by Max Barry

Latest Forum Topics

Advertisement

164

DispatchMetaReference

by The All the pretty colours sparkly shiny glamorous fascinating 🌈 🦄 ✨ ooooh what's that? Now a mod too! Absolutely fabulous! of Chingis. . 254 reads.

NDay10 Change Log

This is a list of all planned changes, with some commentary, for NDay10 (February 2024). The final numbers on this dispatch are liable to tweaks, and this is not a strict guarantee that all of the below will be included in the event, as development and testing time is limited for our volunteer techies.


New Additions

Faction Shield Bank

Nations can now deposit their shields into a faction-wide shield bank. This can be accessed at the top of your nation's shield page. The shield bank will automatically deploy a percentage of its shields to shoot down a percentage of incoming nukes every minute (sorted by closest to landing). Please note that this number will always be smaller than the number of currently incoming nukes, meaning that no matter how large you grow your shield bank, it will never be able to do all the work for you.

The exact formula for the number of shields deployed each minute is:

Chingis wrote:MAX(MIN(0.15 * FACTION_INCOMING, 0.25 * SHIELD_BANK_SIZE), 400)

This should mean that as long as your shield bank remains at least 4 times larger than the incoming wave, every minute about half of the most threatening nukes (nearest 1 minute of landing) will be shot down.

Faction Ejection

To maintain a distinct NS flavour to faction border-control, we are introducing NDay's first Game Created Faction - Bikini Atoll (located conveniently at fid=0). This faction functions as any other faction, with one exception - when the relevant faction authority (a nation with BC perms in the parent region) utilises the new 'Eject from Faction' button, the offending nation will be teleported into Bikini Atoll, together with all of its targets and targetted nations. The only exceptions are nations with incoming nukes, which cannot be kicked from your faction. Once in Bikini Atoll, nations cannot leave until all the nukes targeted on them have cleared, as usual.

PS: As testing for this faction will be running during the faction registration period, do NOT use the name for your own faction. It will be deleted and I will be annoyed.

Shielding Overflow

It can be annoying, and a large time-waster in a pinch, to repetitively see the 'Your shields prepare to launch but the nukes have already been destroyed' message. To help relieve this somewhat, every time the user encounters this situation, there is now a 50% chance that their shields will deploy to clear the next incoming batch of nukes for their faction instead.


Numerical Changes


Change

Old Value

New Value

Prod gain p/2min (non-WA)

1

15

Prod gain p/2min (WA)

10

150

Production Cap (non-WA)

50

750 (3000 for Econ)

Production Cap (WA)

150

2500 (10000 for Econ)

Cost Per Nuke

1 (0.67 for MilSpec)

3 (2 for MilSpec)

Cost Per Shield

2 (1.33 for StratSpec)

6 (4 for StratSpec)

Radiation Taken Per Nuke

1

0.25

Production Loss per point of Radiation

1% (max 100)

0.5% (max 50)

Cross-Faction Shield Cost

1 per 1 nuke

1.2 per 1 nuke

With these changes, we aim to give the player the feeling of having more stuff at their disposal. People have generally looked favourably upon the WA buffs giving the sensation of having more prod and nukes to buy, so we have extended that to all nations, increasing (effective) production gain by five times. The corresponding WA buffs remain (10x prod), and the production cap benefits have slightly increased (roughly 3.33x up from 3x). We have also increased the costs of both nukes and shields to get rid of the complicated fractions and offset that by increasing the production gain by the same scale.

Since the gap between nuke and shield purchases has grown by 5x (an hour of prod can now buy 150 nukes and 75 shields, up from 30 and 15), we have decreased the effect of nukes on nation radiation by 4x (making nukes slightly more effective overall).

The production loss also seemed a little too frustrating to deal with, so we have reduced this from 1% loss per rad (up to 100%) down to 0.5% loss per rad, up to a max of 50%. This means that a nation at 99 rads will still be operating at more than half efficiency, increasing the importance of getting those final blows.

Lastly, the cost of shielding across factions has been slightly increased, to encourage more consideration towards the trade-off on shielding nukes that are headed to factions other than yours.


Bug Fixes

  • Non-Exec WA delegates can no longer edit faction details.

  • Fixed Broken 'Prev' page on some pages (linked to page 1 instead of the previous page)

  • Faction Endorsements are now opened during the faction registration period, instead of when the event starts.

  • Captchas - should hopefully feel better this time around, but no promises just yet.

RawReport