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Updates News Post #148

Ship updates batch #2 - Weapons.

Written by: Tecton, the Singularity
Date: Friday, March 8th, 2019
Addressed to:


As previously announced, the following ship changes are now live!

I give you Batch #2:

Ship Capacitors
---------------
- Ship capacitor power is now a passive, always regenerating resource pool. This regen rate is based off the power draw of your capacitor, and any surplus power from your ship's generators.
- Regeneration isn't linear, the more power missing from your capacitor, the slower it regens.

Ship Weapons
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- Ship weapons are now innately linked to the ship's capacitor pool, with each shot drawing a portion of the capacitor's charge to fire.
- Ship weapon firing cooldowns have been reduced.
- There is now more of a damage spread on ship weapons of different sizes. With small weapons generally doing lower damage now.

Ship Shields
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- Shields will now repop with 25% of their maximum strength.
- Shields can now be "angled" with the SHIP SHIELD command, favoring a particular side of the ship. This will remove any chance of shield bypass against this side of the ship. When one side is favored, the others have a higher chance of bypass.
- Shield angling now shows on SHIP PROBE.

* Dev notes: The above changes are to add some depth to ship weapons. You will now want to intelligently manage your capacitor power to take advantage of your foe's shields being down. By monitoring your capacitor pool, you'll make a decision of when to try and conserve/build capacitor charge by slower shots, or to burn through it by firing at maximum speed.

Additional changes in this batch
--------------------------------
- Repair kits are generally a lot more effective per unit.
- All of the Captaincy tricks capacitor power costs have been adjusted for the new system.
- Junk generation and captaincy experience for non-ship NPCs (as shown with a & on the map) has been lowered slightly, while being increased for Ship (* on the space map) NPC enemies.


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