Mica Goldstone
These will be introduced during week 206.24. These are essentially some minor changes (though with some significant implications) that stamp on some of the loopholes that we have noticed have been getting a little more interest than is good for the game.

Anti Personnel devices
APD have had their damage increased to 1. They are only effective on assaulted starbases when the control is >80%. They are no longer affected by the x10 initial damage modifier that is applied to defenders weapons. Also as they are considered reactive/response items, the active number will be based on the attacking force. This means that they are an effective defence but are not only thing that is needed to defend a starbase.

Weapons on Trade Ships
The number of space weapons that can be installed on XL/L hull ships has been changed to 10mu/hull. Weapons include fighter bays but not ammunition. The weapon space is quoted on the installed list. Any excess weapons on existing ships will be dumped into a friendly starbase next time you dock for no integrity loss. Any designs that have weapons in them will have the weapons dumped out of them after construction, and should be amended (this is because players are still attempting to find new and inventive ways of creating the one-shot-wonder). ISR damage will remain in the game to sort out shrimps.

Offensive /Defensive Items
Items are now either considered normal/offensive/defensive. Most items are normal, the other types are currently
Offensive: Warbots
Defensive: AAE/RDB
Defensive items can only be used starbase. Offensive items cannot be used by a starbase.
If a position can not use a type of item it is not consider in ground combat – i.e. it does not soak damage, contribute control points or damage. This is reflected in the position ground combat report. This means that SB can keep as many warbots as they like without the negative control effect.

Note: AAE accuracy -> 40% since it was silly

Armour on Items
Items can now block (on average) a certain amount of damage before they are in danger of being destroyed. If items with 1 armour takes damage then 0-2 damage will be blocked (based on a bell curve around 1 damage). Currently this is implemented on trained troops (1 armour), veteran troops (2 armour), veteran mercs (1 armour) and officers (5 armour).
So with these armours; 1000 mercs shooting a veteran troop will still kill him. However 5 mercs vs veteran troop will most likely mean the veteran survives for some time.

Battering Starbase shields
If a starbase’s shields are absorbing a large amount of damage then the accuracy of ground weapons fired from the starbase will be reduced. This will stop starbases from having planetary control while being heavy shelled from orbit. This will all allow forces to be built up on the ground in order to capture the starbase.
Acc modifier is: -1 acc /50 dmg (absorbed by the shield) /shield complex.
So if a starbase taking 1000 dmg per round and only having 1 shield complex but absorbing 100% of the damage will have a -20acc to its ground weapons.

Slave Revolts
Slave revolts have been added. If you have more crew factors than you have slaves there will not be a revolt. The more security complex you have the more effective the crew factors will be at containing slaves.
Each active security complex adds 100% to your crew’s effectiveness per 1000 slaves.
So if you have 10 security complexes and 20000 slaves then you get +50% bonus to your crew factors for dealing with slaves.
It takes a minimum of 5 weeks for slaves to revolt and there are warnings each week.

Meklan
Less than 1000 meklan in a position presents no problem, more than this incurs a % chance each week that the meklan will get messy. Certain artefact may increase the number of meklan that can be safely controlled.
FLZPD
QUOTE (Mica Goldstone @ May 25 2006, 03:12 PM)
These will be introduced during week 206.24. These are essentially some minor changes (though with some significant implications) that stamp on some of the loopholes that we have noticed have been getting a little more interest than is good for the game.

Anti Personnel devices
APD have had their damage increased to 1. They are only effective on assaulted starbases when the control is >80%. They are no longer affected by the x10 initial damage modifier that is applied to defenders weapons. Also as they are considered reactive/response items, the active number will be based on the attacking force. This means that they are an effective defence but are not only thing that is needed to defend a starbase.

Weapons on Trade Ships
The number of space weapons that can be installed on XL/L hull ships has been changed to 10mu/hull. Weapons include fighter bays but not ammunition. The weapon space is quoted on the installed list. Any excess weapons on existing ships will be dumped into a friendly starbase next time you dock for no integrity loss. Any designs that have weapons in them will have the weapons dumped out of them after construction, and should be amended (this is because players are still attempting to find new and inventive ways of creating the one-shot-wonder). ISR damage will remain in the game to sort out shrimps.

Offensive /Defensive Items
Items are now either considered normal/offensive/defensive. Most items are normal, the other types are currently
Offensive: Warbots
Defensive: AAE/RDB
Defensive items can only be used starbase. Offensive items cannot be used by a starbase.
If a position can not use a type of item it is not consider in ground combat – i.e. it does not soak damage, contribute control points or damage. This is reflected in the position ground combat report. This means that SB can keep as many warbots as they like without the negative control effect.

Note: AAE accuracy -> 40% since it was silly

Armour on Items
Items can now block (on average) a certain amount of damage before they are in danger of being destroyed. If items with 1 armour takes damage then 0-2 damage will be blocked (based on a bell curve around 1 damage). Currently this is implemented on trained troops (1 armour), veteran troops (2 armour), veteran mercs (1 armour) and officers (5 armour).
So with these armours; 1000 mercs shooting a veteran troop will still kill him. However 5 mercs vs veteran troop will most likely mean the veteran survives for some time.

Battering Starbase shields
If a starbase’s shields are absorbing a large amount of damage then the accuracy of ground weapons fired from the starbase will be reduced. This will stop starbases from having planetary control while being heavy shelled from orbit. This will all allow forces to be built up on the ground in order to capture the starbase.
Acc modifier is: -1 acc /50 dmg (absorbed by the shield) /shield complex.
So if a starbase taking 1000 dmg per round and only having 1 shield complex but absorbing 100% of the damage will have a -20acc to its ground weapons.

Slave Revolts
Slave revolts have been added. If you have more crew factors than you have slaves there will not be a revolt. The more security complex you have the more effective the crew factors will be at containing slaves.
Each active security complex adds 100% to your crew’s effectiveness per 1000 slaves.
So if you have 10 security complexes and 20000 slaves then you get +50% bonus to your crew factors for dealing with slaves.
It takes a minimum of 5 weeks for slaves to revolt and there are warnings each week.

Meklan
Less than 1000 meklan in a position presents no problem, more than this incurs a % chance each week that the meklan will get messy. Certain artefact may increase the number of meklan that can be safely controlled.

Lots of far reaching effects, which is cool :-)

For APD what is the reactive figure? Is it one per one trooper attacking? or is this going to be a lesson we find out the hard way<g>

Battering Starbase Shields - I like the idea of this, but its till easily abusable...have outposts on the world and it will divide the enemy damage away from your firebases - they could target specific positions, but that allows secret firebases to not be hit and still decimate enemy GPs with long range ground assault. Would it be possible to allow untargetted bombardments (ie. where enemy list has all affiliation rather than a specific base) to automatically aim at those positions with the most ground fire?

Slave revolts - is it crew factors and not combat factors? Seems unusual for a starship crewman to be better at controlling slaves than a trooper.

Meklan - thought that was in already ph34r.gif

Mark
MasterTrader
Re: offensive/defensive items

1) Presumably when it says starbase this includes outposts?
2) When you say that starbases cannot use offensive weapons (warbots) does this include if the starbase itself launches an assault (either a ground assault or a boarding action)?

Richard
AFT