David Bethel
This is not yet complete (but it will be stated where it is not finished). Everything else will be in the game when we release it.

Cargo Dumps

Cargo dumps have been added and can be created by a landed GP/Ship or SB. They do no decay like debris but must be landed.They can be pickuped up from / delivered to by any position. Troops etc picked up by none affiliation positions will be converted to prisonners.
Order: Create Cargo Dump

Orbital Drops

Orbital drops have been added which allow ships to deliver cargo directly to a position in orbit or landed/docked on a planet while they are in the orbital quandrant. This requires 'Orbital Drop Modules' that are expended when the delivery is made.
Positions on the ground can only accept a number of mus per day (equal to
their current control factors). This is listed on the reports.
Order:Orbital Drop

Internal Free space
  • Empty space: Internal damage to ships will have a posability of hitting empty space. If x% of the internal components are destroyed then there is a x% chance that an internal hit will transfered to the hulls.
  • Target area Mod: Installed ship components will have an 'installed area modifier' that increases/ decreases their target area of an item when they are installed. This means that so items will have more external componets to them and can be hit easier.
Note: The empty space routine would be based on the target area compaired to mus on installed space not target area. So if you ship has 3000 mus of target area from items but 2000 mus installed space, the empty space routine will not cut in until the target area of the items is less than 2000.

Changes to Pinning / Leaving Combat
  • Pinning has been completely removed. Ships can always move out of combat (even if the combat has been created the same day)
  • During combat you can not flee on round 1 if you are targeted by an enemy and either:
    -The enemy is faster than you and only has one locked target.
    -You can not move (man speed) and are targeted by anyone
  • Ships are always subject to a 'leaving combat' battle (even if the combat has been created the same day).
Dump Cargo and Flee (Chaff)
    When a ship has 'dump caro and flee' set and has been targeted by another ship in space combat it dumps cargo...
  • The chaff cloud created gives you a 100% chance to leave combat if you have more dumped mass than: ship surface area x 20mu. If you have less then there
    is a % chance that you will still get away (proportionate to mass launched).
  • When you are able to leave combat due to chaff all dmg done to you is ignored/shielded by the chaff. (no actual dmg is done to the chaff as that would
    make it pointless for the attacker).
  • When the cargo is dumped all attacking ships are given the debris fields postion number and cargo is scooped by the attackers that have cargo space. It is random which of the targeting ships gets first dibbs on scooping the cargo.
Battle Generataion
  • When a position arrives at a location it will try to attack anything that are dictated by its enemy lists. It can only stop positions for combat if it is faster than then or they are stationary / stopped by tractor beams. It will pick the fastest target that are is on its enemy lists (position list first) and lock it into combat as a target.
  • When a position enters a location it will be attack by all hostile positions. Hostile positions can only stop your position for combat if they are faster than then or you have been stopped by tractor beams / are stationary.
  • When the space combat starts properly, any targets created in the combat stop
    will be cleared and retargeted with the advanced target options.
  • For purposes of speed in combat stops GPs are considered to be not moving. This means that they can not stop ships for combat.
Leaving Combat Battle

Ships that leave combat are subject to a fire from all enemy ships that were targeting them. They face a number of round of combat based on how commited the enemy positions are to destroying you. The ship leaving combat (target) is subject to 4 rounds of combat are modified by:
Target Speed:
  • x Attacker Speed / Target Speed
  • Max modifer x1.0
Targeting position has :
  • 1 locked target: x1.5
  • 2 locked target: x.5
  • 3+ locked target: x.25
Modifer x 4 (rounded down) determines round fired (Positions always fire for min 1 round). Number of weapons fired over the rounds will be modified by number of locked targets.

Note:
  • If target is 3 times as fast as the attacker then it only gets 1 round of fire vs it but being faster does not reduce thos to zero.
  • Under the worse conditions ships leaving combat are hit by 4 rounds of combat.
  • Leaving ships can not increase their dodge by manoeuvring.
  • Ships that flee as part of space combat are not in a battle and therefore do no take attacks from leaveing the combat area. (This includes dump cargo and flee)

Positions in Ground Combat
  • Other positions can only deliver / have things picked up from them
  • Hiports will be disabled if control is < 100%
  • The following orders will be disabled on all starbases in groundcombat:
    Untool Tech
    Scrap complex
    Scrap Item
    Sack Personnel
    Deliver
    Delievr item type
    One off Spread
  • Gps in ground combat will not be able to jettison
  • Ships and GPs can pickup from the starbase if they are docked.
Combat Delivers/Pickups
  • If you deliver to a position that is in combat you will be fired on for 1 round by any enemy position that is targeting the position you are approaching. It does not matter if you are in combat or not. If you are cloaked for the first delivery then you will not be fired at.
  • Delivering concecutive sets of items will not result in more combat but delivering to a second target will.
  • Starbase can not deliver/pickup from GPs/Ships/Platforms that are in space combat.
Precombat ISR Stress (replaces pepper effect)

All ships involved in a battle can now use their ISR engines to target actively hostile ships before round 1 of a battle. Each ship gets a number of attacks based on the type of ISR drives (ISR 1 is most effective) that they have and these attacks are evenly divided between all hostile ships. The dmg from the attacks is modified by the Stress of the ship and armour/shields reduces any dmg done.

