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  • Ship Tuning System + Update 2

    03. 28. 2013 19:35


TeamNF_MK2

 

Hello all,

 

As many are aware, a new "ship tuning" system that we have previously noted as in development has been patched to the test server. We welcome everyone interested in this new system to test it out for themselves before passing judgment as it should add a fresh new layer of game play aspect to the game.

 

This new system at its most basic form will consist of a number of new "time-limited" items which provide specific alterations to the respective ship they are applied to. The following details are also important to make note of:

 

1) Items of the same type will not stack. 

 

2) Each item will offer 3 days of functionality. The items do not have to be set or used at any specific moment; the 3 day timer will begin once an item becomes "equipped".

 

3) Once an item is removed or replaced it will be discarded.

 

4) An (1) item will only provide a "tune" to the (1) ship selected to equip the item. The item's effect will not carry over to all ships.

 

5) At most, these items may increase a specific ship's performance by 5-10%. This should provide players a new unique ship experience, but it certainly will not damage in-game balance. Please be assured that we are taking all steps necessary in order to maintain proper balance. This is our highest priority.

 

6) These items are not being developed as essential items. They are intended to be utilized as a supportive item and to enhance game play by opening up new strategic opportunities.

 

7) The available item slots currently being considered (may be altered through testing if for example, results are not favorable for items applied for ships in blitz):

 

BB - 3 slots

CV - 4 slots

SS - 2 slots

CA - 3 slots

CL - 3 slots

DD - 3 slots

FF - none

 

8) Once introduced, there will be a daily ongoing (no end date) "Free Item Drop" for these ship tuning items. This will allow all players a chance to have fun trying some different items out every once in a while.

 

9) All players will be provided a free "speed-up" item at launch to get accustomed to their use and application.

 

10) There will be payable items as well as items exclusive to the "Free Item Drop".  

 

Example of exclusive payable items (names tentative): R mount shell space increase, aircraft space increase, fighter attack power up

 

Example of items exclusive to "Free Item Drop" (names tentative): R mount reload time decrease, Accuracy increase, aircraft speed increase

 

Example of items both paid and free (names tentative): ship speed increase, air tank increase, aircraft fuel increase

 

As should be noted, items available exclusively through the "Free Item Drop" should be of greater demand in order to promote increased game play.

 

 

We strongly believe that this new system will help provide some added variety and new types of game play experiences for all players to enjoy. New strategies may be developed around ships that previously may have lacked in certain respects and with a little bit of luck, all players will have multiple chances to try something new thanks to the ongoing "Free Item Drop" and exclusive items only available through it. 

 

We welcome your feedback and assistance through the test server so we can work on providing an enjoyable update. 


-Randy

 

-----------

Update - 2nd April:

 

-  BB6 and CV6 will not be included in ship tuning system.

-  A ship with a ship tuning enhancement added will be identifiable in-game.

------------

Update 23rd April:

-  For number 10) above - all items will now be included in the free drop system, which will run permanently at the end of battles.  So there will be chances to receive any and all of the items for free.

 

 

 

  • Re : Ship Tuning System Introduction

    03. 31. 2013 00:52


GrieferLord

Originally Posted by unitedfoe

I dont like it.

If number 5 is true then why is there still a cv1 that does 600 damage with its rapid fire long range guns?

Also this nations dds and cls are overpoweredcentral too.

You actually release new nations overpowered so people flock to them.

Its the players that care about balance and you use imbalance as a cash resource evidently many times.

Unfortunately for you lot the player base that plays this game had to be quite intelligent in order to work the game out after downloading it.

So were not as dumb as you would like us to be.

 

 

For the most part indeed some of us are VERY pissed about this myself included, adding that stuff pretty much means rebalancing every EBB that we just got done with, not to mention pretty much every single other ship in NF. 

Unless people fancy a SoDak with really good accuracy zipping around at 47+ knots, or some BB4's using BB5 guns. sigh good job SDE your incompetence never ceases to amaze me.

  • Re : Ship Tuning System Introduction

    03. 31. 2013 05:19


Vawlkus

In an effort to properly express my feelings regarding this patch, I scoured the internet looking for a video that would adaquitely convey what words have already said.

 

To that end, I present this link. If you substitute in $DE as the company in this video, and the "Tuning system" as the subject, I think this will give a visual & audiable response on the subject at hand. I do this because I do not think $DE actually reads what we, the playerbase, types, thus I present a video to do the same thing.

 


http://www.escapistmagazine.com/videos/view/zero-punctuation/7053-SimCity

  • Re : Ship Tuning System Introduction

    03. 31. 2013 08:23


thejuicydot

Originally Posted by Arathorn

Originally Posted by thejuicydot

Originally Posted by Arathorn

I like it. Neat concept, I like that you have to play to get rewards. 

