VoSCore Difflog

Discussion / Announcement area for VoSCore development.
Gappy
Posts: 461
Joined: Wed Nov 08, 2006 7:35 pm

Post by Gappy »

Valley of Saturns 01.00.00 Difference Log from DN 4.60.00

Damage Classes
    * Most weapons effectiveness on capships has been decreased by anywhere from 15-50%
    * Mini-AC effectiveness on Medium armor decreased from 85% to 75%
    * Mini-AC effectiveness on Util armor decreased from 50% to 25%
    * Mini-AC effectiveness on light/med shields decreased from 75% to 50%
General
    * Phoenix no longer exists
    * New icons for many bases and ships
    * Combat pods 2/3 can be gained by picking up Hunter 2/3, and vice versa. SRP Killer 1/2, Hv Pods 1/2 can be gained by picking up LRM Killer 1/2 and vice versa.
Belters
    * Ship Hull increased from 105% to 110%
    * Ship Shields decreased from 100% to 80%
    * Ship shield repair decreased from 100% to 80%
    * Payday modifier increased from 75% to 80%
    * Ships increased in size by 10%
    * Heavy int hull increased by 8%
    * Belters now no longer keep TP2 when they lose their adv sup
Bios
    * Station hull/shield decreased from 90% to 85%
    * Station hull/shield repair increased from 125% to 150%
    * Fighters/Enh/Adv now have ~10% less fuel, in line with other factions
    * Light SFs now have 25% more energy, 33% less hull, and 33% more recharge, allowing a significantly longer cloak, however they only have one missile per rack
    * Light gunship now available as a pre-requisite to regular gunships. The light gunship has a slightly weaker hull, slower speed (90 mps), and only one turret .
    * Ship shield repair increased from 125% to 140%
    * Heavy interceptor fuel capacity decreased by an additional 25%, and now the same as other factions
    * Fighters/Enh/Adv no longer carry proximity mines
    * Fighters can now only carry one minepack at a time.
    * Teleport probe 1/2 cost increased from 2500 to 5000
Dreghklar
    * Ship accel increased from 100% to 110%
    * Ship station/shields decreased from 90% to 85%
    * Ship signature decreased from 95% to 90%
    * Ship energy decreased from 115% to 110%
    * Missile tracking decreased from 125% to 120%
    * Miner capacity decreased from 75% to 65%
    * He3 speed increased from 65% to 70%
    * He3 yield increased from 135% to 140%
    * Payday decreased from 112.5% to 100%
    * He3 mine paydays increased from 750 to 1000
    * Models reverted back to old Dregh models
Ga'Taraan
    * Bases are now ~20% larger to allow for easier docking
    * Palisades no longer count for victory, now have a small constructor, nor do they allow techbases to be constructed
    * GT special tech now no longer requires any special pre-requisite technology. All GT special tech requires a research station. An addition: Corvs/Stangs/Lightning 2/Thunder/RTS require pali. Pulse lasers and Zeus require Adv sup (no longer df2 and gatt2), Solar inv require basic tac, gauss guns adv tac. Ion boosters basic exp, HTT armor plating of course requires adv exp.
    * Mustang scanners decreased from 1000 to 900, hull decreased from 800 to 700
    * Scout size reduced by 10%
    * Zeus turn radius increased by ~25%
    * Gauss Guns now deal 30% more direct damage, and move 2x faster, but are less energy efficient
    * PT bombers are now known as Corvettes
    * Corvette signature increased from 150% to 200%
    * Corvette capacity for Dumbfires, seekers and Zeus increased by 2.5x
    * Corvettes now fire Kinetic Bombs instead of MRT Anti-base missiles, which deal 1/2 the damage, have no turning ability, long rearm, and have a range of 20x ship speed
    * Corvettes now fire 4 rockets at a time
    * Guardian signature increased from 150%, research cost increased from 6000 to 8000, individual ship cost decreased from 2000 to 1500
    * Rocket Targeting System cost decreased from 7500 to 4000
    * Gauss Guns now have a 30% longer range
Gigacorp
    * Ship shield decreased from 110% to 100%
    * He3 yield increased from 100% to 110%
    * Starting money increased from 125% to 130%
    * Starting payday increased from 125% to 130%
    * Patroller cost decreased from 5000 to 4000
    * Lxy ship hull decreased by 10%
    * All special mines now give 1500 per payday, and hull strength reduced by 33%
    * Lxy stealth fighter energy increased by 33%, max speed increased from 160 to 180, and can mount a medium shield
    * Lxy figs now have 33% more ammo, spead increased from 120 to 140, and fire dual-loading DFs/seekers
    * Patroller max speed increased from 110 to 135, scanners increased from 1200 to 1600, have 33% more ammo, and can no longer mount lt. boosters.
    * Lxy int fuel increased to 25% higher than normal heavy ints, signature increased from 75% to 100%
    * Light cruiser cost decreased from 8000 to 7000
    * Lxy cruisers scanners decreased from 3600 to 2550, signature decreased from 600% to 360%, speed increased from 70 to 79
    * Lxy scouts no longer exist
Iron Coalition
    * Station constructors build time decreased from 4 minutes to 2 minutes
    * Enhanced ships now require research at $1 cost
    * Station hull/shield increased from 115% to 120%
    * Station hull/shield repair increased from 100% to 130%
    * Ship hull increased from 95% to 100%
    * Ship signature decreased from 85% to 80%
    * Missile damage increased from 110% to 115%
    * Enh/Adv fighters now 15% smaller
    * Rescue probe signature increased from 10% to 25%, scan range decreased from 1000 to 680, duration increased from 20 minutes to 30 minutes
    * Heavy outpost creation time decreased from 120 seconds to 90 seconds
Rixian Unity
    * Station hull/shield decreased from 100% to 90%
    * Ship shield increased from 100% to 110%
    * Ship shield repair increased from 100% to 110%
    * PW Damage increased from 115% to 120%
    * SR scouts no longer exist. All scouts are now SR scouts
    * Rix basic fighters now only have 2 gunmounts
    * Combat pods now fire 50% faster, are less accurate, and rotate slower
    * Heavy pods now fire 50% faster, are less accurate, and range increased from 800 to 900
    * Bomber/Hvy Bomber energy increased by 25%
    * Stinger 2 has been renamed to Stinger 3 and placed in Adv sup. A new stinger 2 with stats between Stinger 2 and 3 now exists.
Technoflux
    * Ship speed decreased from 90% to 85%
    * PW Range increased from 100% to 115%
    * EW Range decreased from 120% to 110%
    * Payday modifier decreased from 85% to 83.3%
    * He3 capacity decreased from 55% to 50%
    * Adv scout ammo increased by 33%
    * TF miners now have more energy and much faster recharge, but have had their signature increased by 50% above their counterparts
    * Because skycap tower no longer exist, TF now gets 2 AC towers at 800 cost
    * TF no longer gets light versions of ships automatically
    * Fuel on most ships decreased by ~25% and are inline with other factions
    * Plasma weapons now fire at the same rate of fire as normal weapons, and are 10% more energy efficient
    * SRP Killers now deal ~50% more damage
    * TF Flagships now only have 3 levels. Level 1 is a frigate equivalent, level 2 a cruiser equivalent, level 3 has an extra AB gun, more hull, extra heavy armor, 105 max speed, and is a largerip teleport receiver .
    * Heavy Plas Gens now act as a bomb, dealing most damage in a single shot, and arm faster. They also deal half damage as AE, but have only a short 'detonation' period after arming
    * Plas gens now 1/2 as long, but deal more upfront damage, acting as a small bomb
Technology

