Those of you who follow the random assignment testing forum topic already know that the next batch of islands is ready. This time it’s the Alpha 2 islands (Hershfield, Tellesis, Shinjalar) which get the highway/teleport network rework treatment, along with the new field terminals and of course the random assignments, ranging from level 0 to 5.
For those who didn’t know, the good news is that the package will hit the live server this Friday, the 24th of July (together with a few fixes, as usual).
Next up in line is the package of Beta 1 islands, but more on this below.
And as a bonus, we have some nice pictures for you. For a few weeks now you have been all around Alpha 1 islands thanks to the new mission system. We're happy to present you with some heatmaps of where exactly the new system took you. It's a pretty visual proof that the new system indeed works as intended.
Beta 1-2 island reworks
As I mentioned above, with Alpha 2 islands done, we’re immediately moving on to Beta 1 and then Beta 2. There are a few things to consider when doing Beta islands: teleport placement, teleport connections, and highways can have considerable effects on PvP and outpost warfare, so we need to have a clear concept before making any changes there.
We already have some discussion going on about this here, so if you have good insight on Beta warfare, you’re more than welcome to share your thoughts.
Spark teleport removal
Once we’re done with all the islands, we will remove the spark teleportation mechanic from the game. Spark teleports have been introduced in the past as a band-aid for long walk times, but now with the teleport and highway network improvements, their negative effects (instant power projection) will ultimately outweigh their benefits.
Token shop updates
The Syndicate Supplies shop will receive some long awaited additions:
- The new requisition slips, discussed in this blog post
- Direct purchase options for T2+ and T4+ items
- Industrial distress beacons
- A new feature that will limit the purchase of selected items to a minimum faction relation
An important note here: most of you probably know that the old assignment system allowed a few easy shortcuts to gather a lot of faction tokens over a relatively short time. We didn’t want to remove these from players cause they haven’t been exactly exploits, but we still need to get the token economy to a healthy status before we introduce new items.
In order to achieve this, we will increase both the token prices in the shop and the token amounts given as assignment rewards by a factor of 10. So in simple terms, this means an artificial, one-time inflation.
This will happen in about a month from now (we will post additional notifications once we’re close), so we advise everyone to spend their stored faction tokens on currently available items before that.
Roadmap blog incoming
On Tuesday we had a long internal discussion about where we want to go from here. It is clear that we need to make a switch from our very long development phases lasting over multiple months to more frequent updates with relatively small but significant features and improvements.
So we have assembled a list of over 30 items, including new features, actual new content, and various improvements and balancing changes. Expect a long blog post in a few days.