Repairs and Damage
If the shield is up, bases take damage at 1% of the normal rate. The first hit before the shield is up will still be attenuated to 1% of the normal rate. Many ships are required to successfully attack and destroy a shielded base with a high level and sufficient repair commodities. Small bases are rather vulnerable and effort is required to upgrade the base as quickly as possible. Individual ships cannot kill any properly supplied base.
Every 16 seconds, bases repair the amount of damage equal to:
damage to repair = base level x number of types of repair commodities x 60000
Every 16 seconds, bases take 'wear-and-tear' damage equal to:
wear and tear = 300 + (base level x 300)
For example, if a level 1 base with 1 repair commodity and no shield is attacked by 5 ships each carrying two heavy mortars, the ships are capable of delivering the amount of damage equal to:
delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec = 520000 hitpoints/sec
damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
the base is dead meat in very very little time
If the shield is active
delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
the base will die but it will take at least an hour to kill it
If the base has three repair commodities and the shield is active
delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
damage to repair = 1 x 3 x 60000 hp/repair x 0.0625 repair/sec = 11250 hitpoints/sec
the base won't die
Repair Commodity Usage
To make the operation of the base a little easier, the order in which repair commodities are consumed has been changed. Basic alloy will be used before robotics and ship hull panels and so you can afford to stock all three on the base and the cheaper basic alloy will be used in preference of the others.
Shields and Docking
The shield docking situation remains the same although the shield will deactivate within 9 minutes now, reduced from 16 minutes.
A manually activated shield stays up for at least 8 hours although this serves no real purpose now.
Shop Management and Help
The shop management screen has been fixed. The number of items that can be displayed on a page is limited to 40 and you must now type /shop [page] to view anything but the first page.
Limited online help for base operation is available by typing /base when docked at a base.
Proud member of "the most paranoid group of people in the community"
I suggest that these sort of things would be announced before changes are made, because people, who are not present, might lose their stations. If heads up were given, they could have prepared for all this.
as it wroten here: very good defended base with repairs/shields wont die too quick, but can die if its not protected. so people will keep an eye from now on on their bases, to prevent its loss.
good that shields now not so strong, so only fuel will be not enough... good. and bad...
' Wrote:Repair Commodity Usage
To make the operation of the base a little easier, the order in which repair commodities are consumed has been changed. Basic alloy will be used before robotics and ship hull panels and so you can afford to stock all three on the base and the cheaper basic alloy will be used in preference of the others.
What if base starts taking real damage? Will it use all commodities, or only basic alloy?
There is NO problem that can`t be solved by the use of high explosives.
I see your example uses 5 battleships with 2 HMs each. That is outlier, since only the house forces will be able to mount that kind of assault. Somebdoy work up an example with 3 dual-NOVA bombers?
' Wrote:\For example, if a level 1 base with 1 repair commodity and no shield is attacked by 5 ships each carrying two heavy mortars, the ships are capable of delivering the amount of damage equal to:
delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec = 520000 hitpoints/sec
damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
the base is dead meat in very very little time
If the shield is active
delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
damage to repair = 1 x 1 x 60000 hp/repair x 0.0625 repair/sec = 3750 hitpoints/sec
the base will die but it will take at least an hour to kill it
If the base has three repair commodities and the shield is active
delivered damage/sec = 520000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec x 1% = 5200 hitpoints/sec
damage to repair = 1 x 3 x 60000 hp/repair x 0.0625 repair/sec = 11250 hitpoints/sec
the base won't die
Once again, the update only help those with alot of "manpower" on their side....
In other words, this makes it even harder to keep a station alive, and nearly impossible to keep it running more then a few hours after being spotted.
' Wrote:Commodity consumption rates are unchanged?
I see your example uses 5 battleships with 2 HMs each. That is outlier, since only the house forces will be able to mount that kind of assault. Somebdoy work up an example with 3 dual-NOVA bombers?
That would be the equivalent of 3 Corsair cruisers
delivered damage/sec = 150000 hp/gun x 2 guns/ship x 5 ships x 0.1 shots/sec = 150000 hitpoints/sec
but if we make this a bit more realistic; 150000hp/gun x 2 guns/ship x 5 ships x 0.25 shots/sec / 3 sec travel time = 125 000 dmg/sec
Since its highly unlikely any attacker will sit 20m from the station, travel time makes difference. This is by the estimation of a cruiser firing LM at around 2~3k range