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Re: Thoughts on Changes to Hanger

Posted: Fri May 23, 2014 10:58 am
by Siretu
I noticed now that I never actually replied to this thread. Those in the skype chat already know this but I am working on getting it into the next patch. It seems to work flawlessly right now. I just have to implement the ship salvaging and it should be done.

Since I'm already messing around with the hangar, I'm aiming to implement the non-instant repairing when docking. I wonder what you guys think the base repair rate should be. Should it be divided up between the different ships, so having several damaged ships means slower repairing?

Re: Thoughts on Changes to Hanger

Posted: Fri May 23, 2014 1:28 pm
by Red-Rocket
I think you need a CD before launching, like outside where you cant dock for 10 seconds, while inside it should be 15 seconds before launching a ship, no weird tricky repairing, this could just be a temp solution but its very simple and works well for new players

Re: Thoughts on Changes to Hanger

Posted: Fri May 23, 2014 3:56 pm
by WhyteDragon
Siretu wrote:I noticed now that I never actually replied to this thread. Those in the skype chat already know this but I am working on getting it into the next patch. It seems to work flawlessly right now. I just have to implement the ship salvaging and it should be done.

Since I'm already messing around with the hangar, I'm aiming to implement the non-instant repairing when docking. I wonder what you guys think the base repair rate should be. Should it be divided up between the different ships, so having several damaged ships means slower repairing?
If you're interseted in such a method, I'd like to make a suggestion;

Having the repair rate based upon Nanobot Miniaturization. Toss a standard rate of repair of 8 HP/S (Standard repair time of 50 seconds per 400) which, through miniaturization, could be bolstered to 20 HP/S (Standard repair time of 20 per 400.)

Would mean the following repair times:

No Miniaturization/No Hull Ups
  • Miner: 400 HP (50 seconds.)
    Wraith: 300 HP (37 seconds.)
    Corvette: 400 HP (50 seconds.)
    Chomper: 500 HP (62 seconds.)
No Miniaturization/Hull Ups
  • Miner: 640 HP (80 seconds.)
    Wraith: 580 HP (72 seconds.)
    Corvette: 800 HP (100 seconds.)
    Chomper: 1300 HP (162 seconds.)
Miniaturization/No Hull Ups
  • Miner: 400 HP (20 seconds.)
    Wraith: 300 HP (15 seconds.)
    Corvette: 400 HP (20 seconds.)
    Chomper: 500 HP (25 seconds.)
Miniaturization/Hull Ups
  • Miner: 640 HP (32 seconds.)
    Wraith: 580 HP (29 seconds.)
    Corvette: 800 HP (40 seconds.)
    Chomper: 1300 HP (65 seconds.)

Re: Thoughts on Changes to Hanger

Posted: Fri May 23, 2014 4:28 pm
by bbot
I'm with Red-Rocket's suggestion - just a cooldown on relaunch. Imo the cooldown should be increased if the ship takes more damage, for example, a miner at 90% health has a relaunch cooldown of 1 second, but one at 10% health has a relaunch cooldown of 9 seconds. The longest cooldown should be for a nearly dead destroyer, somewhere in the vicinity of 25 seconds.

Re: Thoughts on Changes to Hanger

Posted: Fri May 23, 2014 4:34 pm
by Siretu
bbot, that system just sounds so unintuitive and weirdly arbitrary.

If I came back with a wraith with 1hp and left it in hangar. Would it take 9-10 seconds to launch 30 minutes later?

It would mean you'd be stuck in hangar for a while with no apparent reason as to why.

Also, bbot. Didn't you post earlier in this thread that you wanted what I was suggesting? For ships to retain their current health while docked? You even offered to implement it yourself ^^

Why the change of heart?

Re: Thoughts on Changes to Hanger

Posted: Fri May 23, 2014 6:16 pm
by bbot
Ah, sorry if that was confusing or didn't make sense.

No change of heart - whatever the mechanism is that prevents people from docking and relaunching one second later with a fully healed ship is in my opinion good enough to plug the imba instant heal is in my opinion a solution to the problem. I don't know how much work coding in slowly healing ships is, but if it is easy enough, then I guess that would be the preferred option over a 'ship is out of commission while it is being repaired' experience.

But one way or another, I think this feature is important for gameplay balance.

Re: Thoughts on Changes to Hanger

Posted: Fri May 23, 2014 7:31 pm
by Red-Rocket
i mean, how would you even check how much health the ship had easily?

Re: Thoughts on Changes to Hanger

Posted: Fri May 23, 2014 9:15 pm
by WhyteDragon
I don't imagine it would be that hard to add a little number over the image of the ship indication health %, or simply an outright 'full' or 'not full' indicator. I mean, outside of combat I can imagine that would be incredibly annoying in a way -- especially for mining units who might frequent the hanger. To me, it just feels weird to make a 'punishment' (delayed relaunch) on all ships indiscriminately.

Re: Thoughts on Changes to Hanger

Posted: Mon May 26, 2014 12:06 pm
by slapshot
I like whyte's suggestion more - I don't see why a person shouldn't be able to re-launch quickly, but the repairs make sense

also I would suggest that only 1 ship can be "respawning" at any given time - otherwise the incentive to just suicide ships is too high.. (and yes, this would inherently nerf plasma)

Re: Thoughts on Changes to Hanger

Posted: Mon May 26, 2014 12:20 pm
by Red-Rocket
slapshot wrote:also I would suggest that only 1 ship can be "respawning" at any given time - otherwise the incentive to just suicide ships is too high.. (and yes, this would inherently nerf plasma)
that would defeat the purpose of fleet engagements as ships cant be remade quickly enough to deal with the oncoming snowball affects
not to mention the fact that you might want the miner to be rebuilding instead of the destroyer for that much needed eco