Space Clouds

Calypso Update 8.19.13

Again, it’s been a bit since I’ve posted an update on the specifics of what I’ve been working on, so here is your Calypso Update! Over the past few weeks I’ve had two major projects in the works, both of them from the Suggestions system.

The first, at number three, are the proposed scooping changes.

In case you aren’t aware, it was proposed we change scooping from a button spam to a ‘hold the button down and just keep scooping’ type operation. To facilitate this, all scoops will have two new values. The first is a ‘scooping range’ value. Any debris that is within this radius of your ship will be eligible to scoop. The second is a ‘scoops-per-second’ value. This will determine how fast your ship can scoop items while you keep the scoop key held down.

Along with that change, I’ve also added a new feature we plan to use on some scoops called ‘Vacuum Scooping’. A vacuum scoop will not only function as detailed above, but it will have a third new value called ‘vacuum range’. All debris within this range will be slowly pulled towards your ship until it is in scooping range and can be scooped. This means stuff like scooping credits in a DG is going to get a lot easier.

Both these change also mean the way scoops use energy has to be changed as well. Instead of using a small chunk of energy every time you hit the scoop key (which is the way it currently works, scoops will subtract from your overall EPS in the same way shield chargers or other equippable items with an energy requirement do. This delta in the EPS will only be applied while you are actively scooping of course.

Don’t be worried that these changes will make scooping feel unnatural though. These are more of an addition to current scooping functionality than a complete change of how scoops work. If you want to spam your scoop key, by all means, go ahead. But it will be a lot easier to just scoop and hold.

The second, at number nine, is the Neurobind and Mod feature.

Again, if you aren’t aware, this feature will introduce a new right-click option in your client, “Neurobind item…”. Neurobinding and item will require one Bindomite, a new commodity that will be a global drop at all levels (and also be found in prospecting nodes). In exchange for neurobinding the item, the item will be given a roll at the mod system with a minimum of one mod guaranteed (more are possible however!). The “Neurobind Item…” option can only be used on non-neurobound, unequipped items while docked, so yes, you can neurobind an item that is already modded to get more mods on it. However, you will want to be careful. Once an item is neurobound you can’t go back and you will be stuck with whatever mods have been randomly assigned.

Both these changes are about to hit testing so it shouldn’t be too long until you see them (as well as some other suggestions that you guys have voted up!).