Drones and Miners
    * Heavy miners may also be researched in the Starbase now. If both expansion and starbase versions are researched, heavy miners become available. They are tougher, stealthier, and have better scanners than adv miners.
    * Miner signatures reduced From 225%/200%/175% to 150%/125%/100%
    * Carrier armor class changed from utility to medium, and now have substantially more health
    * Various ripcosts changed slightly
Garrison
    * Gunships forward mounts changed from mini-AC to 2 Gatt2's, speed increased from 80 to 100, weigh 20% less, no longer cost $1, and no longer mount light booster
    * Heavy Scouts now require a starbase, not a techbase. If the starbase is lost, scouts revert back to Adv scouts.
    * Heavy nanite repair gun returns. It requires Nanite repair 2 to be researched, and is only mountable on the turrets of heavy scouts. It is roughly 40% more effective than Nan 2, and 15% more energy efficient.
    * Heavy Scout cost decreased from 10000 to 7500
    * Medium shields are now 10-20% more powerful
    * Research cost on Aleph Res 1 increased from 2500 to 5000
    * Quick-Loading missiles are now dual-loading missiles
    * Research cost on Seeker missiles decreased to 2500
    * Delay on Aleph res decreased from 15 seconds to 7 seconds
    * Light Booster 1/2 moved to Expansion
    * Small Shield 2/3 moved to Supremacy
    * Omnifighters no longer exist
    * Quickfires no longer exist
    * Aleph Resonator 2/3 no longer exist
Supremacy
    * Fighter mass decreased by 25%
    * Fighter/Enh/Adv fuel increased by 20%/25%
    * Fighter/Enh/Adv scan range increased from 600/700/800 to 800/900/1000
    * Small Shield 2/3 are now 10/20% stronger
    * Rix and TF heavy bombers now use long range energy weapons instead of LRP ABs
    * XRM ABs are now LRM ABs, deal ~25% more damage, reload 2 seconds faster, require AB2/3 for 1/2 respectively, and no longer require SY on
    * Minepack 2 duration increased from 5 seconds to 6 seconds
    * Minepack 2 radius increased from 75 to 90
    * Probe 2/3 now have ~20% more scan range
    * Ship shield GAs are now in Supremacy
    * Ship hull/shield GAs have been combined
    * Heavy boosters no longer exist
    * Mini-AC 2/3 no longer exist, and Mini-AC now does the damage Mini-AC2 did prior
    * Cruise boosters no longer exist
    * Figbombers no longer exist
Tactical
    * Hunter 1/2/3 now deal ~10% more damage and 2/3 are ~25% more CM resistant
    * Util Cannon 1 now deals 10% less damage
    * Sniper 1/2 now increase sig by 20%, instead of 50%
    * Seismic missiles now deal ~90% more damage
    * Signature GA moved to Tactical
    * Ship shield GA moved to Supremacy
    * Skycap towers no longer exist
    * Nerve gas SBs no longer exist
    * EMP mines no longer exist
    * Lt cloak no longer exists
Expansion
    * Lt/Ints/Heavies now have 33%/20%/20% less fuel
    * Lt/Ints/Heavy scanners decreased from 400/400/500 to 320/320/400
    * Minigun 1/2/3 now deal 10% more damage, and minigun 3 now fires 4% faster
    * Light/Ints/Heavy signature increased to 100%
    * Station hull/shield GAs have been combined together
    * He3 yield GA no longer exists
    * Signature GA has been moved to Tactical
    * EMP Cannons are now 400% more effective on minor bases, and now deal damage to major bases
    * HTTs have ~45% more hull
    * Light Boosters are now ~80% more powerful, 2/4x as stealthy, but 30% less efficient
    * Retro boosters no longer exist
Shipyard
    * Shipyard now works similar to a regular techbase, with super carriers (known as assault carriers in DN) available for free for all factions except IC, with frigates and destroyers being available in the unupgraded shipyard, and cruisers, devastators, and assault ships now in the drydock.
    * Most SY ships have had their signature increased and hull decreased. Overall effect with GA differences and hull decrease results in capships having roughly the same hull strength
    * Assault carriers are now (roughly) renamed to Super carriers, no longer have a forward gun, and only have one turret
    * Cruiser speed increased from 70 to 90, hull decreased by 25%, missile capacity reduced by 25%
    * Destroyers no longer mount a forward AC or have a turret
    * Devastator cost decreased from 7000 to 6000, HP decreased from 6000 to 3000, Energy increased by 20%
    * XRM Cruise missiles are now 25% stealthier
    * XRM Torpedoes no longer exist
    * Corvettes, battleships, battlecruisers, longtoms no longer exist
Treasure
    * Killer 1, Med shield 2, SS2, Sig cloak 2 can all be found as treasure now
    * Minigun 2 and Util 2 chance to appear as treasure doubled.
Last edited by Gappy on Mon Sep 24, 2007 7:04 pm, edited 1 time in total.
We've upped our standards. Up yours.
jgbaxter
Posts: 2181
Joined: Mon Apr 25, 2005 7:00 am

