{"id":128,"date":"2014-04-14T04:15:34","date_gmt":"2014-04-14T04:15:34","guid":{"rendered":"http:\/\/www.brasswatchgames.com\/?p=128"},"modified":"2014-04-14T04:15:34","modified_gmt":"2014-04-14T04:15:34","slug":"shipyard-the-combat-update-progress-report-9","status":"publish","type":"post","link":"http:\/\/brasswatchgames.com\/?p=128","title":{"rendered":"Shipyard: The Combat Update &#8212; Progress Report #9"},"content":{"rendered":"<p>Man, these progress reports are almost into the double digits. I wish I could say the update was somewhere close to ready, but in truth there&#8217;s still a long way to go. In addition to numerous bugs and balance problems that still need to be ironed out, I still have to finish implementing the crew system. This includes crew deaths from attacking systems and the ability to replace lost crew by hiring new ones. Both of these are partially implemented (see below), but they&#8217;re not complete yet. The ability to send boarding parties to the enemy ship is also planned, but this will be implemented at the same time as shuttles, as it will require a special &#8220;boarding shuttle&#8221; to break into the enemy ship. Anyway, the changes:<\/p>\n<p><strong>Shuttle Shop<\/strong><\/p>\n<p>Speaking of shuttles, there&#8217;s a new NPC station in town. It&#8217;s currently a placeholder, and will be fully implemented along with shuttles. With all this talk of shuttles, perhaps I should add them in the next update (0.8.1), but for now we have 0.8.0 to think about.<\/p>\n<p><em>FUN FACT:\u00a0<\/em>The name &#8220;Shady Steve&#8221; comes from an inside joke between myself and a couple friends. We developed a minigame in Minecraft somewhat similar to Sethbling&#8217;s &#8220;Building Game,&#8221; except instead of separate builds you construct small adventure maps with each person building an addition to the story before rotating. There are several other differences, but that&#8217;s beside the point. Anyway, whenever one of us needs a shop for our section of the map, it&#8217;s always called &#8220;Shady Steve&#8217;s Discount &lt;something&gt; Emporium.&#8221; Sometimes Shady Steve is an actual character, in which case he talks in laconically in broken English, which is where the tooltip description came from.<span style=\"text-decoration: underline;\"><em><br \/>\n<\/em><\/span><\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_12_1397350142815.png\"><img loading=\"lazy\" class=\"aligncenter size-large wp-image-129\" alt=\"scrn_2014_04_12_1397350142815\" src=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_12_1397350142815-1024x576.png?resize=1024%2C576\" width=\"1024\" height=\"576\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p><strong>Crew Damage<\/strong><\/p>\n<p>Now, when a system is attacked, some the crew inside may be killed as well. The formula for calculating this is as follows:<\/p>\n<p><img src=\"http:\/\/s0.wp.com\/latex.php?latex=%5Cfrac%7BD_%7Bb%7DK_%7Bcrew%7DC_%7Brem%7D%28H_%7Bmax%7D+-+2H_%7Brem%7D%29%7D%7B%28H_%7Brem%7D%29+%5E+2+C_%7Bmax%7D%7D&#038;bg=ffffff&#038;fg=000&#038;s=2&#038;c=20201002\" alt=\"&#92;frac{D_{b}K_{crew}C_{rem}(H_{max} - 2H_{rem})}{(H_{rem}) ^ 2 C_{max}}\" class=\"latex\" \/><\/p>\n<p>Where:<\/p>\n<ul>\n<li><em>Db<\/em> is the base damage of the weapon.<\/li>\n<li><em>Kcrew<\/em> is the crew damage coefficient. This what makes explosive weapons more dangerous to crew and energy weapons less so.<\/li>\n<li><em>Crem<\/em> is the remaining crew in the system.<\/li>\n<li><em>Cmax<\/em>\u00a0is the maximum crew of the system.<\/li>\n<li><em>Hrem<\/em> is the system&#8217;s current remaining HP.<\/li>\n<li><em>Hmax<\/em> is the maximum HP of the system.<\/li>\n<\/ul>\n<p>The result is then rounded to the nearest integer. Additionally, if the result is negative, the crew damage is zero. If the denominator becomes 0, it is changed to 1 to prevent horrible universe-ending math errors.<\/p>\n<p>For you non-math geeks, the basics you need to know are:<\/p>\n<ul>\n<li>If the system has more than half of its max HP remaining, the crew are completely safe.<\/li>\n<li>The more powerful the weapon, the more damage it does to the crew.