Cruiser Command Beta

Important information or announcements reguarding cruiser command
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Red-Rocket
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Re: Cruiser Command Beta

Post by Red-Rocket »

Everything...is so fast now, like lasers shots and everything...
Upgrades is now confusing as hell, with requirements up the wazoo
And subjucater is so damn expensive now
Somethings odd, corvettes reconstruct within 5 seconds
also Missile Bays should take about 10s to reload, not 5s
Upgrade console...lets see, ALL TIME SHOULD BE REDUCED D=
Although Destroyers look more beefy
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Siretu
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Re: Cruiser Command Beta

Post by Siretu »

New patch published:

- Fixed a bug with the respawning causing all ships to respawn almost instantly.
- Reduced Subjugator kerm price from 100 to 75 (I know you like the number 75 Red-Rocket).
- Several of the upgrade times now scale slower (so the later upgrades go faster than they used to).

Also, what do you mean with "Everything is so fast now, like lasers shot and everything"? The laser speed has been the same 2.9 (15/10 - 2013)
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
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Red-Rocket
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Re: Cruiser Command Beta

Post by Red-Rocket »

I found something odd, and disturbing
We need to balance this quick
Heres the problem
People with high reputation points have a higher chance of winning. must fix
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Caladbolg
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Re: Cruiser Command Beta

Post by Caladbolg »

But your reputation is high...

Exception that proves the rule?
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"

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Red-Rocket
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Re: Cruiser Command Beta

Post by Red-Rocket »

Caladbolg wrote:But your reputation is high...

Exception that proves the rule?
Everything is relative
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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DinoChicken
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Re: Cruiser Command Beta

Post by DinoChicken »

The Tiered economics is pretty hard to come by early game, since you need 100 of each resource + 10 kerm, so you end up banking a lot of money before getting 1 of those tiered upgrades. I suggest knocking off one of those 100 requirements.

Like Econ 100y/100b/10k
Utility 100b/100r/10k
Combat 100y/100r/10k

On their own, tiered upgrades make sense for what they cost, but since they unlock other upgrades, you sometimes hit a wall in not being able to upgrade any, because your missing 1 particular resource. This way you will continue on, and shows what your limited to upgrading, not everything at once
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Caladbolg
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Re: Cruiser Command Beta

Post by Caladbolg »

I like the idea
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"

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DinoChicken
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Re: Cruiser Command Beta

Post by DinoChicken »

Missile drones need a bit of a rework now that missiles can stack into missile launchers. like evening out how many missiles are on each pad and when are missile bays are loaded, they still need to continue loading missiles onto launchers. Its good right now as AI does get much more then 6 missiles into the Bays total, but just pointing out its usually uneven and they arent loading the rest of the missiles because they treat currently all bays loaded and dont need any more missiles

Also, when launching a missile, i think that 5 seconds is a little to short, as the next batch are already loaded before you fire your 5th or 6th one
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Siretu
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Re: Cruiser Command Beta

Post by Siretu »

Almost 20 days later, a new patch appeared!

3.9:
- Economy Tier 2 no longer allows chompers to mine while moving.
- Economy Tier 2 no longer allows miners to mine enemy ships while moving.
- Reduced price of all tier upgrades.
- Fixed a bug with the Utility Tier 3 upgrade which caused even positive core regeneration to be reduced by 33%.
- Utility Tier 3 now reduces core degeneration by 50% instead of 33%.
- Economy and utility tier 3 have switched a bonus. Utility now reduces ship cost while economy reduces reconstruction time.
- Missile will now be transported on the conveyor belt before being loaded.
- Scorpion Light Missile damage reduced from 100 to 50.

This is still on the beta version. Since we didn't pass Rock the Cabinet, I can start patching again. However, I will wait a bit more before I publish it on the normal version.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
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Siretu
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Re: Cruiser Command Beta

Post by Siretu »

I'm going to publish the beta to the normal map soon, so if you guys have any thoughts on the the beta, you better tell me now. It might need some polishing here or there, so if you have something in mind, tell me!
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
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