Repeated intro
What changed
0 fixes2 additions3 changes0 removals
addedHey guys! Here's a new update vid: https://youtu.be/TwP4oPmpJ8A Direct Link: YouTube Short Summary: Dynamic Economy and Rebalance
changedResource prices changed - spanning greater price ranges
addedPrice multiplier added - based on supply/demand
changedHired ships - Chance to leave on low health
changedLonger explanation: Several steps have been taken to revamp/rebalance the game's "resource" economy. The goals being to create a more dynamic system, where risks and rewards are better balanced. Some resources are very cheap allowing for early game trading, some resources are more expensive allowing for more profitable piracy opportunities. Resource price will now fluxuate based on supply and demand - to encourage players to invest time in setting up more advanced trading routes - instead of repeating the same route forever. Trade ships (mining, transport, shuttle ships) are now very likely to be attacked by pirates. Meaning that you should more strongly consider your trade ship's safety and that early trading (via hired ships) is more dangerous (with bounty opportunities). Pirate relations are now more important and paying ransom a more significant choice. As I was testing the economy revamp - I realized that hired ships were in need of enhancements (they haven't been changed much since Early Access launch). Hired ships now have a more reasonable cap and more reasonable responses to being attacked. The goal being to create a more clear distinction between owned and hired ships - hired ships can chose to leave your service, creating a downside to their cheap cost. In addition - destroyed hired ships will cost you a faction penalty (that can't go into the hostile territory). Your faction score is now tied into your hire able ship cap - making it a more valuable resource. There's been a bunch more pros and cons of hired ships, they will keep up with you better via using fuel, but you are now responsible for their repair costs. Hope you enjoy these changes and that they make the game world more alive and interesting simulation! What's next? After some tweaks, bug fixes that you guys tend to find post these changes... I'll most likely work on adding some scripted faction missions. Then re-evaluate and hopefully continue on the path of the main story scripted missions and continue from there. Once again - thank you for all the great support - I'm very excited about these changes and the future of the project - in large part thanks to you! Paul
Void Destroyer 2 changes
addedHey guys! Here's a new update vid: https://youtu.be/TwP4oPmpJ8A Direct Link: YouTube Short Summary: Dynamic Economy and Rebalance
changedResource prices changed - spanning greater price ranges
addedPrice multiplier added - based on supply/demand
changedHired ships - Chance to leave on low health
changedLonger explanation: Several steps have been taken to revamp/rebalance the game's "resource" economy. The goals being to create a more dynamic system, where risks and rewards are better balanced. Some resources are very cheap allowing for early game trading, some resources are more expensive allowing for more profitable piracy opportunities. Resource price will now fluxuate based on supply and demand - to encourage players to invest time in setting up more advanced trading routes - instead of repeating the same route forever. Trade ships (mining, transport, shuttle ships) are now very likely to be attacked by pirates. Meaning that you should more strongly consider your trade ship's safety and that early trading (via hired ships) is more dangerous (with bounty opportunities). Pirate relations are now more important and paying ransom a more significant choice. As I was testing the economy revamp - I realized that hired ships were in need of enhancements (they haven't been changed much since Early Access launch). Hired ships now have a more reasonable cap and more reasonable responses to being attacked. The goal being to create a more clear distinction between owned and hired ships - hired ships can chose to leave your service, creating a downside to their cheap cost. In addition - destroyed hired ships will cost you a faction penalty (that can't go into the hostile territory). Your faction score is now tied into your hire able ship cap - making it a more valuable resource. There's been a bunch more pros and cons of hired ships, they will keep up with you better via using fuel, but you are now responsible for their repair costs. Hope you enjoy these changes and that they make the game world more alive and interesting simulation! What's next? After some tweaks, bug fixes that you guys tend to find post these changes... I'll most likely work on adding some scripted faction missions. Then re-evaluate and hopefully continue on the path of the main story scripted missions and continue from there. Once again - thank you for all the great support - I'm very excited about these changes and the future of the project - in large part thanks to you! Paul
Resource prices changed - spanning greater price ranges
Price multiplier added - based on supply/demand
High likelihood of pirate attack on player trade ships
Short Summary: Hired Ship Changes
Global hired ship unit cap of 5
Global cap of 1 transport and 1 mining ship as hired ship
Hired ships - Chance to leave on low health
Hired ships - When destroyed - player receives faction penalty
Hired ships - 15% commission on selling goods
Hired ships - player pays 10% of repair costs
Hired ships - will use primary burn to keep up with player
Longer explanation: Several steps have been taken to revamp/rebalance the game's "resource" economy. The goals being to create a more dynamic system, where risks and rewards are better balanced. Some resources are very cheap allowing for early game trading, some resources are more expensive allowing for more profitable piracy opportunities. Resource price will now fluxuate based on supply and demand - to encourage players to invest time in setting up more advanced trading routes - instead of repeating the same route forever. Trade ships (mining, transport, shuttle ships) are now very likely to be attacked by pirates. Meaning that you should more strongly consider your trade ship's safety and that early trading (via hired ships) is more dangerous (with bounty opportunities). Pirate relations are now more important and paying ransom a more significant choice. As I was testing the economy revamp - I realized that hired ships were in need of enhancements (they haven't been changed much since Early Access launch). Hired ships now have a more reasonable cap and more reasonable responses to being attacked. The goal being to create a more clear distinction between owned and hired ships - hired ships can chose to leave your service, creating a downside to their cheap cost. In addition - destroyed hired ships will cost you a faction penalty (that can't go into the hostile territory). Your faction score is now tied into your hire able ship cap - making it a more valuable resource. There's been a bunch more pros and cons of hired ships, they will keep up with you better via using fuel, but you are now responsible for their repair costs. Hope you enjoy these changes and that they make the game world more alive and interesting simulation! What's next? After some tweaks, bug fixes that you guys tend to find post these changes... I'll most likely work on adding some scripted faction missions. Then re-evaluate and hopefully continue on the path of the main story scripted missions and continue from there. Once again - thank you for all the great support - I'm very excited about these changes and the future of the project - in large part thanks to you! Paul