The dmg done reflects the stresses caused while getting into a fireing position against another ship. Ships that are not agressive do not take ISR stress as they are not 'fighting' to get into a fireing position.

Notes:
-Only occurs before round 1 of every days combats.
-ISR 1: 10dmg x 4 attacks per engine
-ISR 2: 10dmg x 3 attacks per engine
-ISR 3: 10dmg x 2 attacks per engine
-ISR 4: 10dmg x 1 attacks per engine

Custom Orders
Basic custom orders have been added that allow GMs to write/edit small orders that can be used to improve automation/roleplay. The order editor can now download new orders and there are 2 new types of order (Rare orders that only certain ppl are given access to via player information, and GM only orders for use a part of special actions etc).
New orders:
  • Salvage Ship
  • Change Ship Registration (Removes pirate flag for 10k and changes ID number)
  • Convert to PIR
  • Find Starbase Spread
And more to follow - these will in the short term seem to different but as the custom order language funtionality increase then more low keep orders will beable to be quickly coded.

Also there are now options to add custom maintenance orders/actions to starbases based on induvidual starbases and what planet tehy are one. So mica can add little things to maintenance with code changes.

Order Editor / Turns
There are 3 major changes - the startup has been much improved to allow ppl to get a feel how the game plays better, the turns can now be returned in basic HTML and the offline order editor has been improved.
Offline changes:
  • One file is now needed to update/install the online order editor, it just sorts things out.
  • Added online update of files from internet
  • Added login to online order editor to get personal restricted lists
  • Added import data/orders, also done when updating
  • Fixed spurious sequencing
  • Added Database/Download turns (allows email turns to be downloaded)
  • Added Database/View turns (allows download turns to be viewed)
Officers
  • Officers are no longer unquie items in the game and carry all their induvidual information on their positions. They have no item number but can be transfered via the new pickup/deliver orders using the position based identifier.
    Officers are displayed as
    Officers Name (#1)
    and you can use #1 (not 1) to refer to them in pickup/delivers. However the #id of the officer will change when they are transfered to another position, so it is not as final as transactions with normal items.
  • Officers will lose their current experience and have it replaced with training points equal to their experience % that can be spend with a training complex visit (existing officers can do this order anywhere + its free).
  • Training points are gained via civilian and naval activities. Each time any skills is raised by 1 lvl the training point to raise any skill in that category increase. Max skill lvl is 4.
  • Skill point progression is 1/2/4/8/8/8......
    So lvl 3 Navigation + Lvl 2 Leadership costs ([1+2+4]+[8+8])
  • Training points are gained for combat and time spent on active starships
  • The 'Train Officer' order allows experience points to be spent at starbase training complexes to train your officers. The cost is [500/1000/2000/4000] stellars for each lvl of training (10% goes to starbase owner).
Officer Experience
Combat Experience per battle is:
  • Took damage: 1pt
  • Took damage > 25dmg/surface area: 1pt
  • Did damage: 1pt
  • Did damage > 25dmg/surface area: 1pt
  • Destroyed an enemy: 1pt
Civilian Experience is sometimes earnt during the cause of a turn (i am not being more specific).
Exp per officer = combat/Civilian Exp / (number officers) ^(1/2);
Exp is only gain on ships but works on other positions. Officer can spend skill points in civilian or naval.

Officer Naval Skills
  • Dodge [+.5g dodge/lvl] (Ships only)
  • Accuracy [+.5 acc/lvl]
  • Fleeing [+.5g dodge when fleeing]
  • Leadership [+5% crew factors per lvl]
  • Sensors [+5% sensor power]
  • Stealth [-5% Visiable Surface Area/lvl] (Ships only)
Officer Civilian Skills
  • Exploration [Flaged to GM]
  • Trade [-1 Tus Transactions/lvl]
  • Prospecting [-5% Tus/lvl]
  • GPI [+25% GPI Sesnor factors/lvl]
  • Navigation [+5% man speed per lvl]
  • Jumping [-5% Jump time per lvl]
Other Changes
  • Gps can lose 25% per round ina GPvsGP combat
  • Gps moving on the ground that meet another gp are now placed in a
    skirmish battle for 1 round to see if a full combat is required. If the
    combat does not destroy the defender they enter a control battle on the same
  • The scanning posibility of the scout order has been brought in line with ground movement scanning and slightly improved. Then a starbase is scouted it is now added to knowelledge.
  • Removed ground enemy list for ships and platforms
  • Added politcal authorisation to override acces to a position
    Order: Issue Authorisation (Use remove option to remove it)
  • Photon Guns/Nova guns will have their accuracies changed to +6/7/8/10/12
  • Rail guns will have their accs changed to +0/1/2/6/8
  • Option to have turns back as HTML will be implemented per position (or all positions).
    Order: Change Print Type
In addition to this there has been a lot of bug fixes etc, i will type out a full fix list.
David Bethel
In progress

Industry

The full industrial model was written and seems to so some promace for integration with the game by using the merch complexes to 'skim' a merchanising profit from all the business that occursw on a planet. This needs looking at more, but it looks like it will conver most of the inferstruture problems with one underlying engine.

