introduction:draconis_4.0_faq

Draconis 4.0 Frequently Asked Questions

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Question: Some form of "wipe?!?!?"

Answer: Yes, there will be a full wipe with 2 weeks notice given before it occurs. Nothing will be carried over from the current worlds and players will be eligible for a new one-time supply drop.

In the meantime, our Draconis Impossible servers are open, and should you manage to survive and make it to the gate after 4.0 launches, you can bring your stuff from Draconis Impossible to the main cluster

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Question: When is 4.0 / the wipe?

Answer: As a team of volunteers, we can not commit to a release date at this time. We will provide a 2 week notice prior to launch.
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Question: Will there be any new weapon mods?

Answer: From the ground up, we have built a new weapons pack. It uses a new backend framework (so not relying on Keen's AI for anything) and is significantly less buggy than vanilla combat. More details on weapons will follow during the actual QA.

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Question: Nexus? How do we get around in 4.0? Are there warp gates?

Answer: There's a new plugin called Nexus that we are using for 4.0. What it lets us do is use a single Sandbox save file and distribute it so that when the servers launch different servers handle different areas of the world. As you fly or jump around you will naturally transition between the different instances as if you had travelled via a Warp Gate on the current 3.9 servers. In general the borders of sectors will not be flown over because they aren't points of interest and will just be random invisible boundaries in space, and space is vast as you all know. Most commonly you will queue up a jump target that is far away from you and upon initiating the jump you'll be transferred into the sector that is responsible for managing the area that contains your destination. All grids, spawns, factions, and anything else seamlessly transition as you move around the world as if you were connected to a single server the entire time. There is a central server that helps coordinate many of these things called the Lobby server. This will be the server you connect to upon first loading into Sigma Draconis. If a nexus instance is down, you won't be able to access that area of the world or any of the grids inside of it until that instance comes back online.

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Question: Will all weapons be balanced?

Answer: This is always the intent of our weapons; the current pack is only so far out of whack due to lack of time and lack of tools within vanilla weapon framework.

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Question: How many nodes will there be and how exactly will the sharding work? Max players?

Answer: In terms of how it works, it's already answered above under the above “Nexus? How do we get around in 4.0? Are there warp gates?” question. In terms of instances, we're targeting ~10-12 right now. If one goes down it only affects that area, not all other instances. Max players will be largely determinant on what we can sustain in a world of 12 instances but this is still being worked on and will flex as needed. We can reconfigure this on the fly and add new instances to existing area's or adjust what area's an instance covers. Right now we do 30 players max; so theoretically it's possible we could have a server limit of 360 if things were perfectly spread out – We'll see as we go.

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Question: Will there be a weapon re-work to make small grid fighters a more usable thing against shielded capital ships and flag ships?

Answer: Shields are no longer the primary defense method in 4.0, and small grids will have a very significant speed advantage over larger vessels. Ultimately though, as much as we will try to balance SG to LG combat, it's not very viable in this game overall as you can put SG weapons on LG grids. So we try, but we'll have to see where it actually ends up.

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Question: What's the stone refining ratio going to be?

Answer: Same as now. See the refinery spreadsheet on wiki if you need that value.

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Question: Are planets going to be different servers? And is there going to be water?

Answer: Planets will have their own dedicated instances within the Nexus system. See the response to the question about the Nexus. No water.

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Question: Will grids getting stuck in asteroids on a jump still be a problem?

Answer: I have personally investigated this issue and it comes down to the way the SEWorldGen plugin interacts (or does not) interact with the code that Keen uses to detect obstructions at a jump location. I think it's possible to address but I have been spending all of the time I have on building the weapon pack. Once development on that settles down I can try and take a look at some of these other issues. For now these situations will be handled as they currently are on live servers, by ticket and by sharing the knowledge that attempting to jump directly into asteroid belts is dangerous.

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Question: Will PB Limiter configuration change? If so, will the new runtime limits be per-player or per-PB?

Answer: Yes. The PB Limiter plugin configuration will be changing to a 0.5ms limit per player. The 1ms per programmable block was a lofty limit established from when the server was still quite small and is not tenable at the size we have reached. We have had many discussions with many other SE community admins and they still think 0.5ms per player is fairly high, so we feel comfortable with this limit. The reduction, as well as going per player, should significantly help sim speed as we very reliably see programmable blocks / scripts using the majority of server resources

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Question: What does the future hold for hydrogen and other types of gasses?

