First of all, just to make sure there's no confusion: the boarding stuff is what was talked about in the blog post, so it's not "new" relative to that.
Question about logistics: Say I'm running a fleet at near max logistics capacity, and I get in a fight. All of a sudden I have CR/repairs supply consumption added. If this pushes me over my max logistics, do those repairs just not happen? Or does that start the accident chance? (And is that why the player can adjust the repair rate, so they can control the risk levels?)
Due to this, the logistics rating wouldn't go down just due to CR loss.
Ships at maximum CR only consume 10% of the maintenance cost in supplies, but the full value is counted against the logistics rating
As for repairs, they'll still happen, but your ships will gradually lose CR to the adjusted (due to lowered logistics rating) maximum. They'll then recover it after repairs are finished.
Being at 0% logistics rating for a day or two kicks off accidents. And, right, that's why the player can adjust the repair expenditure, to control how much of a hit LR takes. You can repair quickly and lose some combat readiness, or repair slowly/not at all and retain maximum readiness.
Sensor Array now provides a 10% damage bonus to all weapons (was: 25% range bonus)
Ah man, now I have to choose between nav arrays and sensor arrays. Do bonuses apply to frigates and fighters again now that they are CR limited, btw?
Not at the moment, no. Still thinking through all that.
Goal is to make boarding a way to acquire new types ships rather than to acquire *more* ships, thus the risks associated with boarding are very high - on average, should be more than the cost to buy the same ship
This is... interesting. Does this imply that once you have a type of ship you will be able to reproduce it? Or am I reading into things too much?
Yeah, thats what i first thought as well. I'm wondering, because alex said that, does it mean that your chance of successful boarding action decreases after every successful boarding of the one type of ship?
What I meant there is that if you've got a chance to board a ship you already have and don't specifically need any more of, you would probably pass up the opportunity to board. I.E. it's not an automatic opportunity to increase the strength of your fleet that you'd mostly want to take.
Oh, this is most interesting. Logistics seems to be another one of those clever mechanics, I can't wrap my head around it fully either. Looking forward to the blogpost.
Hopefully not too clever. It's actually intended as a streamlining of several existing mechanics.
I assume you did just not mention all the old mechanics that will be gone to make room for the new ones? Like determining crew level with ship position and manually suspending repairs on a ship?
There's still a "suspend repairs" toggle for ships. Ship position does matter for crew allocation in that the highest-level crew goes to the first ship to need it, with "logistics priority" ships getting first dibs, in the order they are listed. That's actually the only thing it matters for now.
Any new thoughts on the ability to influence boarding chance during combat? Is that of of the window (again)?
Well, again, the boarding stuff isn't really "new" new
Oh, and something I missed in the notes:
On the one hand, yeah, it'd be a pain to swap to another ship [every time your flagship has low CR]. On the other hand, having your flagship be in bad shape is a tactical consideration that may not warrant having a free pass out of. Hmm. I'll give it some thought. Might just make the first transfer command (if the flagship isn't on the field) instant and see how that feels.
Have you tried it, will it be like this?
Funny, was just thinking about this. Will try it out shortly.
Don't know how other's see it, but I prefer hearing about big new features first in form of a blogpost. A text format explaining a mechanic, giving reasons and talking about iterations is much more exiting to read than bullet points. To try and split the excitement between those surrounding factors and the inherent "wow, new feature" (which is now in the patchnotes) is, in my opinion, detrimental to the overall fascination. I for one wouldn't mind if the patch notes were just a comprehensive list, introducing only minor new things and changes.
But, but! What about fueling ill-informed speculation?
... lots of stuff ...
You might want to check out
this thread, and the blog post linked in its OP. Lots more detail on the boarding mechanics there.
.... and, Gothars'ed.