| Author |
Thread Statistics | Show CCP posts - 10 post(s) |
|

CCP Gangleri

|
Posted - 2007.10.30 15:38:00 -
[1]
There has been a lot of speculation regarding the proposed changes to certain modules and the introduction of Scripts for said modules. I'm going to try to clarify a little bit what is being done and how this is going to affect gameplay. Lets start with a list of modules affected:
- Sensor Booster
- Remote Sensor Booster
- Remote Sensor Dampener
- Tracking Computer
- Tracking Link
- Tracking Disruptor
- Warp Disruption Field Generator
These modules should be familiar to you, apart from the Warp Disruption Field Generator which is a new module specially made for the Heavy Interdictor ship type. And will not be covered here at this time.
The other modules all have one thing in common, they affect two attributes on either your own ship or your targets ship. These attributes have a rather large role to play in many combat situations and these modules have therefore been very popular fittings. What Scripts are meant to do is separate these two effects without creating a lot of new modules. This is achieved by reducing the overall effectiveness of the modules and then introducing a sort of ammo that affects the modules bonus, though scripts do not get consumed upon use. The scripts reduce one bonus while bringing the other one to whatever level decided by the script. Ships that have special bonuses to these modules attributes still give a full bonus but only after the script has changed the attributes. If you choose to have no script installed then the module still affects both attributes but not as well as before. So yes, they were changed, but not quite as severely as some may have thought due to Scripts not being available on Sisi. Balancing efforts are still underway and your feedback is appreciated.
I'll be seeding the Scripts on the market as soon as they pass basic testing, please test them for any bugs and report them as usual.
|
|
|

CCP Gangleri

|
Posted - 2007.10.30 16:29:00 -
[2]
Scripts will unfortunately not make it in today, maybe tomorrow. In the meantime this is the current list of scripts I will be seeding, some name changes may still happen before seeding but they should be minimal.
- Targeting Range
- Targeting Speed
- Scan Resolution Dampening
- Targeting Range Dampening
- Optimal Range
- Tracking Speed
- Optimal Range Disruption
- Tracking Speed Disruption
The attributes on them are not final and may very well get changed, please keep in mind that the opposing module is also getting changed. It's not just the tracking computer being changed but also the tracking disruptors to keep the balance.
These changes may also have wide reaching effects for other areas of gameplay since a single module is less likely to permanently disable a target ship in a fight. It should now require more focus to cripple a ship completely through the use of a single module type.
|
|
|

CCP Gangleri

|
Posted - 2007.10.30 17:09:00 -
[3]
Dev blog will be posted in the near future, untill then I'll be testing and providing feedback to the design team.
|
|
|

CCP Gangleri

|
Posted - 2007.10.31 08:59:00 -
[4]
Scripts will be built from BPO's available on the market, there are no tech2 or named versions in this release. However one of the reasons scripts were chosen over other methods of splitting bonuses is that scripts allow for flexibility and upgradeability in the future. If the options were hardwired then it would be problematic to add things like the falloff range script someone suggested here.
|
|
|

CCP Gangleri

|
Posted - 2007.10.31 15:08:00 -
[5]
Scripts take one second to reload.
|
|
|

CCP Gangleri

|
Posted - 2007.11.01 10:46:00 -
[6]
Scripts will reduce one bonus by 100% and boost the other by 100% as they are today, I'm hoping I can seed them on Sisi next monday.
|
|
|

CCP Gangleri

|
Posted - 2007.11.01 14:56:00 -
[7]
Scripts have now been seeded on the market in FD-MLJ, do not buy more than you need, I WILL ban from Sisi anyone that buys more than a reasonable amount of each type.
Please keep posting constructive feedback here and reporting any bugs you may find using the bug reporting system.
|
|
|

CCP Gangleri

|
Posted - 2007.11.08 23:46:00 -
[8]
Lag is always being looked into, that is why we have spent a lot of resources on making a new engine that makes rendering large groups of ships easier on your CPU and why we constantly upgrade our server with state of the art hardware.
We value your input and any and all changes made are made to improve gameplay, the game has been improving for years now and we are still doing our best to make it better.
|
|
|

CCP Gangleri

|
Posted - 2007.11.09 17:14:00 -
[9]
Nothing anyone from CCP says on these forums is in any way insincere or "copy/paste" from some catalogue of generic responses.
I suggest people have a little faith in the company that has taken this game to the level it is at now, the modules affected by Scripts have had a change coming for a long time. Some needed more attention than others, but overall we are aiming to change warfare in a way that makes the gameplay more fun for all types of ships. If we fail at that then we will revisit the design but so far there has not been a single thing said here that changes my mind about this. You now pick either tracking or optimal, if you want both I suggest you have a logistics ships with you giving you that extra boost you want!
|
|
|

CCP Gangleri

|
Posted - 2007.11.20 21:22:00 -
[10]
The reason why I unstickied this thread was that there was an upcoming dev blog from CCP Fendahl regarding these and other changes. Now it is out so I'll lock this one, please take any further concerns you may have regarding this issue to the Dev Blog discussion thread.
|
|
| |
|