Entropy

Entropy

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FEATURE UPDATE #1: HOSTILE TAKEOVER
Welcome to Entropy's first Feature Update! Hostile Takeover introduces the faction conflict system, allowing Pilots who have taken a contract with one of the 'Big Three' megacorporations to struggle for control of the Confederation's Frontier star systems.

HIGHLIGHTS
  • Tension and Stability - corporate players can destabilise Frontier systems administered by rivals and maintain control of their corporation's systems
  • Crises - destabilising a Frontier system triggers a Crisis, during which the system's Station is vulnerable to attack
  • New Frontier Stations - revised and expanded Stations that serve as the focus for control of Frontier systems in crisis

FACTION CONFLICT
  • The Faction Conflict system allows Corporate players to compete for the control of Frontier ('yellow') star systems in two stages
  • First, a megacorp must destabilise a rival's system by generating enough Tension to trigger a Crisis in the system
  • Then they must demonstrate the controlling megacorp's failure to protect the system by crippling its Station before the end of the Crisis

Overview
  • Each Frontier star system now has a Stability rating
  • Each Frontier star system now has two Tension ratings, one for each of the current controller's rival factions (for example, a Renon Frontier system has Transgate Tension and Shoten Tension)
  • Players of the rival factions can earn Tension Points for their faction by performing a variety of actions in the system, its sectors and Station
  • Players of the controlling faction can reduce the Tension Points of their rivals by performing a variety of actions in the system, its sectors and Station
  • If a rival faction increases its Tension rating to equal or exceed the Stability rating of a star system, it will trigger a Crisis in the system
  • A Crisis has a duration, and player actions in the system can affect this duration
  • During a Crisis, players of the controlling faction (the 'defenders') and the rival faction that triggered the Crisis (the 'attackers') fight for control of the system
  • During a Crisis, PvP is enabled in the Station Sector of the system, which serves as the focus for the battle for control of the star system
  • If the attackers manage to cripple the core of the system's Station, the attacking faction will take control of the system
  • If the defenders manage to prevent the attackers from crippling the Station's core within the duration of the Crisis, the defending faction will retain control of the star system
  • After a Crisis, there is a 'cease fire' period during which no Tension can be earned in the system

Stability & Tension
  • The Stability of a Frontier star system is based on the total number of Frontier systems each megacorporation currently controls
  • Tension is earned or reduced in a Frontier star system whenever a corporate player performs any of the following actions (if performed by a rival faction, Tension is increased, if performed by the controlling faction, Tension is reduced):
  • Combat - defeating corporate players, Pirate players, corporate NPC ships and Hostile NPC ships will earn or reduce Tension in a Frontier star system
  • Trade - meeting the supply and demand of a Station by fulfilling its Buy and Sell Orders on its Market will earn or reduce Tension in a Frontier star system
  • Mining & Salvaging - mining asteroids or salvaging derelicts will earn or reduce Tension in a Frontier star system
  • Missions - delivering Freight or Passengers to a Station will earn or reduce Tension in a Frontier star system
  • Tension can automatically shift over time - initially, Tension will decay slowly over time

Crises
  • Once a Crisis is triggered in a Frontier star system, it has a limited duration
  • The attacking faction can increase the remaining duration of a Crisis by defeating players of the defending faction anywhere in the system except the Station Sector
  • The defending faction can reduce the remaining duration of a Crisis by defeating players of the attacking faction anywhere in the system except the Station Sector
  • Once the remaining duration of a Crisis reaches 10 minutes, the duration can no longer be changed by player actions
  • During a Crisis, PvP is enabled in a system's Station Sector, with the same rules as the rest of the system
  • During a Crisis, only players of the attacking and defending factions may enter the Station Sector
  • Players of other faction statuses already in the Sector when a Crisis begins will be automatically docked at the Station
  • Players of other faction statuses docked at the Station can undock, but only via the 'Undock to System' option, skipping the Station Sector

Station Battles
  • The goal of the attackers during a Crisis is to cripple the system's Station by disabling the station core before the Crisis ends
  • The goal of the defenders during a Crisis is to protect the Station's core until the Crisis ends
  • Stations are protected by turrets and weapon platforms, consisting of several turrets protected by a central shield generator
  • Stations also have various emplacements that provide their defences with passive bonuses - disabling these will weaken the Station's defences
  • Initially there are three emplacement types:
  • Heat Exchangers increase the rate of fire of Station turrets
  • Capacitors increase the rate at which Station shields recharge
  • Drone Bays increase the rate at which damaged defences and emplacements are repaired

