In Touch With Devs, Vol 9 (29.10)
News
October 29

👨‍🚀 Greetings, Commanders!

💬 In the “In Touch With Devs” segment we tell about the ins and outs of Space Arena development. Within this segment, we answer your questions and give our feedback on the most interesting players’ game suggestions. We hope that you find the “In Touch With Devs” segment interesting and useful! If you have questions about game mechanics, you can always contact our community manager. We will pass them onto the development team and will publish the answers later!

💡 This time, we collected and answered questions regarding the mechanics of the weapon modules, balance, calculation of the damage for ballistic modules.

Question from Pzy137: Is there a hidden warmup time for weapons to start firing when battle initiates? An example:
All range upgrades on my ship, all range upgrades on my weapon and all bonus modules regarding range have been maxed and added. Assuming this will cause my weapon to have more range than the distance between ships at the start of battle.
Will this cause my weapon to fire immediately when battle starts? Or do both ships start firing a few seconds later? (Also, what is the actual distance between ships when battle starts?)

Answer: no, there is no such thing as “warm-up time”. Once the ships are within the firing range of a certain weapon module, that module will fire. Since different weapons have different fire ranges, the ship would not shoot with all the guns at the very start. The distance between ships at the beginning of the battle is always greater than the range of fire of any weapon module. That is why there is always some approaching time at the beginning of a battle.

Question from Unknownplayyer: Since we already have Fusion Lasers that have damage increasing over time, how about adding a Ballistic/Missile module that increases the rate of fire in the same way (still resets if you can’t hit the enemy)?

Answer: we do not plan to add such mechanics for ballistics and missile modules yet. These are different types of modules and the difference from each other in this case is a positive factor.

Question from RabbleSupreme: Why isn’t the Prophet its own class (or a higher class?). Apocalypse class carrier or something.

Answer: The Prophet takes its place in the lineup. This ship is not stronger than a properly build Oblivion Arc, Khonarl, or USS Centurion.

Question from Alexander Dadada: why blueprints sell prices all the same?

Answer: so that players could not abuse blueprints selling. Drop chances for blueprints of any type is very random. In the situation where blueprints of different classes cost differently – the progress of players would entirely depend on luck. This would ruin the balance and spirit of the game.

Question from ElvisD: Ballistic DPS = ( Damage – Armor ) * Fire rate. If GWS max damage 15,36 and Armor 3×2 max 15,4. It means DPS -0,04*0,936 ????

Answer: In the case of the Gauss War Shotgun, the formula is incorrect, since this module has its own characteristics, such as burst fire and the number of bullets per burst. In the case of some other ballistic module – it is correct.

🤔 Commanders, thank you for your questions and suggestions! 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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