Big visibility update
Extended fleet visibility
Now players will be able to see not only the fleets that are connected with coordinates of their objects, but also all fleets that are connected (i.e. have start or end point on those coordinates) anywhere in the visible space. Shared vision from friends or allies will also show connected fleets.
Information about these “extra” fleets will only be shown in galaxy view, they will not be displayed in the list of fleets in flight. Their tracks in galaxy would be translucent to reduce visual clutter.
If a fleet includes Arbiters, its composition will not be visible, only the presence of an Arbiter would be shown.
Sensor Phalanx rework
Because there's no more need of “fleet scanning”, the functionality of phalanx is changed. Now it can be used to temporarily grant visibility of distant solar systems:
· scanning a solar system will make all its coordinates visible for 1 hour,
· radius is extended to 10000*[level],
· scanning cost is changed to 10000*[level^0.5].
Costs of shared vision
Since sharing the visibility between friends and allies is now granting big strategic advantage, it will now be more vulnerable:
· Humans will need to have Broadcast stations (previously — Alliance Depot) built on their objects. The station can be destroyed in combat.
· Xerjs will need Sensor Spore Colonies to share vision (other sources, like Periscope, will only give personal visibility in the absence of SSCs). Colonies no longer can be “turned off” and protected from destruction.
· Tosses will need Psi Fields Concentrator.
Besides of the vulnerability for enemy attacks, these buildings/defenses will now consume Vespene gas. If gas runs out, visibility sharing will stop. Total broadcast cost will be proportional to the number of receivers of your vision data, so sharing it with a big alliance may become costly. Conversely, if you don't share vision with anybody, no gas will be consumed on that object.
Different races will have different costs for broadcast (Vespene/hour per each receiver):
· For humans: 50-12 depending on Broadcast station level (the higher it is — the lower the consumption).
· For zerjs: 10-25 depending on SSC count (the higher it is — the higher the consumption).
· For tosses: 20.
Total cost could be seen on the Resources page:

Shared vision settings can be changed on the object's properties page.
New alliance roles
To help balancing the vision of the territory and the costs of broadcasting it, alliance leaders can now employ two new privileges. First one — the “overseer” status — will force other players share vision with all overseers in the alliance even if they turned it off for allies. This would allow a select group of active players to maintain control over territory without forcing other players to share vision with everyone else. Another privilege — the exemption from forced sharing — will allow designated players to turn off vision sharing even for overseers. This could be done to help weaker players or to remove redundancies in densely populated sectors where many players share vision of the same systems.
New players settlement
Newly registered players will no longer be settled in systems that belong to any alliance. The zone for random settlement was extended.
Allied defense
All objects (not just satellites) can now be defended by friends and allies without requiring any special buildings.
Balance changes
· Psi disrupter: cost changed to 10000/6000/0, CRP 2.5, requirements changed to Research lab level 2.
· Xerj SSCs: damage drastically reduced, added Dark Swarm ability.
· Detection technology: requirements changed to Computer technology level 3.
Now players will be able to see not only the fleets that are connected with coordinates of their objects, but also all fleets that are connected (i.e. have start or end point on those coordinates) anywhere in the visible space. Shared vision from friends or allies will also show connected fleets.
Information about these “extra” fleets will only be shown in galaxy view, they will not be displayed in the list of fleets in flight. Their tracks in galaxy would be translucent to reduce visual clutter.
If a fleet includes Arbiters, its composition will not be visible, only the presence of an Arbiter would be shown.
Sensor Phalanx rework
Because there's no more need of “fleet scanning”, the functionality of phalanx is changed. Now it can be used to temporarily grant visibility of distant solar systems:
· scanning a solar system will make all its coordinates visible for 1 hour,
· radius is extended to 10000*[level],
· scanning cost is changed to 10000*[level^0.5].
Costs of shared vision
Since sharing the visibility between friends and allies is now granting big strategic advantage, it will now be more vulnerable:
· Humans will need to have Broadcast stations (previously — Alliance Depot) built on their objects. The station can be destroyed in combat.
· Xerjs will need Sensor Spore Colonies to share vision (other sources, like Periscope, will only give personal visibility in the absence of SSCs). Colonies no longer can be “turned off” and protected from destruction.
· Tosses will need Psi Fields Concentrator.
Besides of the vulnerability for enemy attacks, these buildings/defenses will now consume Vespene gas. If gas runs out, visibility sharing will stop. Total broadcast cost will be proportional to the number of receivers of your vision data, so sharing it with a big alliance may become costly. Conversely, if you don't share vision with anybody, no gas will be consumed on that object.
Different races will have different costs for broadcast (Vespene/hour per each receiver):
· For humans: 50-12 depending on Broadcast station level (the higher it is — the lower the consumption).
· For zerjs: 10-25 depending on SSC count (the higher it is — the higher the consumption).
· For tosses: 20.
Total cost could be seen on the Resources page:
Shared vision settings can be changed on the object's properties page.
New alliance roles
To help balancing the vision of the territory and the costs of broadcasting it, alliance leaders can now employ two new privileges. First one — the “overseer” status — will force other players share vision with all overseers in the alliance even if they turned it off for allies. This would allow a select group of active players to maintain control over territory without forcing other players to share vision with everyone else. Another privilege — the exemption from forced sharing — will allow designated players to turn off vision sharing even for overseers. This could be done to help weaker players or to remove redundancies in densely populated sectors where many players share vision of the same systems.
New players settlement
Newly registered players will no longer be settled in systems that belong to any alliance. The zone for random settlement was extended.
Allied defense
All objects (not just satellites) can now be defended by friends and allies without requiring any special buildings.
Balance changes
· Psi disrupter: cost changed to 10000/6000/0, CRP 2.5, requirements changed to Research lab level 2.
· Xerj SSCs: damage drastically reduced, added Dark Swarm ability.
· Detection technology: requirements changed to Computer technology level 3.
2 часа назад
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