Answer: Well, Keen recently buffed Hydro so we need to revisit out changes but essentially we were/are planning on a small boost to hydro fuel efficiency; and a large boost to hydro→hydro engine efficiency for power output; as well as a roughly 5x buff on what the Hydro engine can output max. A rough balance point of 4 o2/h2 gens of equal tier per hydro engine was used, giving a small net gain in gas. These exact numbers may shift once we review the latest changes from Keen with the Scrap Patch.

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Question: Will nations be allowed to force membership in a non-draconis discord?

Answer: No.

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Question: When you say "new framework" under the question about new weapon mods, has the "turrets not shooting" bug been fixed with it?

Answer: Should be fixed, yes.

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Question: With 4.0 coming, will we see the return of the legendary, Dirk-endorsed cowboy hats?

Answer: Sadly no, as they have not received any updates to fix whatever weirdness it was that caused them to make grids profile high.

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Question: If 1 node is being effected by either a bug, slow speeds due to whatever issue / large pvp etc, will the other nodes "feel" it?

Answer: No, it will behave the way it does today with separate torch instances in terms of their individual performance. This is why we chose to put planets in their own instances for example, so any planetary stuff doesn't affect everywhere

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Question: Is the viability of a gravity drive going to change in 4.0?

Answer: Yes, but we have not made public how this will be accomplished yet.

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Question: Are we LOSING any mods in 4.0? Or are we GAINING any mods in 4.0?

Answer: Yes, we are adjusting and trimming fat from the mod list where we can. We are not currently releasing said mod list, but if I remember correctly (I am not going and double checking atm), it's nothing that has a large impact overall to things. Mostly little block things that we have done checks on how much they are used and found that it's so infrequent they aren't justifiable to keep. However we are also gaining mods that provide benefit.

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Question: Will jump lines be staying?

Answer: Yes

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Question: How is what nation we start in determined?

Answer: Factions will select their National affiliation through a process of pulling a ticket similar to how Registration works. Certain Nations may have "sign on bonuses" incentivizing joining them, and others might be temporarily closed to new entrants, both for balancing purposes. Initial National affiliation will have a bit of a "pre-registration" period before 4.0 actually launches. More details about that will be made available as we get closer to going through this process.

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Question: Will there be a council system in place with the changes to faction registration?

Answer: The "United Nations Council" takes the place of what the "ACME Stellar Council" does now. Please be sure to read initial reveal of 4.0 metagame framework here:https://docs.google.com/document/d/17PL02q6ZtNQEZhGrcfp_506dORHVVDEe0-Ugc2AqcWM/edit?usp=sharing

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Question: What protection , mechanically, will (or if) there be for Nations' starter planets?

Answer: There will not be any mechanical protections for the spawn planets.

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Question: Are we required to join a nation?

Answer: One can choose to remain Unaffiliated indefinitely, much like one can choose to remain Unregistered indefinitely currently. It largely excludes one from most protections and features of the metagame systems and is not intended to be a desirable choice for the vast majority of players. Pure clubbing pirates and that sort will be best off remaining Unaffiliated. MERCs as a special case MUST remain Unaffiliated with any Nation.

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Question: Are MERC designated factions allowed to partake in combat at their own discretion when off duty? Also what exactly does the MERC code say?

Answer: Yes, within the limitations of the MERC Code. The exact text of the Code will be shared in a later reveal, which will be a deep dive on all Special Designations.

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Question: If an unlisted/"MERC" group encounters a Faction station, is it legal for them to camp the safezone I assume will accompany them? Like the equivalent of gate camping?

Answer: Unaffiliated and MERC are not the same thing. Answering for MERC: All Waystation locations will be publicly known to all players. The MERC Code disallows piracy such as described. If the action is taken as part of a valid Contract in accordance with the Code, the MERC would be protected against legal consequence.

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Question: Is it known which "Nation" is TSI? or which one they intend on joining?

Answer: No National affiliation has yet been made for any faction.

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Question: Do "MERC" Groups have any amount of sway over Chairmen of other nations?

Answer: No, only a Nation's Citizens are eligible to vote in their elections.

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Question: With Chairmen of TTN, PAL and SLE, do they have only political sway over their local system? or do they have to come to a "majority rules" for a whole system ROE agreement?

Answer: Please reread initial 4.0 metagame framework reveal document. TTN, PAL, and SLE are not Nations, they are Special Designations. "RoE" no longer exists in 4.0, replaced by International Law. Again, please refer to the initial reveal document.

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Question: When the Update happens; Who is the first Chairmen? or are we expected to compete over it right away if nobody is assigned off the bat by default?