Sorry if I didn't join the bandwagon, but seriously it could be fun, and a bit of fresh air to an old game :) 



Dude, you won't get the stuffs unless you pay for it. 





10) There will be payable items as well as items exclusive to the "Free Item Drop".  

 

Example of exclusive payable items (names tentative): R mount shell space increase, aircraft space increase, fighter attack power up

 

Example of items exclusive to "Free Item Drop" (names tentative): R mount reload time decrease, Accuracy increase, aircraft speed increase

 

Example of items both paid and free (names tentative): ship speed increase, air tank increase, aircraft fuel increase

 

As should be noted, items available exclusively through the "Free Item Drop" should be of greater demand in order to promote increased game play.

 



And drops happen only during events.

  • Re : Ship Tuning System Introduction

    03. 31. 2013 11:34


lexgolden

Originally Posted by Vawlkus

In an effort to properly express my feelings regarding this patch, I scoured the internet looking for a video that would adaquitely convey what words have already said.

 

To that end, I present this link. If you substitute in $DE as the company in this video, and the "Tuning system" as the subject, I think this will give a visual & audiable response on the subject at hand. I do this because I do not think $DE actually reads what we, the playerbase, types, thus I present a video to do the same thing.

 


http://www.escapistmagazine.com/videos/view/zero-punctuation/7053-SimCity



GREAT VID LOL PRETTY MUCH SUMS IT UP

  • Re : Ship Tuning System Introduction

    03. 31. 2013 11:41


iltridente

Originally Posted by Vawlkus

In an effort to properly express my feelings regarding this patch, I scoured the internet looking for a video that would adaquitely convey what words have already said.

 

To that end, I present this link. If you substitute in $DE as the company in this video, and the "Tuning system" as the subject, I think this will give a visual & audiable response on the subject at hand. I do this because I do not think $DE actually reads what we, the playerbase, types, thus I present a video to do the same thing.

 


http://www.escapistmagazine.com/videos/view/zero-punctuation/7053-SimCity

You will have fun.  We will show you how.  Please follow TNF to your nearest re-education camp.

  • Re : Ship Tuning System Introduction

    03. 31. 2013 12:50


Arathorn

Originally Posted by thejuicydot

And drops happen only during events.




Ohh, I see.

I was under the impression that there would be a continuous event like the "win of the day event".  Maybe you are correct and we won't see many of the upgrades unless there is an event on, but since they are only available via the drop, I figured (in error?) that it would be a continuous event.  

  • Re : Ship Tuning System Introduction

    03. 31. 2013 13:00


devildog8

Originally Posted by Arathorn

Originally Posted by thejuicydot

And drops happen only during events.




Ohh, I see.

I was under the impression that there would be a continuous event like the "win of the day event".  Maybe you are correct and we won't see many of the upgrades unless there is an event on, but since they are only available via the drop, I figured (in error?) that it would be a continuous event.  




tho not for this at all, juicy I read it will have drops with no end date, that means no event needed for drops

  • Re : Ship Tuning System Introduction

    03. 31. 2013 16:27


Bergy1972

Originally Posted by devildog8

Originally Posted by Arathorn

Originally Posted by thejuicydot

And drops happen only during events.




Ohh, I see.

I was under the impression that there would be a continuous event like the "win of the day event".  Maybe you are correct and we won't see many of the upgrades unless there is an event on, but since they are only available via the drop, I figured (in error?) that it would be a continuous event.  




tho not for this at all, juicy I read it will have drops with no end date, that means no event needed for drops

 

Where did you read that?

 

Because i can't find this anywhere, i understand it will be drops at the beginning for introduction purposes and then probable during drop events.

But i could certainly be wrong here

  • Re : Ship Tuning System Introduction

    03. 31. 2013 17:00


havs75

i think i will hold off on spending anymore money on this game till there is a decision made about this matter....   

  • Re : Ship Tuning System Introduction

    03. 31. 2013 22:27


normpearii

As a member of the test team, I personal can say, I do not want to see this.


Years of work has put balancing margins WITHIN 1% of eachother in some cases.

1% is enough of a difference to seperate ships. 




Personally, first thing I would suggest, is setting the maximum margins to 0.5 to 2.5% As these would be more managable. This still leaves us with ~500k+ setups that would need tested. Thus all future balancing would take much longer. Also all these setup would not be testable within the time constraints (1 week in some cases) that SDE throws on us. This means unintended balancing problems, small and large, may occur.


Also quite a few items will have to go, they will do too much damage and changing number will do nothing to fix that ( The Figher attack damage and speed for example...) Yeah those would kill CV play....


In the end. I can guarantee, balancing reprocussions will occur. Some which may even balance breaking. Even with tweaking the system itself.