Post by jgbaxter »

Nice.
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
Vlymoxyd
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Post by Vlymoxyd »

hmm, could you remove heavy scouts? That was just one of the worst idea ever and would be enough to make me play on your core smile.gif
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BlackViper
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Post by BlackViper »

I will have to read through and give it a try.
Always in the Shadows...
parcival
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Post by parcival »

Interesting.
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Ozricosis
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Post by Ozricosis »

Removing the he3 yield GA serves no purpose. Every single RTS I have ever played has some sort of money enhancing attribute. I don't get why you would remove that GA specifically.

Moving the signature GA over to tac makes sense.

* EMP Cannons are now 400% more effective on minor bases, and now deal damage to major bases

Does this mean EMP cannon does damage to hull now? Or do you mean shields only?

Looks like you all put quite bit of thought into this. I look forward to testing it out. smile.gif
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
Your_Persona
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Post by Your_Persona »

* Light gunship now available as a pre-requisite to regular gunships. The light gunship has a slightly weaker hull, slower speed (90 mps), and only one turret .
* Fighters/Enh/Adv no longer carry proximity mines
* Fighters can now only carry one mine pack at a time.

If you are going to so totally nerf bios's ability to defend early game, then you should decrease their research time by about 2-3 minutes as well. I think you may be surprised at how much the proxmine/mine pack nerfs bios ability to defend.
And Honestly, the mine pack thing is about as unique to bios as their ability to cloak, I think removing that is very bad idea, and I dislike it with a passion.
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ImmortalZ
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Post by ImmortalZ »

EMP cannon can be used with TTs to cap major bases now. It doesn't do hull damage.
Drizzo
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Post by Drizzo »

I agree with YP, I'll command the first BIOS game on VoS for testing purposes to show ya wink.gif
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
KGJV
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Location: Transilvania

Post by KGJV »

Looks appealing.

any url to download it or will it be available thru autoupdate soon ?

* Phoenix no longer exists

why ?
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