<\/li>\n<li>Explosive weapons kill more crew than ballistic weapons with the same base damage, and ballistic weapons kill more crew than energy weapons with the same base damage. (The reverse is true of system damage, where: Energy &gt; Ballistic &gt; Explosive.)<\/li>\n<li>The more crew in the system, the more likely they are to be killed.<\/li>\n<li>The more HP the system has, the fewer crew will be killed.<\/li>\n<li>There are no random numbers involved.<\/li>\n<\/ul>\n<p><strong>Further Revisions to Crew and Power<\/strong><\/p>\n<p>I&#8217;ve also once again changed the crew and power mechanics. The once-per-turn thing wasn&#8217;t really working out, partially because it made mistakes annoying and partially because there were some bugs in the way I implemented it. Now, you can change it as often as you like, but the changes will take effect at the beginning of the following turn. This neatly solves most of the problems with the previous system.<\/p>\n<p>Along the same lines, I have made it such that you can now use more power than your ship&#8217;s reactor(s) can provide. However, doing this will apply an across-the-board penalty to all systems until you reduce your power usage. I did this because previously, if your reactor was attacked or you moved crew out of it, power would be taken from essentially random systems until there was no overdraw. This was very annoying and prone to bugs. Now, rather than try (and fail) to fix the problem itself, the ship simply continues to distribute power evenly. Changes have been made to the ship management window accordingly:<\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_13_1397447756888.png\"><img loading=\"lazy\" class=\"aligncenter size-large wp-image-155\" alt=\"scrn_2014_04_13_1397447756888\" src=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_13_1397447756888-1024x576.png?resize=1024%2C576\" width=\"1024\" height=\"576\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p><strong>New Pirates and Pirate Spawning Mechanics<\/strong><\/p>\n<p>Giving the pirates the <em>Gazelle I<\/em> was a temporary solution before I designed unique pirate ships. Because you also start with the<em> Gazelle I<\/em>, that made fighting pirates extremely costly, especially now that crew damage is implemented. Now, I&#8217;ve created two entirely new pirate ships to replace it. The <em>Scout<\/em> is a very tiny ship, with even less HP and firepower than the <em>Gazelle<\/em>. It can move at 2 tiles per turn. Then there is the larger\u00a0<em>Corsair<\/em>, which can only go one tile per turn but as a class 2 ship, it packs a much bigger punch.<a href=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_13_1397448414933.png\"><img loading=\"lazy\" class=\"aligncenter size-large wp-image-157\" alt=\"scrn_2014_04_13_1397448414933\" src=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_13_1397448414933-1024x576.png?resize=1024%2C576\" width=\"1024\" height=\"576\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_13_1397448211742.png\"><img loading=\"lazy\" class=\"aligncenter size-large wp-image-156\" alt=\"scrn_2014_04_13_1397448211742\" src=\"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_13_1397448211742-1024x576.png?resize=1024%2C576\" width=\"1024\" height=\"576\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p>Additionally, pirate spawning mechanics have been altered. No longer does a pirate spawn as soon as you enter a sector. Instead, these is a 1 in 20 chance that one will spawn every turn. The number of pirates per sector is still capped at 3.<\/p>\n<p><strong>Academy<\/strong><\/p>\n<p>Now that crew can be lost in combat, there needed to be a way to replace them. Thus, the Academy now allows you to fill your crew to its maximum capacity. There is currently no cost for doing this, and that will likely stay the case until a future update. No real need for a screenshot; it&#8217;s pretty self-explanatory.