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.)

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