Space Clouds

Dev Diary: Upcoming Fighter and Deathblossom Adjustments (UPDATED)

Hello Sonatians! There have been whispers amongst the player base that Fighters and Deathblossoms would see some sort of adjustment sooner or later. I am here to confirm that we are definitely making some targeted changes to both of them, and we plan to patch them in soon. We’re doing this because, in our conversations with you during the Healing Revamp, we committed to taking decisive action to fix pain points and problems sooner rather than later. We’ve also found that the way that Fighters and the Deathblossom works causes the game to become almost unplayable in crowded situations.

With that being said, let’s dive into some of the problems we’re going to address.

Note: Things may be subject to change before release.

Problems

Deathblossom

GunnerDeathBlossoming

When enough SOBs (Space Objects) are present on the field, the user’s game experience deteriorates rapidly. Not only do excessive SOBs cause significant graphical lag, they also lead to severe network latency between players and the server. The more Deathblossoms looking for targets to fire at, the bigger the lag and latency for all players involved.

We decided to target two separate things in order to fix this problem:

  • Bots firing Deathblossoms.
    • Bots will no longer use a Deathblossom.
  • Deathblossoms firing at fighters.
    • Deathblossoms will no longer fire at fighters.

When a Deathblossom is fired, it creates lots of space objects that need to be tracked. When those projectiles fly towards fighters, and the fighters evade them, those projectiles still exist and will keep trying to track towards the fighters. This causes a significant amount of latency and graphical lag.

Also, when a critical mass of fighters are on the battlefield it becomes almost impossible to actually use a Deathblossom or splash weapons to kill them fast enough due to the cap on the number of targets splash is allowed to hit (20 at present).

This creates a weird situation where Deathblossoms almost completely counter fighters, until you bring enough fighters to a battlefield and suddenly the Deathblossom is nearly useless against them. UPDATE: Several players pointed out that splash, on live, does not have a limit. This limit was considered in the past, but was not implemented in favor of another change. Unfortunately, I had bad information. However, this does not change the point of the project.

We’ve decided to remove this from the equation. These changes will result in Fighters being much more durable against players and AI that use Deathblossoms. They will also result in Gunner bots doing less total damage than they used to. We’re aware that this will result in lower damage output from high-end bots, but we believe that Gunner is overtuned in DPS in the first place. Any niche situations where the drop in Gunner bot DPS unreasonably affects squad play will be considered on a case-by-case basis.

Fighters

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When enough fighters are present on the field, the user’s game experience deteriorates rapidly. There are too many objects with their own particle effects from weapons and engines in play, and when a critical mass of fighters are on the battlefield it becomes almost impossible to actually figure out which ones you should prioritize shooting down. This means that area-of-effect weaponry are the best way to deal with them, but even this is unreliable because of Evasion and the random nature of target selection.

However, the biggest reason to adjust fighters is the sheer number of fighters players have fielded at once. The presence of this many fighters in play at once creates an enormous amount of client and network lag, and has made it clear that Star Sonata is not able to handle massive swarms of player assets. All of these factors combine to create a situation that warrants a change to fighters.

We decided to target a few things in order to address these issues:

  • All fighters will require 1 slot to launch.
  • Bots will be disallowed from launching fighters.
  • Fighter bays will have a maximum of 2 slots (+2 on Fleet Commanders).
    • The total damage that Fighters do is increased to compensate for the reduction in the total number of fighters launched.
    • Fighter shield bank will be increased, and they’ll be made a little bit bigger visually.
    • Stat bonuses on Capital class Fighter Bays are doubled.
  • Evasion will be removed from fighters.
    • Fighters will have a 90% chance of avoiding non-targeted damage. This includes area-of-effect, splash, non-targeted collisions, and so on.
  • Fighters with aura generators will no longer have them, and fighters that take very high amounts of energy for extra damage will no longer do so.
    • Death of First Born, Jovian, and Panther Kitten fighters are examples of fighters that have been changed.
  • Radiation Expert will no longer apply to Fighters.
    • Flight Controller will give 20% damage per level to Fighters (from 15%, on live).
    • Advanced Flight Controller will give Fighters +15% Damage.
  • Pulse Guns on fighters now act like Magcannons, and do not inherit the velocity of the fighter.