Answer: The first Player Chancellor and Trade Minister faction of each Nation will be decided within the first few weeks after launch through the normal Election procedure established for the purpose in 4.0.

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Question: How can you tell on a whim if someone belongs to a nation and not a MERC? and if a MERC how can they tell other MERCs apart from Nations?

Answer: Similar to Registration requiring a + in faction public info now, in 4.0 factions must have their Affiliation and any Designations represented in their public info. MERCs will know each other both through this, as well as regular familiarity working together within the organization as a whole.

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Question: Can every player have a protected store? If not every player, at least every registered faction?

Answer: In 4.0 all player access to protected store blocks will be achieved through the Waystations. How each Waystation chooses to divide up, rent, or use its Store Blocks will be one of the many responsibilities and decisions of the Nation's leadership (and is the direct power of the Trade Minister.)

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Question: Do MERC's get their own trade station or "Black market" to buy and sell from?

Answer: MERC players are by default able to visit and use all Waystations, just like any other player. There is no dedicated trade station for the MERC group planned.

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Question: If a merc commits insurance fraud are they banned from being a merc?

Answer: Any Special Designation, MERC or otherwise, is at risk of losing their Designation if they violate International Law or their own internal laws and policies.

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Question: What perks will nations have compared to mercs?

Answer: MERCs as a total group will be far, far, far, FAR smaller than the sum of individuals Affiliated with a Nation. MERC gameplay will be limited, highly competitive, and difficult to both enter and maintain as a member. (More detail goes beyond clarifying things we've already discussed publicly.)

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Question: Will players be able to make protected trade stations?

Answer: There are no plans for players to have access to personal safe zones/stations, and this gameplay is facilitated through the Waystation.

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Question: Will each nation have an area in the main discord for their members or will it be something external

Answer: There will be a number of text and voice channels dedicated to each Nation, as well as a shared space for all National Leadership. While outside Discords are inevitable, they will not be required, official, or maintained by Draconis staff. (As even if we did, there'd still be an Unofficial one anyway.)

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Question: What's the max range of thermal beacons?

Answer: 500KM currently.

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Question: Do we have any survival needs like food/water? Any respawn penalties?

Answer: No.

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Question: Will per grid limits be expanded to allow larger faction bases?

Answer: No.

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Question: Is there a possibility of higher pcu limits in 4.0?

Answer: No.

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Question: Will each nation have a capitol station in the system? A grid that is the seat of power, like a miniature city?

Answer: For all intents and purposes, the Waystation is a Nation's "capital." Unfortunately the clustering that would ensue for a "city" type environment does preclude it from consideration, as fun as it would be.

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Question: Since the PB Limiter configuration will be changing to .5ms per player instead of 1ms per block, have you considered relaxing the detection somewhat to prevent temporary spikes from burning out a PB?

Answer: These are the settings available to us (values from current live environment).https://i.imgur.com/ZXrv6cL.png It ignores the first 22 runs, so initialization of a block wouldn't overheat. Max Violations could possibly be increased, but there's not a true sensitivity feature for this plugin. We will of course monitor things once everything is live and make adjustments as needed to avoid an unsavory experience for all.

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Question: Will tech be craftable in 4.0?

Answer: Tech is designed as a finite resource as such it will not be craftable.

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Question: Will the PCU count for weapon blocks see any big difference in the new pack?

Answer: Yes, it's a completely new pack.

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Question: I thought I heard that we were going to whips weapon framework, not weaponcore, especially since wc breaks concealment?

Answer: That was correct, however the concealment issue has been fixed, we’ve also found that it was considerably easier to apply our weapons to WC then it was to try and fix the issues we had with the railgun framework.

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Question: What is the purpose of the lobby?

Answer: Nexus requires a master sandbox to replicate data from, by using this as the lobby we can ensure new player data is safely added, also it looks cool.

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Question: So if all the server is together what is the new max distance you can go before your ship is broadcasted to the whole server?

Answer: The “space” instance(which will be the primary instance) I believe will have the same distance as our servers do now, but will have room for expansion as needed.

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Question: Will the weapons pack include any homing missiles?

Answer: I can not confirm or deny this item at this time, but if they aren’t there for launch they will be at some point.

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Question: How will player-made spawns and the lobby work? Do we just get forwarded or what?

Answer: I believe you’ll be able to jump straight back to your grids, however there may be a hoop or two, I’m personally not sure tbh.

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Question: Will there be any changes to the BAR in 4.0?

Answer: I am personally not aware of any changes. But I could be mistaken.

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Question: How much better do you project server sim speed? Also will me having about 200 ping be bad for my experience?

