Welcome back to another devblog survivors. As the heading implies we will be talking in detail about changes coming to the degradation mechanic as well as various improvements to the systems, parts and their impact on gameplay.
Systems and base module consumption
First step in improving the system mechanic was adjusting power production and consumption values. In addition, all power consumers can now be divided into two categories: passive and active systems.
Passive systems (lights, air filter, etc.) are devices that are meant to work non-stop and as such consume power constantly. They have a relatively low power drain and can usually run on just basic power supply. Active systems (engine, warp drive, refinery, etc.) are devices that are activated to perform a specific task like execute a warp maneuver or refine a certain quantity of resources. Since they often work for very short periods of time their power requirements often exceed the maximum output of even a fully upgraded fusion reactor.
This is where capacitors come into play. They charge using excess energy from the power supply systems and prevent other systems from shutting down when consumption temporarily exceeds the total power production. Since most active systems have large power needs they will primarily rely on capacitors to keep them running.
In addition to these changes all modules and ships will have a “base power consumption” that must be met in order to activate or “online” a module. Base power consumption counts as a passive system and represents the minimum amount of power a module needs to properly function (lights, doors, power distribution, etc). Any specialized system like the life support or refinery will automatically go offline if their module is deactivated. The same holds true for turrets, if the module is deactivated all connected turrets will be offline.
All of these changes are accompanied by a complete overhaul of the systems UI that will provide players with all the necessary information and eliminate any confusion as to how a certain system works or how much resources it consumes.
Degradation
The new degradation mechanics has been the focus of numerous debates. While some topics focused on discussing its immersiveness and mechanic improvements, others focused on the current rate of decay and pointed out several gameplay issues. One of the more problematic is the fact that breaches can occur rather quickly, regardless of the module’s overall hull integrity. This can lead to a complete atmosphere loss that the player is unable to prevent or counter in any way. One of the first changes we are introducing is the prioritisation of repair points.
Collision damage will now primarily cause external damage. As breaches are tied to external repair points they have the highest chance of activating in case of a collision. Chance of a breach triggering is directly tied to the amount of collision damage received.
Degradation on the other hand is primarily focused on causing internal damage and system malfunctions. Degradation will eventually start causing external damage that can lead to a breach, but this will only happen once module’s overall hull integrity drops extremely low.
System damage and fires can still occur from both degradation and collision damage as well as nearby exploding grenades. Additionally if a system completely malfunctions it will short-circuit and possibly fry some or all of its parts (more on this mechanic below).
Finally, at the moment we are testing several ways to make degradation less punishing for players that simply cannot spend hours upon hours in game each week. We want degradation to slow down the player’s progress not annihilate it completely.
Parts
Following the implementation of damage and repair, as well as improvements to the system mechanic we realized that parts had to be adjusted in order to better fit with the new features. Probably the most drastic change is that systems no longer require parts in order to function. Considering that systems can now malfunction as a direct result of taking damage, having more ways for systems to “break down” felt like overkill. So we had decided to change parts from “something that is only there to break down” into “upgrades”.
Instead of providing penalties, all parts now provide bonuses to the systems they are attached to. These bonuses include reduced power consumption, increased output, better capacity, reduced resource consumption, etc. They also come in several tiers, with each tier being better and much harder to find than the last. Some parts like the CO2 filter fall outside of this pattern and provide unique benefits to their respective systems.
As mentioned above, once a system fails completely as a result of damage, its connected parts have a chance to short-circuit and fry. Parts can also be destroyed by direct damage from weapons or melee attacks. So if you plan on raiding someone’s base, watch out when throwing grenades, as high tier parts are scarce and difficult to come by.
That’s all for today folks and in case you are wondering about that “secret feature” that we’ve mentioned, here’s a hint: you might need a very sturdy umbrella…
Until next time, fly safe!
ZeroGravityTeam