The most controversial change is the removal of fighters from combat bots. It’s important that we do this because Bots represent an automatic way of engaging targets, and they can be used to immediately launch dozens or even hundreds of fighters in seconds. As long as Bots are allowed to launch fighters, we will continue to see players trying to figure out how to reach critical mass with regards to the number of fighters on the field at once.

To address this, we are going to make fighters more powerful on the main ship.

In addition, there have been long standing requests from the players themselves for changes to be made to fighters.

  • Players have routinely asked for fighters with projectiles to be changed so that they continue to fire at targets when in range, so we’re doing that.
  • Players have also asked for AoE and Collision code mitigation, and although we’re not giving them resistances or immunity to it they will be highly resilient against it.
    • They also will no longer be targeted by Deathblossoms!
  • Players have also asked for fighters other than Radiation to be useful, and we’ve done this as well by removing the Radiation Expert Bonus from fighters but buffing all fighters Damage values through Flight Controller and Advanced Flight Controller.
    • This will result in a reduction to Radiation damage bonuses on Fighters, but an increase to non Radiation damage bonuses.
    • UPDATE 2: We have also changed Radiation Expert so that Radiation Damage is increased by 15% per level, while Damage is is increased by 25% per level. (NOTE: This means Radiation weapons will have ~154% bonus damage.) This will allow Fleet Commanders to consider a wider array of damage types when outfitting their combat bots.
  • Players have also routinely asked for something to be done about holiday fighters, specifically Death of First Borns, being powerful and impactful relative to other fighters. By normalizing them, we’re making them no longer feel mandatory.

“What does this mean for me?”

Summary

  • Fighters will no longer be launched from bots, at all.
  • Fighters launched from your main ship will be stronger and tougher to kill, won’t be shot at by Deathblossoms, they will no longer have Evasion when targeted but will evade the vast majority of non-targeted damage.
  • Higher tech fighters will be visually bigger.
  • Fighters with projectiles will shoot them more consistently.
  • There will be much fewer fighters launched at once.
  • Gunner bots will no longer use Deathblossoms.
  • Gunners will not quickly kill groups of fighters.
  • The DPS you do with fighters should be equivalent to what you are able to do on live. This will be higher in some cases, and lower in other cases.
    • If you are a low level player just starting out as an FC and only have a few fighters, you will probably do more damage.
    • If you are a mid level player who has a bunch of bots that launch fighters only, you will probably do less damage.
    • If you are a high level player who has good fighters on yourself and your bots, you will probably do more damage.
    • If you are an end game player with powerful bots, and powerful fighters, you will do more damage in most situations.
      • The one area you will certainly be less powerful is with Radiation fighters.
  • UPDATE 2: Radiation Expert now grants 15% Radiation Damage per level, while Damage is increased by 25% per level.

UPDATE: To further clarify, if a player used Death of First Born, Cerberus, or any fighter that used a very large amount of energy to do more damage (High Energy), your personally launched fighters under this change will not do the same amount of damage as your bots and your own fighters combined. This is because High Energy fighters do not exist in the new system, and the damage bonus they received for using large amounts of energy will not be carried over.

While we are doing our best to vet this project from many angles and solicit feedback from the players, it’s always possible that we may overlook something important. If this happens, we will quickly move to address the issue.

What do the items look like now?

Will you be adding more fighters?

Yes, we will be adding more fighters in future updates. We have about ~40 fighters that have been created and will eventually be added to the game.

Can I test these changes to see how they affect me?

These changes are now available on Test.

(You can select “Test Server” from the drop down menu within your client’s login screen.)

~

All of these changes should be coming in with an upcoming patch, keep your eyes peeled!

