Developer Livestream Q&A! 7/28 (Post your questions in this thread!)

Posted: //
July 27, 2016, 7:48 a.m.

Q: Any notes on primary weapon ranges, current situation works but feels strange since many ships that had differences got streamlined.

Q: Rough time estimate for revision pass of modules, they all work, but many are rather specialized and work well in very few situations (fighters, interceptors, triad pods, dreadnought torpedoes, dreadnought warp, ..). Some seem lacking or not fitting, for example the Tempest Missilies of the Destroyer, only "long" range damage module, nothing to compliment.

Q: Bigger maps got teased, ETA on them?

Q: Regarding disrupt, some modules do not shut down, I expect this to be intended (for example armor booster pulse and drones or pods), is this a per module decision or does it follow some concept?

Q: Stasis effects, negating them with power to engines is fine but could this get a bit more tuned, especialy in relation to the stacking of multiple speed boosting effects (engine rigger + power to engines, speed boosting modules). Currently the fast ships get only annoyed, while the slow ships are in big trouble if they get slowed.

Recruit Engineer

Posted: //
July 27, 2016, 8:24 a.m.

Some questions about future features:

  • Have you considered faction/community warfare for some point in the distant future)? i.e. a starmap with systems/planets that can be held, battled for and exploited by player factions...
  • Are there future game modes planned other than TDM and elimination? i.e. escort, objective capture, king of the hill, objective defence etc.

Regarding cosmetics:

  • Will the cosmetic enhancement geometry™ applied to new ships spread through tiers in 2.0 be available to apply to other ships once unlocked, like the hero geometry is now?
  • Will there be an option to mix geometry from different sets?
  • Have you considered a community submitted accessory scheme (like tennogen in Warframe_ where desings/reskins etc can be designed by members of the community, voted on, and maybe accepted into the game?

Posted: //
July 27, 2016, 11:33 a.m.

• Are there 50 unique ships or 50 variants for the original 15 ships?
• What is the final count of ships you can pick from in Tier 5 if you've maxed everything out?
• If you buy a weapon/module for one destroyer in a Tier, does that unlock it for all destroyers in the same tier?
• What if I prefer the look of a default corvette. Can I make my Tier 5 ship look like a Tier 1 ship?
• Will repair costs be a part of every mode including the Horde/Survival mode?
• Many MP games struggle with population issues. How do you plan to combat lower counts spread across three tiers and multiple modes?
• Will there be any testing of 2.0 before open beta?

Posted: //
July 27, 2016, 2:54 p.m.

Q: Will Bear ever get his new 'NEW' button, I worry about that smile~

Q: Will we indeed get to trial P2 before it goes to Open (it would seem to make sense), and if so, when roughly?

Q: Will we see more action on the part of the mods in terms of toxicity (it seems to go completely unchecked at present, and I know for a fact that a tiny number of people are forcing quits by a much larger number, do the maths and you know it makes sense).

Q: Is there any plan to give us save and load functions on ship designs so that we can keep our favourites in archived form and load them into the slots in the hangar? meaning we are still restricted to 5 in games but we can quickly choose those 5 to match our teams. I understand that the tier system will mean some sort of FLEET system, how will that work, when apparently MM will have crossover points and we wont know who we will play with at times and what we will arrive with.

Just do it.

Posted: //
July 27, 2016, 3:34 p.m.

Q: I'm getting a problem, when I'm in my corvette sometimes (and idk what causes it) when I reload my gun it gets stuck on reloading so I switch to my secondary gun and shoot then reload and the same thing happens. Are you guys aware of this glitch?

Posted: //
July 27, 2016, 3:45 p.m.

Q: Assuming a perfect 1.0 W/L ratio with a T5 ship; will i be slowly losing more FP than i win due to repair costs?

My spaceship brings all the boys to the yard

Carrier-Class Ideas 1.6 | Module Ideas 1.1
T-Shirt Designs | Ship specific Voice-Packs

Posted: //
July 27, 2016, 7:23 p.m.

Q: Are there plans to overhaul the current FP system or award algorithm?

Posted: //
July 27, 2016, 8:40 p.m.

Q: Seeing as almost all ships use turrets for their weapons (only exception being Grenada and Svarog), would implementing multiple primary weapon options for each ship be a possible feature?

Q: As it is, players in the Aion or Koschei must look at who they are healing. Would it be possible for the healing beams to stay locked onto the last friendly ship clicked (until they were clicked in the air or cancelled in some other way), thus letting the Aion or Koschei players look around for potential threats to them?

Q: Are there any plans for more melee style weapons or a ship class devoted to coming in and cutting up the opposition with plasma blades and the like?

Q: Is it planned to eventually make where you hit a ship matter? (IE dealing enough damage to a turret disabling it, dealing damage to engines slowing the ship, etc.)

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