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Re: Explainers on Game Concepts

Posted: Thu Mar 17, 2022 4:20 am
by Redgate
harshmyth wrote: Wed Mar 16, 2022 5:09 pm Can anyone explain how weapon counter measures work. I'm talking about the "weapon counter measures" attached to seeking weapons' such as missiles and torpedo's. Is it Accuracy and/ or speed of point defense with "weapon counter measures" of seeker subtracted somehow. I'm just trying to make sense of a stat that I think may be underrated. Thanks in advance.

p.s. Also, Current game build economy and diplomacy is working really well as far as I can see. I was concerned during beta but it's working quite good in the current build.
That weapon countermeasure stat is basically how easily it can avoid point defense. its an avoidance stat just like how it is for your ships

Re: Explainers on Game Concepts

Posted: Thu Mar 17, 2022 4:52 am
by Scott2933
baldamundo wrote: Wed Mar 16, 2022 10:49 pm Maybe I'm being stupid, but I've really been struggling to get my head around this.

Where is "Race Suitability for Planet" listed? The Galactopedia has "Colonisation minimum quality" and "Colonisation modifiers" - are "colonisation modifiers" the same as "Race Suitability for Planet"? The terminology probably should be consistent.

And if they're both fixed values per race per planet type, why is it two separate values? Why aren't they just summed to begin with? If all Teekans have +30 Race Suitability for all Sandy Desert Planets, and if all Teekans have 40 Race Minimum Suitability for all Sandy Desert Planets...doesn't that just mean that all Teekans have a -10 modifier for all Sandy Desert Planets? I don't understand why there's an extra step in the calculation and two separate numbers listed.

And actually even that's confusing, because the default Race Minimum Suitability is -50...so the Teekans have a +30 Race Suitabiliity and a -40 Race Minimum Suitability...which means they have a -10 modifier...but that -10 modifier is actually in practical terms a +40 bonus, because other races by default have a -50 modifier?

Sorry, am I misunderstanding this? It seems really needlessly confusing?
No - it IS most definitely needlessly confusing.

Second - you are correct and your idea is very sound. I too can see no reason to separate "Minimum quality" and the "race modifier". They are both doing the same thing which is giving a total bonus to the given race.

I think during beta testing we raised this and made a suggestion to combine them.

If you look at the chart below from my DW2 guide - I did EXACTLY what you said (and I hope the game will eventually do this in a future version) - I simply added the two together to make a "net colonization bonus" and now everyone has the -50% standard minimum colonization. Anyway - the chart explains itself. I am hoping what I did works (or it's off to another update).
Scottsnetcolonizationbonus.jpg
Scottsnetcolonizationbonus.jpg (290.2 KiB) Viewed 807 times

Re: Explainers on Game Concepts

Posted: Fri Mar 18, 2022 10:23 pm
by Erik Rutins
Added a note on colonization.

Re: Explainers on Game Concepts

Posted: Fri Mar 18, 2022 11:39 pm
by Miletkir
Well, Erik, I think this thread should be stickied.

Re: Explainers on Game Concepts

Posted: Mon Mar 21, 2022 6:28 pm
by Erik Rutins
Added a section on Resource Scanners vs. Survey Modules

Re: Explainers on Game Concepts

Posted: Mon Mar 21, 2022 7:26 pm
by Emperor0Akim
Thank you for your descriptions.

So it is actually the smart solution to have a Surveyor and Prospector Class for Explorers