Temporary Suspension of Wild Space PvP Actions

Following the suspension of galaxy assault in Wild Space, we will now be placing a layer-wide suspension of any PvP action in Wild Space this universe as well. With this change, we will be postponing the Emperor Contest until next universe as well. This change will allow the development team to focus solely on solving these issues in conjunction with the Wild Space changes that are being worked on currently.

Server Downtime

Star Sonata servers will be unavailable at midnight on December 12th, at 00:00 server time for server maintenance and a patch. Patch notes will be available as the server is taken offline.

plaster_sideTimezones for shutdown

EST: 12 Midnight
CST:  11 PM
MST: 10 PM
PST: 9 PM
GMT: 5 AM

Astro-Grinch is at it again!

xmas3
Christmas is here and Astro-Santa is out to deliver presents to all the good peasants and workers in the universe again! However, Earthforce and the other Terran factions report that Astro-Grinch has been sighted roaming Perilous Space again! Many speculate he is looking to stop Astro-Santa from delivering his presents!

Lyceum Scientists report that the wormhole to Lapland will stabilize in Sol on December 10th, 2021 for the beginning of the Christmas event! The event will continue until January 3rd, 2022.
For the duration of the universe, Lapland will remain in Sol for any turn-in’s you may have forgotten to do.

Temporary Suspension of BvB Extended

On November 18th, 2021 we announced that galaxy assault (BvB Slots) were temporarily disabled.

After examining the problems and discussing temporary fixes for large scale galaxy assaults, we have decided that the two week timeframe is insufficient for a good solution to be implemented. Therefore, for the duration of this universe galaxy assault is going to remain disabled, with changes being implemented on next universe reset.

This is to prevent more server-wide lag, unenjoyable gameplay, and provide a cleaner timeframe for the issues to be addressed. Over the duration of this existing universe, the development team is heavily focusing on improving the Wild Space experience, as well as addressing long-standing issues that have revolved around the galaxy assault scene.

The aspects of wild space that will be focused on are:

  • Galaxy Assault
    Greatly reducing the complexity of the rules and limitations around galaxy assault while retaining deep theorycrafting potential. Also substantially reducing the engagement duration and minimum resource expenditure necessary to engage in galaxy assault.
  • Player-Versus-Base Assault
    Envisioning new roles for players in galaxy assault including essential roles in backline/logistics and sabotage.
  • Galaxy Control
    Lower the emphasis demanding that players are immediately present during resets, and how quickly the layer is claimed. As well as adjusting resource distribution to remove the Feast or Famine effect that is currently prevalent in Wild Space

We understand that keeping BvB disabled for the rest of the current universe will interfere with some players’ plans. If you deployed bases with the intention to support or defend against an impending galaxy assault, you may be entitled to a refund of base kits and augmenters. Message enk#3571 on Discord for a review of your case.

 

Server Upgrade and Downtimes

** Update 2 **
Some of the hardware for the new server is having delivery delays, as such, the maintenance is canceled for the time being, we are aiming at Thursday but specific time will be provided with an update as soon as were sure.

** Update **
Due to some delays in getting the hardware setup, the maintenance will be delayed 8 hours. The various timezones at the bottom of the post have been updated accordingly.

As previously mentioned on a blog post, Star Sonata will be addressing some of the server lag issues with new servers. I am happy to announce that on November 30th, at 9PM Eastern, the servers will be going down for upgrades! The downtime is expected to last until 7AM Eastern, with more announcements being made as it is known to us.

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We understand some players will be inconvenienced during the downtime, but we are expecting the servers to operate at twice their current speed. To help mitigate some of the lost playtime, we will be hosting the following event upon the server coming back up until Sunday night!

Event

50% Increase to Augmenter Drop Chance
100% Increase to Bindomite Drop Chance
100% Increase to Prospecting Node Respawns
Crystal AI Invasion

 

New Community Admin: Fresh Events & Support

Hello Sonatians!