Answer: Space Engineers is extremely not nice, we can not reliably give numbers, however with Nexus we will be able to isolate individual planets which will significantly improve the global sim aspect.

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Question: What are the advantages for planets?

Answer: I don’t believe we’ve made any changes to improve or worsen the experience.

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Question: Will the changes with nexus affect the mc server and its performance in any way, positive or negative?

Answer: It is unlikely MC or any other server will be affected.

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Question: Will anything be done to force weaponcore turrets to target decoys, or are decoys just going to be a thing of the past?

Answer: No, decoys will be a thing of the past. However all of our turrets will have the cockpit subsystem targeting option disabled, so you'll no longer have your cockpit focus fired.

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Question: Are only the elites going to have a new model, or is everything being tweaked?

Answer: A number of models have been changed that are enhanced or proficient.

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Question: With the purpose built ships becoming more forced will garage limits be expanded or shared between instances?

Answer: The garage will not be global to start as it does not support that. Casimir, the Nexus dev, does plan to make it function globally once he's more satisfied with his feature set in Nexus.

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Question: Question about planets, voxel deformation still going to be an issue?

Answer: Yes.

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Question: Will we ever be able to move an element without grinding it down and rebuilding it?

Answer: Unlikely as this could introduce a number of abuse cases.

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Question: Will tech'ed thrusters also have new models or specialized variants?

Answer: The teched thruster models are what was shown, and probably what we have now. Model-wise.

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Question: Since servers will be improved, performance speaking, will the overall max speed be up ?

Answer: Not that we’re aware of.

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Question: Teched spotlights?

Answer: Yes, teched spotlights are in.

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Question: Do we get a prize if we're the true 20kth ticket?

Answer: Absolutely.

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Question: if you're patreon supporter can you save ur grids to 4.0 ?

Answer: Patreon supporters will not be able to save their grids for 4.0.

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Question: Any reason why npc buffs are being removed?

Answer: It was more of a balance and "why" reason.

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Question: Can I finally build an underground base like in an asteroid or planet?

Answer: You can, and for some time we have only been resetting voxels > x distance from grid

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Question: Will sensor range increase or decrease?

Answer: Sensors aren't being touched and will not be increased ever as they are buggy and easily cause crashes in the game.

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Question: Will the garage keep the 60k per slot limit and continue to load grids where they were saved?

Answer: Slot PCU limit will still be reflective of the top grid level

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Question: Will the rule about rover ramming be removed in 4.0 or is that still REALLY bad performance wise?

Answer: I would not anticipate the rule changing, but ultimately it's TBD depending how the game shifts. 4.0 alone won't be what changes it

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Question: when loading into the Impossible server you will load in with nothing (starter ship?) and then try to escape with what you get to start with in 4.0?

Answer: You will start with nothing. However DI is an optional start entry into the 4.0 world; it's just being made available early. You could also wait for the full launch date and just start brand new in the main servers and skip DI entirely

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Question: Was any testing done on ice voxels?

Answer: Ice sucks, but I can't see how this is relevant to 4.0

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Question: How will the new plugin handle a case where too many players converge on one location (or near enough to one location) such that they all end up in the same sector of space?

Answer: Honestly we plan to set it to like 40-50 player limit per instance; and we can adjust where an instance covers nearly on the fly (it's very easy to adjust). So things will be adjusted and balanced instance wise to try to avoid that completely

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Question: Will the new reactor require more uranium than the current elite ones due to the increase in size? Thank you :)

Answer: Uranium has a flat burn rate. There is no way to adjust this on a per-block basis.

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Question: When will the new changes/mods be fully added to cattus server for patrons? For possible ship design.

Answer: When they're mostly done/all the way done; most likely around that 2 week notice. However the reasoning for us adding them to cattus will not be for ship design purposes; but for testing purposes to see what more eyes can catch pre-launch. (though nothing stops you from using it for ship designing)

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Question: With shields being nerfed and relative velocity being added, is anything going to be done to deal with the absurd damage output of a blast door Frag/cluster torpedo?

Answer: Shoot them down. There's more than enough defensive weapon options and configurations to block those.

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Question: With the goal for mining being 'mine once and it's gone', will the density of the more common resources be adjusted? I feel like that sort of philosophy is a real bad omen for casual players, even ones that play in large factions.

Answer: It's not exactly "mine once and it's gone". It's simply "regen it less frequently so it's not quite as infinite". A casual player can still likely just find a couple roids and live on them forever to sustain their gameplay.

