HWS Config | Gameplay Changes Part 2

EWS got not changed.
The almost only change were done about ROF and Reload Time.
For Drills also the Radius and Damage.

That fights do take so much longer now is not really true. Example HV Turrets:

Left = old. Right = new.
Before the total time span for let’s say “rockets in the air” were 9.9.
Now it is 10.
The gain you got in ROF got reduced in Reload Time. That system got applied here and there to give you an idea. The fights are faster but once you retreat for reloading the performance drain can cool down a bit.

The next revisit / benchmark of the Config will be damage.
The higher the splash damage, the more performance issues.
The sad fate of Voxel based games…

Personally or maybe a question to the Community:
What do you think of the mechanic to have a Dual-System of Voxel vs Static Ships?
Let’s say in your home basis you can build your ship as right now.
But once you click somewhere “bake” or “materialize”, all the Voxel blocks get calculated fix with colliders, hitpoints and resources.
So in a fight you would fly with static models (like the Space Drones). If you damage a ship a global healthbar (like in Fractured Space) would decrease. Once “destroyed” (healthbar = 0) the ship can’t move anymore and you can loot it and “dematerialize”.
I roughly discussed it with Eleon and the performance gain would be over 10 times or so.
But probably off-topic here…

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