Hey Pirates,
Thank you for your feedback on our “Sirius Adjustments” design goals! We found you already had lots of great ideas for reaching our first goal—speeding up progress for players in Sirius.
If we implemented these ideas right now, we could make the “Sirius clock turn faster” instantly, but we would still be missing out on our second design goal—improving scalability, so that Sirius gets easier for smaller groups and more rewarding for larger groups of players.
In general, our changes should bring players closer together instead of separating them further, which is bound to happen if we would just add more planets to the rings for example. With this aim in mind we decided we could not shy away from reworking one of the core mechanics of the game in order to pave the way for the much-needed Sirius adjustments!
- + More Blueprints & Cryonite
+ Better Drop Chance
+ Bigger Teams = More Rewards
+ Personalized Drops
A New Drop System
- We want to encourage players to play together more—especially in Sirius where every pirate can make a difference—and we are convinced that we can reach this goal best through a number of decisive changes to one of the most central components of the game: its item drop mechanics.
[ We fully understand if you need to catch your breath right now. ^^ ]
Instead of letting a unit drop a single item for all players who were involved in the kill we want to give each one of these players a chance for a “personalized” drop based on the effort he or she put into the kill. “Personalized” means the drop will only be available to the player it was dropped for, and to determine the “effort” we will not just look at the amount of damage dealt, but also count supportive actions such as shields and repairs.
In addition to this, we want to boost rewards based on the number of participants involved in a kill so that playing together really feels better than before. Here is an overview of our goals and plans:
Feature Goals
- Improve the incentive to play together.
- Provide more drops the more players are involved in a kill.
- Make Boosters work much more precisely through affecting only the boosting player’s drops.
- The new drop system should feel better for the player.
Planned Changes
- Adjust the drop calculation so it is made per player instead of per unit, based on the effort the player put into killing the unit (regular drop chance * effort factor).
- Take into account the level difference between killed unit and player ship/items in order to determine the actual effort players with different equipment levels put into a kill. Without this measure, players with high-level ships would naturally generate much greater effort factors than players in low-level ships and effectively “steal” their drops.
- Adjust effort factor based on the number of players that put effort into a kill in order to increase drop chance with greater numbers of players.
- Remove extra squad behavior for item drop visibility and Cryonite sharing on pickup.
- Ensure that players’ effort is remembered for as long as the attacked unit is in combat and players stay in the current zone.
We hope you like what you just read, and that you understand why we want to change something as fundamental as the game’s item drop mechanics. If you have questions or concerns, please do let us know!
Since these changes will affect gameplay in all of Pirate Galaxy (not just Sirius), we plan to release them before finishing the Sirius-only changes. Effectively, we will be splitting “Sirius Adjustments” into two separate updates:
Part 1: Drop System
Part 2: Sirius Gameplay
Part 2 will feature Sirius gameplay adjustments such as improved blueprint distribution and availability, no more time constraints for elements like the Jump Drive or Giza spawn, gameplay enhancements and many more. As soon as part 1 is ready, we will be happy to share more information on these adjustments.
This time, we will make the public PTR ready for you to test-drive our changes not just mid-development—what goes live later will first appear on PTR, guaranteed.
We’re eagerly awaiting your feedback!