Events
The basis of the system of events has been created but nothing in game yet - they are next
David Bethel
Based on discussions the armour defence values will be modified to:

Normal: 2000 -> 1000/1250/1500/1750
Light: 1000 -> 500/600/700/800
Ablative: 500 -> 150/190/225/260

Armour burnoff effect reduced from 10->5
David Bethel
Fixes
------
These are a list of things not covered above that will change when we release

[1] Changed jumping to jump when you reach ring 10, not travel to ring > 10 first
[2] Added common/restricted flag to orders and order knowledge
[3] Added fixed flag to prevent certain items from being moved
[4] Removed Debris from squads
[5] Added Efficiency check when ships hits an asteroid
[6] Gps can no longer embark positions and you can not embark yourself
[7] Fixed display issue for fighters
[8] Fixed create outposts that fail due to complexes not allowed
[9] Fixed problem with missiles being returned twice, if not fired
[10] Fixed problem where positions can not target non-direct targets on round 1
[11] Changed security sweep to not kill your agent or same Aff except IND
[12] Fixed political situation report
[13] Fixed create platform to use right hulls
[14] Fixed adding posted lists
[15] Crack down reduced to zero after SB capture
[16] Fixed problem with fighter bays not requiring crew factors
[17] Changed SB takeover routine of empty (of troops) SBs to be more based
on command/security complexes
[18] Added multiple attacks possible from single items
[19] Added Authorisation update in SB maintenance
[20] Fixed mus displayed on agent Determine Quantity of item
[21] Fixed space fighter / interceptor attacks. Problem with targets picked
[22] Fixed GP cargo space / movement bug
[23] Gps created while in combat, have same flags as creator
[24] Fixed maintenance -ve tus bug
[25] Fixed bug with leaving SB (Docked mass)
[26] GPs can assault another GP in any location - not limited to landed
[27] Fixed -ve dmg due to cascade explosions
[28] Added maintenance orders for SBs that run based on CBody
[29] Retargets if a target is on DNT list
[30] GPs can only pickup what they have cargo space to move with
[31] Changed embark position to require life-support for life forms that are not covered by cargo support in the GP. i.e. if you have enough shuttles to carry all your life forms then your ship does not need to provide any when embarking a GP
[32] Added area mod for installed items
[33] Does not do crew transfer to starter ships that have been boarded, since they will be destroyed
[34] Added modified scan profile for starbases that will be shown in brackets on report and in a few months will become the new scan profile
David Bethel
List of Alterations

-Dodge will be capped at 8g including officer bonus. Inertial stabs will still add to this (increase the dodge over 8).
-Fighter carriers will nolonger get the dodge bonus during combat, officers will make up for that.
-Fighter targeting bonus will be reduced to +10.
-Leave combat battles rounds will be based on the % speed on the escapee of the attacker.

0-50% speed is 4 rounds
50-75% speed is 3 rounds
75-100% speed is 2 rounds
100%+ speed is 1 rounds

Ships will fire on the first ship that leaves which it is targeting. Starbases and platforms get 1 round with a proportion of there weapons against their target - based on number of targets.

-Ships will only be attacked by positions that were in teh battle the previous day in 'leave combat mini battles'
David Bethel
Fixes/Updates 26th Sept

[1] Fixed bug with ISR attacks
[2] Fixed DNT list not showing
[3] Fixed problem with tractor stops working when SB shields are up
[4] Shield recharge corrected on platforms/SB to not be dependent on efficiency.
[5] Removed manoeuvring dodge from fighter carriers
[6] Truncated dodge to 8 after officer bonus, but before inertial stabilisers.
[7] Added internal damage caused by exploding missiles to damage report, and allowed list of destroyed items to show up when a ship explodes. Should make it more obvious when a cascade explosion has occurred.
[8] Fixed embarkation bug.
[9] Shields are no longer affected by AF <1. So they are better at absorbing armour piercing damage. AF>1 will be delt with as normal.
[10] Changed leave combat battles
You suffer a number of rounds of combat when you leave a battle based on your speed compared to any ships that target you (as a percentage):
100%+ 1 round (i.e. you are faster than them)
75%-100% 2 rounds
50%-75% 3 rounds
0%-50% 4 rounds
Ships fire with all their weapons BUT will only fire at the first one of their locked targets to leave combat. Starbases and platforms will only ever get 1 round on combat vs targets that leave BUT they will fire at every target that leave with a proportion of their weapons (depending on how many locked targets they have).
You only get a leave combat battle with targets that you had locked in a battle the previous day.