Station Battle Queues
  • For performance reasons, there are limits on how many attacking and defending players can be in a Station Sector during a Crisis - initially, the cap is 50 players per side
  • If a player attempts to enter a Station Sector during a Crisis when it is already 'full' for their side, they will be placed in a queue instead of entering the Sector
  • When a place opens up in the Station Sector, the next player in the queue is sent an invite - these invites can be accepted when docked at a Station or on the System Map, and will 'teleport' the player to the appropriate Station Sector
  • It is possible to be in queues for multiple star systems at the same time
  • Queue position is initially determined by how much Tension a player earned or reduced in the star system before the Crisis started, then by the order they joined the queue

GENERAL
  • The previous loading screen has been removed, and players should see a further improvement in loading times, depending on the specifications of their computer
  • The accuracy of NPC ships using laser weapons has been reduced
  • Added notification when attempting to invite a player of an opposing faction status to a group
  • Ability CHIPs should now have full descriptions
  • Fixed several issues with missiles

STATIONS
  • The Station Sectors in all Frontier star systems have been revised and updated for the Faction Conflict system
  • In this initial version there are three Station Sector layouts, and the layout used is based on the 'starting' positions of each of the megacorporations (additional Station Sector layouts will be added in the future)

GUI
  • Various GUI elements have been added to display Stability, Tension and other important information about the Faction Conflict System
  • GUI elements related to Faction Conflict use a colour-coding system, where Renon is indicated by green, Transgate by red and Shoten by blue
  • Region Map - added colour-coded circles to show which megacorporation controls each Frontier system (these can be toggled off via a new 'Ownership' button in the upper right)
  • During a Crisis this 'ownership circle' is crosshatched with the colour of the megacorp that triggered the Crisis
  • Region Map - added small colour-coded bars beneath each Frontier system, showing the current Tension levels in the system
  • During a Crisis, these bars are replaced by a !!! CRISIS !!! indicator
  • Region Map - clicking on a Frontier system will display more detailed information about its Stability and Tension
  • During a Crisis, clicking on a Frontier system will display the current duration of the Crisis
  • Sector and System HUD - added a Faction Conflict status display below the minimap in the upper right of the HUD (this display functions similarly to those on the Region Map)
  • Sector and System HUD - you can now target a group member by clicking on their ID photo in the group list in the upper left of the HUD
  • Station GUI - added a Faction Conflict status display below the Station info in the upper left of the Station GUI (this display functions similarly to those on the Region Map)
  • Added new 'undock to system' option, allowing players to undock from a Station directly to the System Map

MARKET
  • When creating a new Buy Order, the total cost should now be displayed correctly
  • Orders in the My Orders window should now be displayed in the appropriate panes (previously they were reversed)
  • Market Filters should now function more reliably and not get 'stuck on'
  • Fixed several issues with the Market, Market Orders and Station Taxes

UPDATE: Please use the Hostile Takeover: Top 3 Bugs Thread to let us know about new or previously existing bugs in this version of the game that you'd like us to focus on fixing first.
最近の変更はBridgerが行いました; 2014年4月4日 2時26分
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1-15 / 63 のコメントを表示
sounds great hollin will be happy!
i am fighting npcs and when i fire everything good other than a single line of what irailgun tracers is firing out of nowhere apromimately 90 degrees right of me at distacne of 500meter i guess.. this is cosmetic only! not one of my guns
Going to black screen when docking at Chernobog and Diverkis. Had to kill the game in order to get back in. Toon loaded into the station sector and not 2D map. Tried docking in every docking port on each of those two stations and still when to a black screen.
Veles is not regenerating some exotics and rare materials.
Ship movement very slow in station sectors, Veles, Chernobog, Sirin, Diverkis, Triglav so far. Both in a Bulkherder and in a Warlock.
atlantisgems の投稿を引用:
station prob.. fix now VELES CHERNOBOG big probs
Chernobog docking problem we're looking at now - could you be more specific about what's wrong at Veles?
Raximus の投稿を引用:
Ship movement very slow in station sectors, Veles, Chernobog, Sirin, Diverkis, Triglav so far. Both in a Bulkherder and in a Warlock.
You mean the ships aren't reaching their normal speeds? What speed is being displayed?
I've salvaged 120T worth of materials in an opposing faction's yellow system and have not increased the tension rating, not even a little bump.

