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Portalus Games | Official Site
MMORPG | Setting:Historical | Status:Final  (rel 01/22/08)  | Pub:Portalus Games
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Non-Exclusive Dev Journal: Ship Tuning

Posted by Keith Cross on Feb 22, 2008  | Comments

Non-Exclusive Dev Journal: Ship Tuning - Pirates of the Burning Sea -

The folks at Flying Lab Software have been churning out dev logs all week in advance of the release of the 1.2 patch for Pirates of the Burning Sea. Today we present a recent dev log which goes into detail about the fine tuning of specific ships, and ships in general.

The upcoming build represents the first significant batch of changes from late beta (and into pre-boarding). This includes a couple global changes and a bunch of changes to individual ships.

Global Changes

There was a calculation error in our tuning spreadsheets that was making scouts in that range pay too much for speed, effectively lowering their max speed. I corrected that problem and increased their speed accordingly, meaning their max speed increased. Another big global change affects ships with multiple batteries that have a topdeck weight of 3 or 4lbs (Arcadia, Oliphant, etc.). Light topdecks aren’t useful on most of those ships, so they were upgunned (typically to 5lb). The Raa and Stralsund are exceptions, because they’re early two-battery ships and they’re supposed to have that extra close-range punch.

Once warships are fully fitted, they’re not performing quite the way I want. It’s too easy to keep them up to full speed and outmaneuver scouts. Most warships received increases to their deceleration multipliers and turning deceleration. SOLs also received a small reduction in DR, as they were a little too high and the DR improvement to the Navy career skill makes that worse. These changes aren’t huge, but this is an area we’ll be evaluating and I expect to make more adjustments in the future.

Read more here.

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