First of all, a big thank you to all that choose to pledge and make it happen.
This is the first project of many updates to come
Combat revamp completed!
Project details:
=> Three wave combat system added
+ First wave weapons and boarding ships vs. ships.
+ Second wave weapons flyby until defender ships are defeated, no marines.
+ Third wave, attacker units vs. defender stations and planetary forces (weapons & boarding / ground assault).
=> Marines fatigue in combat.
+ Each boarding / ground assault adds 10% fatigue to a marines unit. When unit attacks, an "xx% fatigued" is added in front of the unit name in combat, that indicated the fatigue level.
+ The "Preliminary combat analysis" and battle report reflects these changes. Forces are now split in "Primary forces" and "Protected forces".
+ The primary forces fight first in Wave 1 (weapons and boarding) and Wave 2 (weapons flyby). The Attacker has to defeat the Defender's primary forces before he can get to the protected forces.
Other:
+ You can now set a ship as "Protected". It only works when ship is on the "Defender" side. It will send the ship to the back of the armada in the protected forces group. This is useful if you want to protect a certain ship when defending, but it doesn't do anything if you are attacking. You can set the ship as protected in "Ships", by clicking the icon in front of the ship's name. It will change to a "Shield" icon to indicate the ship is now part of the protected group.
+ You can now disable weapons, shields and armor now. Weapons can be disabled from the ship weapons interface or ship modules, there's an icon for disabling the module on each
+ Shields and armor can only be disabled from ship / station modules view. Planetary modules can not be disabled (because it would become un-attackable).
+ The ship / station power will be reduced by the disabled module power rating.
- Nukes can't be disabled, but it can still be set to hold fire, however that won't affect the power rating.
+ When a module is disabled, it appears as greyed out when viewing / scanning the ship / station.
Project reward items:
+ Go to Pledge -> Completed or Your pledges project details
+ Power Armor Marines Assault Unit can be delivered now, and are fully functional. They have +75% HP during battle and a starting capacity of 5000 marines. It works really well on planets with fortification bonus. On capture / destroy attacks, it will get 15 HP +75% => 26.25 HP / marine. Also extremely good on ships with boarding optimization.
+ Cloning Facility module available as well. Clones are produced in the module vats and need to be unloaded in a ships / station cargo bay. Passenger tag will be "A group of cloned people" and of course you can talk with them and train them as personnel or marines at no cost, or leave them on Earth if you want to get rid of them. They can't be "cremed" sorry
+ You can still acquire new modules of different marks you may need for the regular price for another 7 days. After that, the QP price will double for these modules (Power Armor Marines Assault Unit and Cloning Facility).
+ For QP investments, you will have to wait until time for delivery changes and you see the QP+interest in "Pledged QP", then you can withdraw it by clicking the cancel pledge action.
- if the project has been completed for 30 days ore more and you have a QP investment pledge, you will automatically receive the QP investment + interest back. The QP logs will show the returned investment.
Fly safe and most of all, Have fun!