In Touch With Devs, VOL 3.
April 21

👨‍🚀 Greetings, Commanders!

💬 In the “In touch With Devs” segment we tell about the ins and outs of Space Arena development. Within this segment, we will answer your questions and give our feedback to the most interesting players’ game suggestions. We hope you find the “In Touch With Devs” segment interesting and useful!

If you have questions about various game mechanics, you can always contact our community manager on our Facebook group. We will pass them on to the development team and will publish the answers later!

This time we have collected and answered questions about the modules’ mechanics, the calculation of the occurred damage, and how the “Fleet battle” balance works. Also, the development team considered some of the players’ suggestions.

Question from Viktor Chaschin: How does the penetrating damage calculate for the first and follow-up modules?

Answer: Part of the damage in the shot direction will be dealt to the next module. This part is determined by the percentage value of the “Penetrating damage” parameter and the “Armor” parameter of the second module. The higher the value of the “Armor” parameter of the nearby modules, the less damage will go through them. This part of the damage is determined by the percentage value of the “Penetrating damage” parameter and the “Armor” parameter of the second module.

Question: On what basis does the “Fleet Battle” balance mode function?

Answer: The “Fleet Battle” mode, as well as its balance, functions according to the following principle: the more ships will remain in your fleet and the fewer ships will remain in the opponent’s fleet, the more solid your final rewards will be. We would like to note that there may be errors in the “Fleet Battle” functioning at the moment. We will try to reorganize the “Fleet Battle” mode in the further game updates.

Question from Alatreon: How is laser damage calculated? Is the shown damage the damage in one second? Or the damage over the full laser duration? And how do laser duration and fire rate work together? The fusion ray has a 3s laser duration and 0,3333 shots/s fire rate. Does this mean it fires non-stop? (Fire, 3s laser duration, can fire again since 0,3333 shots/s means one shot every 3 seconds)? Or does the reload only start when the laser stops firing? Then it would be 0,16 shots/s tho.

Answer: The damage that the module will receive from the laser depends on the “Damage” parameter. The laser focusing on the module and the rate of fire. The “Damage” parameter displays the value of damage per second. The length of the shot and the rate of fire values represent the laser beam lifetime and the time delay between shots. Nevertheless, the laser module damage calculation is based on a more complex formula. So, the duration of the laser radiation is 3 seconds, and the rate of fire which is 0.3333 shots/s does not mean non-stop fire.

Suggestion from Gleb Shevchenko: Is it possible to add an additional “Class Battles” mode, which would be similar to the usual Arena (if we talk about farming gold and experience), but would have no impact on the ranking or would have a separate ranking system? Most of the slots in the hangar are currently occupied by low-tier ships, which in fact are used only once a week during the Class Battles and for completing a task for 12 battles.

Answer: It’s a good idea. We will think about its possible implementation for sure.

Suggestion: I think the Radiant-x needs to be improved. It is a Super-carrier ship. and it fights against powerful ships. However, it only has 2 support ships. It is worth either boost them or adding a few more. Please review the current Radiant-x stats.

Answer: We will give and additional thought to the current stats of this ship.

🤔 What topics should we cover in the next “In Touch With Devs” post? We will be glad to hear your ideas for this segment!

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