In Touch With Devs, VOL. 14, 04/18/2022
News
April 18

👨‍🚀 Greetings, Commanders!

🚀 In the “In Touch With Devs” segment, our team continues to answer frequently asked questions about the Space Arena. As part of the segment, we share the development process and upcoming plans for the game. We hope that this information will be helpful to you and will come in handy in planning future battles!
If you have questions about game mechanics, you can always contact our community manager. We will pass them on to the development team and will publish the answers later!

💡 This time, we collected and answered questions regarding missiles, matchmaking, battle duration, as well as regarding the penetrating damage mechanic, and the fire range.

Question from [TFF]Isac: I have a question about how missiles work. Is the damage done to the module (in this case, due to blast damage, the first module in the radius of damage must take damage twice) or to the cell (as in the case with penetrating damage)?

Answer: A missile with an explosion radius larger than one will deal additional damage to a module that has more than one cell. This will happen on the condition that neighboring cells from the cell that the rocket hit will be within the explosion radius of this rocket. But the damage will not be doubled and will depend on the distance between the module and the center of the explosion. Also, each time a module is hit by rocket damage, the armor value reduces the damage taken.

Question from GRINCH: At level 25, I encounter an oblivion ark. I can’t do dailies because of this. Is this a normal situation in terms of the matchmaking system?

Answer: If you gained too many rating points, this situation is normal. Matchmaking depends on the level and rate of the player. If there are no opponents of your level at your current rating, then an opponent of a level higher but approximately of the same rating is selected. To avoid such situations, it is recommended to stick to the deranking series until you reach level 56.

Question from FaceSpace: How does the damage of a piercing shot cease to be calculated (i.e., becomes equal to zero)? Does the damage go below a certain number/percentage? Or is there a cap on the number of cells it passes? Or something different?

Answer: When the damage per cell reaches a value less than one, the calculation of damage and the enumeration of cells ends.

Question from FaceTrap: Is there a chance that some Mk2 modules will be added to the black market in the future and become available for purchase? The question primarily concerns the Small Ion Engine MkII and Small Steel Armor MkII.

Answer: At the moment, there are no plans to add these modules to the Black Market assortment. However, offers that include these modules could appear in the future.

Question: Is there a time limit for one battle in the Arena?

Answer: No, there is no time limit for one battle. However, there is a mechanism to prevent excessive duration of fights.

Question from Darksnauw: How is the average firing range calculated? By weapon type (7 Capital Cannons have the same range as 1 Capital Cannon), or does it increase for each individual weapon (7 Capital Cannons have a range much greater than 1 Capital Cannon)? Or for each cell occupied (i.e., you need 14 Chainguns to get the radius of 1 Capital Cannon)?

Answer: There is no concept of the average fire range in the game. Each module has its own radius, which is a fixed value. The fire range of certain weapons can only be affected by placing the mentioned weapon closer/further to the edge of the ship or by upgrading the fire range parameter. The radius of the guns does not sum up but is superimposed on each other.

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

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