Difference between revisions of "Meeting 2009-10-12"
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(New page: = Meeting 2009-10-12 = == Agenda == * Next_Patch * Dorth's update on UI stuff * BlindSide's update on graphics stuff * Jeff's update on uni generation stuff * JonC's quick update * ...) |
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− | = Meeting 2009- | + | = Meeting 2009-06-01 = |
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− | + | * Ruin Items. They are rather underpowered at the moment. I believe the best solution would be to reduce the extraction cost multiplier, which would allow us to add "expensive" and "very expensive" tags to rarer ruins without having items that cost 10B to extract. Currently most ruins are rated as "cheap" or "very cheap" which was done to fix the exorbitant costs they had after the rebalance. | |
− | * | + | ** Sharky - Yeah im stil finding items for billions that are less useful than a space oat. They definately need to be looked at. |
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− | * | + | * Empathic Biology and Biologique. Should they be relocated to Perilous Space? |
− | + | ** Sharky - Yes This is what outposts were supposed to be used for. | |
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− | * | + | * Wild Slaves. We were talking about making them not transferable between classes in this thread: http://www.starsonata.com/forum/viewtopic.php?f=13&t=32893 |
− | * | + | As Jey pointed, wild slaves are fairly weak. I believe they are wasted on Fleet Commanders, who would rather use custom slaves than captured wild ones. Why not make them available to every class, with FCs retaining the advantage of the +60% stat bonus for captured ship? We do not lock drones to Engineers or healing weapons to Shield Monkeys, why should FCs have a huge chunk of the game to themselves, especially since they don't even need it? It would give other classes a nice option of using free but weak and perishable slaves to augment their DPS though. |
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− | * | + | = Various issues reported by players = |
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[[Category:Dev_Meetings]] | [[Category:Dev_Meetings]] |
Revision as of 14:58, 12 October 2009
Meeting 2009-06-01
Agenda
- Ruin Items. They are rather underpowered at the moment. I believe the best solution would be to reduce the extraction cost multiplier, which would allow us to add "expensive" and "very expensive" tags to rarer ruins without having items that cost 10B to extract. Currently most ruins are rated as "cheap" or "very cheap" which was done to fix the exorbitant costs they had after the rebalance.
- Sharky - Yeah im stil finding items for billions that are less useful than a space oat. They definately need to be looked at.
- Empathic Biology and Biologique. Should they be relocated to Perilous Space?
- Sharky - Yes This is what outposts were supposed to be used for.
- Wild Slaves. We were talking about making them not transferable between classes in this thread: http://www.starsonata.com/forum/viewtopic.php?f=13&t=32893
As Jey pointed, wild slaves are fairly weak. I believe they are wasted on Fleet Commanders, who would rather use custom slaves than captured wild ones. Why not make them available to every class, with FCs retaining the advantage of the +60% stat bonus for captured ship? We do not lock drones to Engineers or healing weapons to Shield Monkeys, why should FCs have a huge chunk of the game to themselves, especially since they don't even need it? It would give other classes a nice option of using free but weak and perishable slaves to augment their DPS though.