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Question: Will the PCU blaster broadcast location to the entire map, or just the local shard?

Answer: For now, just the local shard; but the future should have it broadcast to everyone.

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Question: Are Coordinates going to work well in 4.0? I have experienced many nexus related coordinate headaches on another server I played on using the nexus system.

Answer: There shouldn't be any nexus related headaches? It's one map with a single 0 0 0; so everything is always in the same coordinate spot?

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Question: Will there be any changes to the BAR in 4.0?

Answer: Probably; but that's something still on the pending discussion table.

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Question: What will the day time night times be? longer than 10 minutes i hope

Answer: The same 120minutes that it is now

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Question: Question about planets, voxel deformation still going to be an issue?

Answer: Yes and no. With far less frequent voxel regen, there will be deformation everywhere making it harder to know which is a player base and which isn't. Additionally with each planet being in it's own instance; we believe it will not be visible unless you are within that planets instance; which will extend to just a bit outside grav well most likely

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Question: Will the new elite refinery still have the same ticks as the current elite refinery?

Answer: Yes elites are going to have the exact same production rate they have now. Or at least that's the plan right now.

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Question: How much does the volume increase on the elite containers vs using multiple common?

Answer: We're basing it off of block density (so storage per 1x1x1 block taken up); it will be at least the same 2/4/8 it is now but exact numbers are not determined

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Question: Will rare and exotic be split or singular items?

Answer: Still split but how they are spread in the world we'll see.

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Question: What's going to happen to the blocks on your hanger'd grids with the size change?

Answer: Since there's a full wipe; nothing because your hangar will be empty.

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Question: Will tech'ed thrusters also have new models or specialized variants?

Answer: Vanilla models. Exception being the Pulse Thrusters mod we added in and tiered to replace the Armored Thrusters that weren't tiered

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Question: Will ship rotation speed be relative to its size?

Answer: Theoretically it'll be mass based since that's how gyros work

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Question: If i understood right, if you're a patreon supporter you can save ur grids to 4.0 ? and also if you complete impossible server ?

Answer: No, patrons receive 0 pay to win benefits like carrying grids over. We are very very very against pay2win here. Impossible server will be wiped and re-set up pre-4.0 launch; you can start there and if you manage to escape to the main map after 4.0 launches, anything you got out with will be on the main cluster. Otherwise you can wait and just start on the new world in 4.0

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Question: Can you go into further detail about the balancing done to gravity drives?

Answer: Blocklimits on grav gens.

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Question: does ping affect server sim?

Answer: This has nothing to do with 4.0…..but yes having some players with high ping can cause lower sim as it needs to transmit data to and from all players connected.

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Question: Is this going to be a single shard? One IP to connect to, but many servers supporting the universe?

Answer: One IP to join, it filters you out to where you go from there including all your spawns. First join brings you to a lobby to spawn at though that brings you to other respawn ships.

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Question: Any new handheld weapons?

Answer: Oh god yes we're doing a custom MAWK pack but we don't have more details to share yet. It's a very stripped down cleaned up MAWK pack to avoid menu spam with ammos and 1000x different options to mix and match, so it's very player/ui friendly in that regard

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Question: Block limits on gravity generator per grid or player?

Answer: For sure by grid, possibly both we'll see. We'd be lax on the "hangar counts" side of things for that if we did per player as well.

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Question: Are we getting Small cryo pods gone large? For better looking cryo pods?

Answer: Modlist specific questions will be revealed when the modlist is released - but given that we're trimming fat from the modlist; it's currently unlikely as it provides no significant gameplay or simspeed advantage

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Question: Do patrons still get reserved slots and if so how will they work?

Answer: Patron info will be released by @Operations Team at a later date to clarify things like this and how they will work.

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Question: Will weapon damage be toned down to make fights last longer or will they be the same

Answer: Fights should be much more enjoyable, damage is controllable both at shield level and block level independently so it's now balanced against both instead of just shields with blocks being immediately destroyed. Weapons also have significantly more integrity so they don't just get stripped off - they will likely be some of the last things in a fight to die depending on what systems you target

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Question: will shield volume penalty be removed? as it hurts ships with structure compared to a compact brick to be meta-relevant, who aren't affected negatively from it

Answer: Sadly no, but we are addressing it in other ways where it won't matter - shields will be treated as an accessory in 4.0 by us instead of a requirement, and weapons will break shields enough to make this possible. Shields will more or less exist for a small portion of the fight no matter how tightly someone tries to build them, we'll keep adjusting until we can be sure that stays true

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Question: Will there be more weapon reworks to support ships with specialized roles?

