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Priority Transmission from CRD!
by: CRD on Thursday the 11th of November 2010

*** Incoming Transmission ***

Priority: Urgent
Classification: Public
Sender: United Federation - Central Research Division

Greetings Commanders!

The CRD has received news that a new and unknown material has been found on Dominus! We are excited to begin research on this new substance and have begun construction of a facility which will unlock the mysteries of this new material.

Once construction of our lab is complete we will be asking all factions to deliver samples of this substance to us for study. The faction(s) which are able to deliver the largest quantites will be able to assist in naming this new substance, as we begin to unlock its secrets.

*** End Transmission ***




Bounties & the Newsbot!
by: Frizz on Thursday the 11th of November 2010

Have an axe to grind? Someone who needs to be hunted from end-to-end on any planet they deploy to? Now's your chance to express your true feelings. All players with TerraDays can now place bounties, using Command, on other players from their Profile panel and any player (even those without TerraDays) can collect them. You can only have one active bounty per player (so set it right the first time) and the Command is automatically removed from your account when the bounty is placed. To claim the bounty, another player will need to destroy the Commander of the player you've placed a bounty on (on a non-Arena, non-Dueling planet). You will then receive a confirmation email showing the planet your target was killed on and the unit they were using at the time. If the kill meets with your approval you can award the bounty, the completion of which will be broadcast by the new Drop Shock News Network.

The Drop Shock Newsbot has recently been hired to broadcast about current goings-on within the game. The Newsbot has several well-placed sources and many happenings which were previously difficult to discover are now being covered by the DNN Newsbot.


Trade-able Construx Sets & Birth of the 4-pack!
by: Frizz on Tuesday the 09th of November 2010

Construx traders rejoice! You can now trade un-openned Construx sets from Market -> Trade Construx. Have a spare Shadow Wars set you'd like to trade for Battle Tactics? Now you can swap Construx sets for specific Construx, Command, TerraBucks or other Construx sets.

Need more Construx sets to kick-start your trading career? The Construx 4-pack is here to help. For $99.95 you receive twenty five Construx sets from each expansion, except for Combat Drop. This gives you 25 Default sets, 25 Battle Tactics sets, 25 X-Project sets and 25 Shadow War sets all for one dollar per set. The Construx 4-pack can be found in the Account Settings panel.

Also:
- The limit for Small Faction advantages has been increased from 25 members to 30 members
- Members without TerraDays no-longer count towards the Small Faction limit, but can receive Faction Level advantages
- Members without TerraDays no-longer receive Command from Relics captured by other members
- Relic pay-outs are now based on the number of faction members with TerraDays
- Members without TerraDays still receive Command from Relics that they capture (if the Faction has a pay-out percentage)


Mods-slots: One is the new Zero
by: Frizz on Saturday the 06th of November 2010

A question was asked recently about what the theme of Drop Shock is. While the game has many themes (mass PvP, faction wars, player-driven economy, etc.) an over-arching theme is the ability to customize and tweak your forces to fit an overall strategy. Unfortunately, a hurdle in accomplishing this goal is the lack of Mod-slots on many vehicles and meka.

To resolve this issue and better align the game to its overall theme, zero Mod-slot units (except for Probes) have all been upgraded with one Mod-slot. Also, salvaged Bandit units will now all have at least one Mod-slot and it is now possible to find a four Mod-slot Bandit vehicle. On the construction side, all built vehicles will now have at least a single Mod slot and it is slightly easier to build two and three Mod-slot vehicles. Variants are also easier to create: There is now always a slight chance of obtaining one variant and the caps for obtaining the first two variants have been removed; the cap for the 3rd variant is 80%. This means that if you have the maximum number of construx for a unit (45), you will always build it with at least two variants.

Lastly, the Add One Mod-Slot Power-up now adds one Mod-slot to a Simple unit and can be used to add up-to 4 Mod-slots. However, this Power-up cannot increase Mod-slots on a unit which can only be constructed with a limited number of slots (ie. Probes and Drones).

Also:
- Spawn-rate for Sha'Kahr Drones has been decreased
- Task Force Commander now provides a 12% Army drop-cost discount


No Prisoners ... No Mercy!
by: Frizz on Wednesday the 03rd of November 2010

The kind-hearted nuns over at No Prisoners, No Mercy were nice enough to give some airtime to Drop Shock. Feel free to check out their Podcast for the full show.


Crew Filtering!
by: Frizz on Sunday the 31st of October 2010

By popular request, crew filtering has been added to the Modify Units panel. This filter allows you to quickly find crews with specific Merit combinations or any crews which have a certain merit. Filtering for Units and Mods is still being considered as-well.

Also:
- You can now Filter Mods as-well


Buffs & Bytten Re-Review!
by: Frizz on Sunday the 24th of October 2010

Bytten.com has re-reviewed Drop Shock (they played the game in 2006 when it was called TinyWarz) and created a new write-up of the updated game. Bytten last reviewed this game four years ago and declared Drop Shock / TinyWarz "Most Innovative Game of the Year". Now for the buffs ...