I am delighted to announce that our Community Manager Kilando is stepping up to the rank of game admin. This is going to make your lives better and more fun in at least three ways:

  1. Regular game events. Kilando has been in charge of planning our game events for a while now, but with his admin powers he’ll be able to orchestrate them without any assistance. He’s going to get creative and put on some new events you’ve never seen before, and most importantly he’ll make sure that we stick to a regular schedule.
  2. Live admin assistance. Part of Kilando’s new role is to provide admin assistance on the ground during any particularly busy or stressful moments of the game, such as the Universe Reset Rush. If you accidentally start the new universe in an engineless Thatch or dock all your ships in Lunacy, Kilando is your first call.
  3. New leadership in chat moderation. Kilando is now officially in charge of all chat moderation (in game and on Discord). He’ll soon announce more details on the common sense changes he’s going to drive, and I’m certain that his leadership here is going to make the chat experience a lot more informative and enjoyable for everyone.

I feel strongly that the community manager must play the game actively in order to stay up to date with player priorities and concerns. Whenever a game admin is also an active player, we must take special precautions to head off any potential conflicts of interest. Here’s a rundown of the precautions Kilando and I have set in place:

  1. No game diplomacy. Kilando won’t participate in any diplomatic intrigue that his in-game associates may drum up.
  2. No PvP or wars. Kilando won’t participate in any player-versus-player activities.
  3. No admin actions relating to self or team. Kilando won’t take any administrative actions that relate in any way to his own player characters or those of his teammates.

I’m personally very excited to see Kilando’s plans unfold over the next few weeks and I know that he’s going to stay laser focused on what the community needs. See you all in the chats!

Temporary Suspension of BvB

Because of poor experiences with recent massive BvB battles, we are temporarily suspending the availability of BvB slots. There are a couple problems with the current BvB slot design. First, the meta encourages 100 versus 100 base battles. Second, the server currently can’t handle so many bases all in one galaxy.

In the coming two weeks we are going to drastically reduce the number of BvB slots before re-enabling the slots, specifics to be determined. The long term goal is a major redesign of wild space and a new layer, but for now we want to get a system in place that is more manageable.

In addition, to address the server lag issues, we have ordered three new servers that will be delivered next month that, combined, are roughly five times faster than our current server. Actual performance difference to be seen, but it shouldn’t hurt.

We apologize for allowing the current toxic BvB meta to persist as long as it did, and we thank you for your patience and continued support of the game.

Ten Years of Star Sonata 2

It’s time to celebrate! Ten years ago today, 12th November 2011, our brave pilots stepped into a brand new universe. After years of work Star Sonata 2 was ready to be released, and while the road may not have been the smoothest, we have made some great strides in that time.

10 Years Event

To celebrate, we’re hosting an event running from 12th November, 18:00 UTC (13:00 server time) until 23rd November at 05:00 UTC (00:00 server time). During this time we’ll have a whole slew of bonuses running. Anyone who logs on during this time will receive a commemorative holoprojector, Sonata, Second Impression, in recognition of the event. Each day (that is midnight to midnight, starting on the 13th at 05:00 UTC) players who login will also receive a new, special item, a visage kit. There are a total of ten, one for each day, to collect. The ten visage kits coming with this event span the tech ranges from tech 1 to tech 22. More will be coming in the future.

The bonuses for the event are increased augmenter (50%) and bindomite drops (10%), increased chances on mod rolls for dropped items and loot (10%), and prospecting node refill rate (10%) and amount extracted (10%), and comet drops (50%) until 22nd!

Visage Kits

Visage kits are a new type of item. They can be combined with the item listed in their description to alter the appearance of that item. The item you are combining it with must be unequipped. Once combined the item becomes neurobound (so use your Bindomite before combining), however you can reverse the process at any time by selecting Dismantle from the right click menu on that item.

Universe Reset and Daylight Savings Time

Just a quick heads up that while most of the world has now come out of their DST (or entered it, for countries following DST in the southern hemisphere), the US and Canada do not come out of DST until the day after the universe reset.

That means it’s one of those rare occasions where for a lot of us the universe reset is at a different hour to normal. To reiterate, here’s the countdown timer and the times for a few timezones;

GMT: 18:00
EDT: 14:00
CDT: 13:00
MDT: 12:00
PDT: 11:00
UTC: 18:00