Answer: It's a full weapon rework and as time goes on we will continue to make changes and add new weapons and specialize roles more and more.

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Question: Are tracers coming back for weapons?

Answer: Yes; but not in a way that they are crazy laser light shows.

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Question: Is there a shield hp cap?

Answer: No, as explained with the other shield/weapons stuff this was rejected by the mod author, so we are balancing it in many other ways to keep shields as an accessory and not a primary defense

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Question: How will asteroids be handled in 4.0? I'm aware at least one of the teased planets have a ring, but will asteroids be kept to local areas?

Answer: Rings or floaties depending on area of the map; just like now

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Question: Will there be planet and space starts available ?

Answer: Yes

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Question: This cluster has had issues with NPC stations in the past, with some of them disappearing entirely from places like Theta. Additionally, it can be dangerous for some factions to even make their way to Gamma. While I understand that getting to Gamma safely is part of the risk/reward factor, it also sucks for players who are looking to make more money than you can at the NPC stations, but aren't planning on selling billions of credits' worth of goods. Will there be more lucrative stations across the cluster to help combat this and stimulate trade?

Answer: Most of those went missing due to the BAR and people grinding them till they got cleaned up. We have commands that will let us restore NPC stations should they go missing that we will be testing in the current live environment in preparation for 4.0 to see if we can use them then

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Question: Has there been any thought to adding the block animation mods in 4.0?

Answer: Naw

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Question: Will there be a small grid planetside koth?

Answer: Not within the KOTH meta, but we may do themed non-meta (meaning they don't count towards council stuff at all, they're just for fun) koths from time to time. Small grid Tau that we have now is an example of a themed koth that could be employed for a period of time non-meta in 4.0

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Question: Will small grid shields get a boost?

Answer: No not directly, but as shields will mean less in general the parity between them will at least be somewhat smaller. Balancing SG to LG just doesn't work in this game

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Question: will there be any other deterrents in place against building ridiculously high pcu ships with the sole intention of always being the top dog, regardless of what that does to the rest of the players who like to engage in pvp?

Answer: Yes, yes there will be.

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Question: Will there be a more direct weapon variety besides 'shoot boolet' and 'shoot explosive'?

Answer: To an extent. At launch there will be AOE weapons, flak cannons, things that penetrate armor THEN explode inside of it etc

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Question: Custom ores/gasses? and uses for them?

Answer: Not gasses but a full lineup of Draconis custom ores (Tautanium being the teaser that's live in Tau, though it will have actual block uses not just selling for money)

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Question: Is there still going to be Tau, Delta, Theta, ext?

Answer: No

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Question: Going to use Pertam?

Answer: Probably not but maybe. Most reports from other communities using it include lots of random bugs / issues

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Question: Is Kontu a chat bot? I always seem him on like 24/7

Answer: Basically yes

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Question: Do pulse thrusters have the same burn radius for blocks in the direction of thrust?

Answer: I believe so but never bothered to look; you can go play with the mod from the workshop to see if you need tohttps://steamcommunity.com/sharedfiles/filedetails/?id=1406330892; the tiered ones won't burn any farther

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Question: Can we get a clean world file from the devs to facilitate our own creative worlds?

Answer: Maybe, as long as you understand we aren't planning to maintain it with future mods added / removed (mods updated will just update within the existing world)

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Question: Please explain thermal beacons

Answer: Instead of a normal beacon that you can turn off or set the broadcast range on, grids will be required to have a "Thermal Beacon'' block on them to prevent being cleaned up. This block is always on, and works like a normal beacon that broadcasts your location; except the broadcast range is based on how much "thermal" you are using/generating at the time (so namely power usage, not potential maximum; and for things like hydro thrusters, more thrust == more heat). The top end of this beacons broadcast range is 500KM. It is a mod that is currently live on Draconis Impossible; though the broadcast balancing on Draconis Impossible is harsher than what the main servers will use. We do not have additional numbers to provide at this time.

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Question: Will there be more ore on planets as compared to asteroids making planetary mining more viable?

Answer: Not at launch, but later in the 4.x line we do plan to utilize systems to encourage planetary mining of some resources.

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Question: Will there be any chokepoints whatsoever to blockade system entry for the sake of protecting koths or whatnot, or is nexus going to function as it has on other servers where you can just jump or fly wherever you want.

Answer: We have many mechanics under our belt that we have mentioned here to promote pvp and conflict zones / hot spots; but in terms of normal general travel - no we aren't limiting that.

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Question: Will planetary bases have advantages instead of the current meta being space bases only?

