion Fighters. They will affect most support craft.
The D'kyr is still on my list, but to be honest, I haven't been able to get to it yet, sorry.
The pet command changes will come out with the new code branch, so around the time the duty officer system launches. They will not be out on the initial version of the code branch that is going to Tribble very soon now, however, but in a later version, as we are still waiting on some UI time.
By popular demand, the Varanus changes were copied back down onto the current code branch; I just checked with Salami Inferno and he indicated it will probably appear on live sometime late next week.
Very cool, TY
All this sounds great do we have a time line when we will start testing these changes or making them live?
Probably around the time the game goes Free-to-play... or later.
The Varanus and Gurumba changes are already in the pipeline; the former should be live late next week.
The rest of the carrier changes are on the new code branch and will go out about the same time as the duty officer system. So, to Tribble very soon now, though they will be on Tribble for a while.
Very cool !
Thanks Heretic
Additional Guramba changes?
No, the ones that are already there.
We're not against considering more, but want to wait a bit and see how this last batch of changes worked out.
And as you've described the Varanus changes the special ability is still in no way worth everything that the the Varanus loses. If drones only starts healing at 75% percent hull then the only use for the drones in PvP is for creating spam. The Varanus shouldn't lose a console slot for that, and it most certainly should not lose a ton of shields -- although having every other science ship lose enough shields to put them in line with the Varanus would probably help balance more than doing things the other way around.
That being said, nice work with carrier commands, nice changes with Gurumba (edit: actually according to Alastor_Forthright maybe something went wrong there. Wouldn't know because I'm not going to waste the money on one), and very good working with finally fixing the B'rel.
Well I can already tell you the damage changes didn't. I'm doing consistently less damage with the Javelin now than I did before. Said as much in the thread about it. It doesn't seem to be just me either.
What about photonic fleet i'd like to be able to summon them at anytime and have them live forever, or until they are killed. Additionally if i use it keep them alive for more then the recharge time i summon a new set that replaces the previous one.
Nothing was intentionally done to the damage. The only intended changes were the turn speed and activation time buffs.
I will look into the Javelin question; no idea what could possibly be causing something like that, however.
I agree, very much. It sounds like a bad trade off and the Carrier/Pet changes sound awesome!!!!