-
-
Notifications
You must be signed in to change notification settings - Fork 376
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Balance tweaks and bugfixes #5037
Conversation
One trick I used to do to earn a lot of money quickly: find a binary system with two very remote (1000+ UA) stars, with one colonized planet orbiting around each, and do "local" delivery missions between each by going hyperspace to the nearest system and then target the other star. Pioneer would give you hundred of years to complete the mission and 50k+$ rewards. That was good for a while but it really felt like cheating :) If it is still possible (I didn't try it in a while), maybe it would be a great idea to cap the local delivery distances to ~10 UA to prevent that from working. |
9b85a33
to
f9abdcb
Compare
Fixed! Thank you for reporting that one! I decided to set the upper bound at 20AU because it's not quite obvious that there's an "easy" way to do those missions, and I'd like to reward players for finding the mechanics themselves. |
Local missions were using 1+urgency instead of 1.5+urgency as a multiplier. This effectively boosts local mission rewards by ~50%, and should help pilots be able to pay for fuel while doing in-system deliveries now. Also added a minimum bound to the pay of very close local deliveries, which further buffs the payout of those missions (to offset the time cost of orbiting a local body and fuel used in intra-atmospheric flight). Don't generate local missions >20 AU away, to avoid massive systems (1000 AU between ports) generating missions with hundreds of years to complete them.
- Add limited (~1.5 degree) aim assist for the player, using the existing lead pip calculations - Moved the target lead calculations into FixedGuns instead of WorldView - Refactored Quaternion.h for simplified construction of axis-angle vectors. Fix target and frame indicators being misaligned in external camera.
When the model animations / matrix visitor information is different on disk than the savefile, log an error instead of crashing.
Fix error when savefiles directory doesn't exist Fix persistent selection state in commodity market Don't regenerate hyperspace cache until arrival Fix mipmap generation to restore heat texture
Mining laser power doesn't contribute to reward at the moment, but it's a good impetus for the future.
This makes in-system missions more viable by halving the fuel cost. Fuel costs were originally balanced for 1cr/t, so this is still fairly expensive.
- Show textual representation of all icons on hover - Clarify the to/from system
3b746cf
to
f2f7f5c
Compare
I'm doing a few whirlwind balance tweaks before I cut a release candidate build, so watch this space... 😄
Tweaked the payout of local delivery missions to address the vast difference between hyperjump and non hyperjump missions. This increases the payout of local cargo and delivery missions by 20-50%, with longer missions seeing the most increase.
Added a (very) limited aim assist for the player. When the player's crosshair is roughly aligned with the lead crosshair (deflection is ~1.5 degrees currently) the gun will adjust its fire to shoot directly at the target's predicted location. This eliminates the "gameplay loop" of pixel-hunting the exact center of the rapidly-moving lead indicator or trying to stay within 200m of a hostile ship to be able to land shots. This should bring the player onto roughly even footing with the AI as far as targeting goes... positioning is still entirely skill-based however!
https://imgur.com/a/phbFrw5
Added a lower-cost mining laser that outputs 5MW instead of 17MW to fix a long-standing issue. (Don't tell anyone, but mining laser power doesn't do anything yet, I figured that it's better to have a reason to add the feature than an excuse to not add it...)
Also fixed up some minor bugs.
Fixes #5026, fixes #4542, fixes #5023, fixes #5034, fixes #1282.