Answer: Not at launch; but we've entertained the idea of a planetary station gun that is only usable on stations in natural gravity that are supported by voxels. However we've found many easy to cheese this concept which would defeat the point of having it; except that it would at least act as a deterrent to flying enemies possibly. There is no further information on this concept at this time.

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Question: was referring to tech components

Answer: We will have the same split tech we have now; except with their own custom in-house models and icons. How they will be distributed within the world is unknown currently.

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Question: How much will be the max range for weapons in 4.0?

Answer: All rounds will travel 8km; but all but essentially one won't be accurate at all to that range. Effective/useful ranges are all over the spectrum

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Question: Will there be other 'trade good' items that Factions or Nations could trade between each other? (things like tiered tech that are either hard to come by but worth trading money.) yeah sort of like that. maybe even something like Spice trading mostly used for making money off of luxury

Answer: No, this game doesn't really have a place for items that are just money in item form; since balance is digital.

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Question: So uh, is the "Merc code" going to be addressed tonight?

Answer: If it wasn't covered by now, then no, it's not being covered.

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Question: Will the current hand weapons be removed since the modified MAWK weapons will be added?

Answer: Yes

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Question: Can larger factions be granted something like a small (19km) moon to mess around on and use maybe as a home base? Would make for interesting invasions and ground combat. While also maybe keeping them busy

Answer: No, but you could always claim whatever you like, assuming you can back it up. But we will not be adding moons for "larger factions." There should be plenty to do in 4.0 for large factions.

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Question: What are our boundaries? More than 10k km in all directions I hope?

Answer: It is one map world; top grid will be 10k km from center like it is now.

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Question: When you pass through to a new server, do the coordinates do funky stuff? Or let's say you reach 10k km, does that pass you to another server, and it starts counting down rather than increase? How would this work with using regular Jump Drives?

Answer: There is a single 0 0 0. It's one world. The coordinates you are at determines what backend shard you are on. That's it. Nothing more. Jump to specific coords? Bam you might be in a new shard

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Question: Are NPC stations going to be at the same spots as last?

Answer: No it's a brand new map generation. NPC stations are procedural.

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Question: Will the bug that sometimes when warping (you lose your shield) be a thing when passing between servers?

Answer: It's already greatly lessened since moving to the current server transit plugin we are using; and we believe it will be less common with 4.0. Additionally with shields not being primary means of defense it won't matter anywhere near as much as it does now

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Question: Last night you mentioned alloys, will this be as simple as just combining 2 ores/materials and you get something out, or will the outcome vary depending on how much of each is added/is that possible to have?

Answer: It's static recipes we are putting in for custom ore/ingots we have designed. Imagine how you use multiple kinds of ingots to build 1 component You'll use the same process essentially

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Question: Also, with relative top speed, will kinetic impactors be regulated? Probably using Whip's LAMP script

Answer: Kinetic impactor being missiles that ram the target? Not concerned, there's plenty of guns that can be used defensively to block them; and those will be affected by RTS as well

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Question: Will jump interdictors still be in 4.0?

Answer: Yes

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Question: Will there still be npc stations with the coordinates to them being in the starter rover/ship, and will those npc stations sell tech?

Answer: I guess technically your question expands but….Tech distribution can be found here with metagame discussion:https://discord.com/channels/516135382191177728/766340040275263509/783378968077795349 And if we provide the coordinates, we'd use the same systems we use now - datapad in respawn rover and the wiki.

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Question: Do you anticipate at least some combat ship designs will have more space for building neat interiors?

Answer: Since shields should be less of an impact in combat, yes most likely.

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Question: Would it be possible to implement a reward system for player/faction voting similar to the vote for server piece. I see the primary issue with the diplomatic scene on SD is the lack of player participation in it. If we incentivized +faction participation in the meta game it would encourage a more civil and active community…

Answer: Additional benefits of a reward for a weekly vote system to the players is that they are then incentivized to keep their + faction rating and leaders are incentivized to steer the council toward popular law. It precludes a single faction from implementing unpopular edicts because the server pop wanting to maintain their +faction rating will not stand for unpopular /difficult decisions (TSI Tuesday).

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Question: There's going to be two KoTHs right? Are they both ground based rover only?

Answer: Two KoTHs, they will NOT have a No-Fly Zone.

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Question: Will they have any limits like sg only or are they completely open to whatever?