How often does the tension rating update? Does it take *a lot* of salvage?
Bridger, the docking issue has something to do with the cut scene when docking. I think it's getting stuck onthe docking cut scene.
Station sector - Speed shows max (200 m/s) as usual, but actually going about 50 m/s
veles may be me.. when enter station are to close and very hard to find entry.. but have.. the defense structure hides entry but is good now i know how to enter.. the red lights are very short.. but this prob due to station defense so forgive me on veles

Commissar Vren の投稿を引用:
I've salvaged 120T worth of materials in an opposing faction's yellow system and have not increased the tension rating, not even a little bump.
Could you let me know which system? (Can send me a chat message if you prefer). And US server, right?
Raximus の投稿を引用:
Station sector - Speed shows max (200 m/s) as usual, but actually going about 50 m/s
This might be an optical illusion, as the new Frontier Station Sectors (and the Stations themselves) are both significantly larger than before, so your sense of speed may be affected by the larger scale.

However, I will ask the programmers to check that there's nothing weird going on.
Recieved error code " 2014-04-01-064054"
Maybe a standard code but I do not know.
game crashed when i entered ichetec/trns hq if spel wrong
tried again and black screen crash.. am inde trying to sign up to transgate!

KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.UInt32,Protocol.SystemState].get_Item (UInt32 key) [0x00000] in <filename unknown>:0

at RelationLogic.UnitRelation (.Unit unit) [0x00000] in <filename unknown>:0

at SystemMapShipGlow.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.UInt32,Protocol.SystemState].get_Item (UInt32 key) [0x00000] in <filename unknown>:0

at RelationLogic.UnitRelation (.Unit unit) [0x00000] in <filename unknown>:0

at SystemMapShipGlow.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.UInt32,Protocol.SystemState].get_Item (UInt32 key) [0x00000] in <filename unknown>:0

at RelationLogic.UnitRelation (.Unit unit) [0x00000] in <filename unknown>:0

at SystemMapShipGlow.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.UInt32,Protocol.SystemState].get_Item (UInt32 key) [0x00000] in <filename unknown>:0

at RelationLogic.UnitRelation (.Unit unit) [0x00000] in <filename unknown>:0

at SystemMapShipGlow.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.UInt32,Protocol.SystemState].get_Item (UInt32 key) [0x00000] in <filename unknown>:0

at RelationLogic.UnitRelation (.Unit unit) [0x00000] in <filename unknown>:0

at GuiMinimapObject.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.UInt32,Protocol.SystemState].get_Item (UInt32 key) [0x00000] in <filename unknown>:0

at RelationLogic.UnitRelation (.Unit unit) [0x00000] in <filename unknown>:0

at GuiMinimapObject.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Loading Scene Scenes/SectorLayouts/sector_big_station_23

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

UnloadTime: 46.948097 ms
Unloading 2 Unused Serialized files (Serialized files now loaded: 225 / Dirty serialized files: 0)

Unloading 10498 unused Assets to reduce memory usage. Loaded Objects now: 14553.
Total: 25.281799 ms (FindLiveObjects: 0.541003 ms CreateObjectMapping: 2.223176 ms MarkObjects: 7.230442 ms DeleteObjects: 14.870191 ms)

Loading Sector...

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Loading SectorHUD...

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Loading RegionMap...

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Loading SectorBackgrounds...

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Loading Explosions...

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Loading StationTransgate2...

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Loading SectorLayouts...

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

UnloadTime: 1.238163 ms
Unloading 0 Unused Serialized files (Serialized files now loaded: 356 / Dirty serialized files: 0)

Unloading 26 unused Assets to reduce memory usage. Loaded Objects now: 38293.
Total: 13.160144 ms (FindLiveObjects: 1.323210 ms CreateObjectMapping: 1.396880 ms MarkObjects: 9.886534 ms DeleteObjects: 0.168387 ms)

HUDRegionMap\Camera\GuiRegionMap\Panel\Menu\0_Ownership\Button\Hide has nothing for UIButtonColor to color

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

DockTo bay_0 False

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception: There isn't docking bay with name "bay_0"
at Docking+<DockTo>c__Iterator55.MoveNext () [0x00000] in <filename unknown>:0
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
<DockCutscene>c__Iterator5C:MoveNext()

(Filename: Line: -1)

Disconnected

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Disconnected from lobby

(Filename: C:/BuildAgent/work/afa2580bf6048259/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

最近の変更はursaが行いました; 2014年4月1日 5時33分
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投稿日: 2014年4月1日 3時02分
投稿数: 63