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Man, these progress reports are almost into the double digits. I wish I could say the update was somewhere close to ready, but in truth there&#8217;s still a long way to go. In addition to numerous bugs and balance problems that still need to be ironed out, I still have to finish implementing the crew [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true},"categories":[2,4,1],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p4ieDM-24","jetpack-related-posts":[{"id":233,"url":"http:\/\/brasswatchgames.com\/?p=233","url_meta":{"origin":128,"position":0},"title":"Shipyard Development News 9 Nov. 2014","date":"November 9, 2014","format":false,"excerpt":"I can finally say that\u00a0I've actually made good progress on shuttles since my last post! I'm still far from finished, as I'll explain below, but progress is actually happening. Here's what I've done so far: There is one type of shuttle implemented: the Light Fighter. It can be sent to\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"scrn_2014_11_09_1415571302837","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/11\/scrn_2014_11_09_1415571302837-1024x576.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":172,"url":"http:\/\/brasswatchgames.com\/?p=172","url_meta":{"origin":128,"position":1},"title":"Shipyard: Outline for Pre-Alpha 0.8.1","date":"June 7, 2014","format":false,"excerpt":"Even though version 0.8.0 has just been released, I'm already thinking about content for the next update. Nothing is set in stone as of yet, but my major plans are listed below: Working Items:\u00a0Items will be usable and provide effects to your ship. Consumables will provide temporary effects and will\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":203,"url":"http:\/\/brasswatchgames.com\/?p=203","url_meta":{"origin":128,"position":2},"title":"Shipyard Development News 8 August 2014","date":"August 8, 2014","format":false,"excerpt":"It's been a while since I posted one of these, mainly because I've been working more on the Sooper Seecret Tank Project\u00a0than on Shipyard over the last couple weeks. However, as Shipyard is still the primary focus of this site at the moment, I figured I had better share what\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":250,"url":"http:\/\/brasswatchgames.com\/?p=250","url_meta":{"origin":128,"position":3},"title":"Shipyard Dev News 22 Nov. 2014 &#8212; &#8220;Lesser of Two Evils&#8221; Edition","date":"November 22, 2014","format":false,"excerpt":"After going back over the features that still need to be completed for Shuttles to be ready to use, I've decided that there's still a lot of work to do. I was hoping to have the update ready this weekend, but even if I worked around the clock to get\u00a0shuttles\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":106,"url":"http:\/\/brasswatchgames.com\/?p=106","url_meta":{"origin":128,"position":4},"title":"Shipyard: The Combat Update &#8212; Progress Report #7","date":"April 1, 2014","format":false,"excerpt":"Real life was particularly conservative in its allotment of free time last couple weeks, hence my lack of posting. However, school has gone on spring break as of last Saturday, and I intend to spend a decent portion of my time working on Shipyard. I have already made some significant\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"scrn_2014_04_01_1396389550045","src":"https:\/\/i0.wp.com\/www.brasswatchgames.com\/wp-content\/uploads\/2014\/04\/scrn_2014_04_01_1396389550045-1024x576.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":303,"url":"http:\/\/brasswatchgames.com\/?p=303","url_meta":{"origin":128,"position":5},"title":"Shipyard: Outline for Alpha 1.0","date":"April 24, 2015","format":false,"excerpt":"Now that I've fixed my server troubles (or, at the very least, delayed the inevitable), I can get back to work on proper, content-adding updates for Shipyard. I've been giving it some thought, and I feel like it's ready to proceed from the \"pre-alpha\" stage into the \"alpha\" stage. In\u2026","rel":"","context":"In &quot;Game Development News&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]}],"_links":{"self":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts\/128"}],"collection":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=128"}],"version-history":[{"count":0,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=\/wp\/v2\/posts\/128\/revisions"}],"wp:attachment":[{"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=128"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=128"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/brasswatchgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=128"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}