Answer: The two meta-inclusive KOTH's (ones that matter for political reasons) will just have drilling restricted to start. Obviously, koth is always kind of in a flux so if it ends up not working out either for technical reasons or player reasons, we'd have to change and reign it in beyond that. We may had non-meta (having zero impact on the political stuff / IC stuff), themed koths for periods at a time (tau SG only would be considered a themed koth) that would be live for say, a week or two or three or whatever period we decide, with the theme changing.

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Question: Will the armour plates in the armour packs be reintroduced?

Answer: We will be using AQD's armor expansion mod instead of the current one, as the current one has been abandoned (and in fact the current author says go use AQD's). AQD's models are actually literally the ones Keen just recently added with the Scrap Patch as well (they worked with the author to use them); so his pack is the most perfectly complementary as he will remove those duplicates.

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Question: Is that to say we're keeping the same armor ramp mod we're currently using, or will existing designs need to be updated with a new pack's blocks? (aka, old stuff will fall apart without tweaks)

Answer: DX Ramps is stayinghttps://steamcommunity.com/sharedfiles/filedetails/?id=1481738859 This is the armor pack we're going to switch to https://steamcommunity.com/sharedfiles/filedetails/?id=1939935505; to replace this one https://steamcommunity.com/sharedfiles/filedetails/?id=837236236 that we currently have I do not have an answer on what that will do to existing ship designs Most modlist questions we wouldn't answer until everything is finalized; but this is set in stone already with the older expansion pack being deprecated It is safe to assume ANY ship design will need SIGNIFICANT refits if not being better to outright rebuild with the 4.0 changes.

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Question: Will the huge 1x3 blocks be balanced to have the same pcu/integrity as a heavy armor block?

Answer: We are not going to be modifying those packs listed above, that would require uploading our own copy of blocks that overwrites it. However integrity will only largely matter in terms of how durable it is as armor, not really for shields anymore

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Question: Will there be any changes to welders?

Answer: Yes there will be changes, but if it hasn't been said somewhere else already you'll need to wait till closer to launch/launch to find out all how

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Question: Will there be natural asteroids like there are in sigma or belt asteroids like Lakkos?

Answer: Both will be in 4.0

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Question: Roids - will they regen, not at all, or mix of both?

Answer: They will regen (necessity out of the way MP works; otherwise newbies would always be doomed); but it will be significantly less frequently than it is now - we're still discussing exactly how long that is, whether it's hours, days, or a week, etc

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Question: Given that shields are intended to be less powerful in 4.0, will the warhead EMP mechanic be removed or will that be staying?

Answer: Untouched. It's part of the shields mod itself, so it's out of our hands anyways. But again shields are accessory not primary.

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Question: Will there be international waters (omicron renamed)?

Answer: It's one map. There's just "Space with planets in it". Picture any given home system right now and that's how you should visualize the 4.0 map, just with some more planets. Different areas of the map will be used for different things, but that's fluid and not a static thing necessarily.

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Question: Will clang cola be a form of currency?

Answer: As much as it is today. I know at least one player has been spending hours of their time stockpiling cola.

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Question: Will railguns or other weapons go through shields?

Answer: No

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Question: Will MERC or unaffiliated/pirate groups be able to seize control of say.. a moon or planet if they had enough assets/members to enforce it?

Answer: This sort of behavior would be prevented by the MERC Code, but as for others they are as-able to do this as they are now in the current server version. There is no mechanical or metagame framework support for such a route, nor one planned.

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Question: Will the modpacks for 4.0 be built on top of the existing ones, such that legacy designs won't function?

Answer: It will be a new modpack.

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Question: When exactly does 4.0 drop?

Answer: We have no date just yet, but will let everyone know two weeks beforehand. Our hope is before the end of the year.

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Question: Will there be any changes to concealment ranges or distances that drones can function without players on them?

Answer: Undecided, but it won't be going any bigger than it is now if there are changes to it.

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Question: Will railguns be exclusively large-grid, or will they be available for small grids as well?

Answer: There are variants for both.

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Question: All weapons can shoot to 8km? There is a drop off of dmg though depending on each weapon right?

Answer: Weapons have effective ranges. no damage drop off but like…500m past effective range you've got probably less than 40% accuracy on a quite large target (some exaggeration)

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Question: https://steamcommunity.com/sharedfiles/filedetails/?id=2302162888&searchtext= Do we have anything like this in 4.0? Just a cheap shitty gun for new player defence that doesnt use magnesium

Answer: No, but maybe we could consider post launch. Thing is it'd either give a false sense of security; or probably be overpowered if not which really both directions are bad.

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  • introduction/draconis_4.0_faq.txt
  • Last modified: 6 weeks ago
  • by kontu