Unit Buffs:

Bandit Skirmisher:
- Damage bonus vs Bandits increased to +6 (was +3)

Bandit Thug:
- Missile damage increased to 7 (was 6)
- Energy damage increased to 10 (was 8)

Brawler:
- Energy range increased to 1 (was 0)

Brightlance:
- Energy recharge decreased to 1 (was 2)
- Energy damage increased to 20 & 6 (was 19 & 3)

Claymore:
- Missile damage increased to 12 (was 9)
- Energy range increased to 3 (was 2)

Cyclops:
- Energy range increased to 5 (was 4)
- Added Energy weapons receive +3 damage
- Added Energy weapons receive +1 range

Dark Inquisitor:
- Missile range increased to 4 (was 3)

Deep Sensor:
- Missile damage increased to 10 & 7 (was 9 & 6)

Deathwhisper:
- Main-gun does +100% damage to buildings (was +50%)
- Shields increased to 40 (was 30)
- Takes 50% less damage from attacks by buildings

Dragoon:
- Ballistic damage increased to 15 (was 13)

Firestorm
- Missile damage increased to 6 (was 5)

Gattlinger:
- Ballistic damage increased to 10 (was 8)

Gladiator:
- Ballistic damage increased to 7 (was 5)

Grunt:
- Energy damage increased to 8 (was 6)

Hellbore:
- Energy recharged decreased to 2 (was 3)

Hermes:
- Ballistic damage increased to 6 (was 4)

Howitzer I:
- Ballistic range increased to 6 (was 5)

Howitzer II:
- Ballistic damage increased to 12 (was 11)

Jabberwock:
- Energy damage increased to 9 (was 7)

Juggernaught:
- Energy recharge decreased to 2 (was 3)
- Ballistic damage increased to 10 (was 8)

Katana:
- Energy range increased to 2 (was 0) (X-var bonus range decreased to +2 (was +3) to compensate)
- Gains Blinding Dash Acti: +5 Controlled / Max Speed (5 Charges)

Lightfoot:
- Energy damage increased to 6 (was 4)

Long-rifle:
- Ballistic damage increased to 10 (was 9)

Mammoth Combat Support Unit:
- Energy damage increased to 12 (was 5)

Nightstalker:
- Ballistic damage increased to 20 (was 15)

Paladin:
- Energy damage increased to 9 (was 7)
- Missile damage increased to 6 (was 5)
- Ballistic weapon converted into an Anti-missile system, Paladin takes 50% damage from Missile attacks

Palestar:
- Missile damage increased to 9 (was 8)
- Sector Support Acti cool-down decreased to 4 (was 5)
- Gained Sector Boost Acti: All in-sector faction units (with Shields) have their Shields over-charged by 50 before combat that turn (CD: 6)

Porcupine Assault Vehicle:
- Missile range increased to 4 (was 3)

Shadow Assassin:
- Energy range increased to 5 (was 4)

Silentdeath:
- Energy damage increased to 13 (was 10)

SpellBreaker:
- Energy range increased to 4 (was 3)

Sunburst:
- Energy range increased to 3 (was 2)

Super Nova:
- Energy damage increased to 30 (was 26)
- Added Energy weapons receive +8 damage (was +5)

Tornado:
- Energy damage increased to 10 (was 9)

Wolfhound:
- Energy damage increase to 6 (was 4)

Wolverine:
- Energy range increased to 4 (was 3)

Wyvern Missile Platform:
- Missile range increased to 5 (was 4)
- Missile damage increased to 8 (was 7)


Mod Buffs:

Carnivore:
- CE decreased to 1.2 (was 1.25)
- Ballistic range increased to 3 (was 2)

Cluster Missile Pod:
- Damage decreased to 8 (was 9) (sorry, fixing error from release)

Deathdealer:
- CE decreased to 1.15 (was 1.2)
- Damage increased to 7 (was 6)

Gemini Assault Turret:
- Damage increased to 16 (was 14)
- CE decreased to 1.1 (was 1.2)
- Range decreased to 2 (was 3)

Gyrojet Long-gun:
- Damage decreased to 14 (was 15) (sorry, fixing error from release)

Incursion:
- CE decreased to 1.1 (was 1.2)

Punisher:
- Energy damage increase to 10 (was 7)

Triad:
- Missile damage increased to 5 (was 3)

Tri-gun:
- Ballistic weapon now x3 Range 3, Damage 5, Ammo 8 (was 5 Range, 10 Damage)

Vampire:
- Energy damage increase to 20 (was 15)
- CE decreased to 1.1 (was 1.2)

Also:
- Additional Build-slots moved from Research Faction Levels to Construct Faction Levels


Faction Level Overhaul, Part II
by: Frizz on Wednesday the 20th of October 2010

The Faction Level overhaul is complete! Below are the new Faction Levels, all previous Faction Levels have been reset and the Faction Points spent on them have been refunded. If there are two numbers for a Faction Level advantage, the first is for small factions (less than 26 members) the second is for large factions (more than 25 members). Because there are now fewer levels, the cost per level has increased slightly but the overall cost is similar (the new system is actually 600fp cheaper overall).

One additional tweak was made to faction levels. Levels with Construx no-longer provide a free Construx of that type, these must now all be obtained from the Faction Construx panel in the Faction Admin page. Image Pack users can download the additional images here.

Combat:
Level 1. Simple Unit
Level 2. Crews cost one less Command to Recruit
Level 3. Increased crew survival rate (+5%/+2.5%)
Level 4. Intermediate Unit
Level 5. Improved Unit Salvage Chance (+5%/+2.5%)
Level 6. Increased crew survival rate (+5%/+2.5%)
Level 7. Advanced Unit
Level 8. Improved Unit Salvage Chance (+5%/+2.5%)
Level 9. Command bonus (50% / 25% of unit's deploy cost) per PVP vehicle kill
Level 10. Elite Unit - BA III

Construction:
Level 1. Simple Building
Level 2. Build speed increased by 20%
Level 3. Improved Building Salvage Chance (+8%/+4%)
Level 4. Intermediate Building
Level 5. Build speed increased by 20%
Level 6. Improved Building Salvage Chance (+8%/+4%)
Level 7. Advanced Building
Level 8. Build speed increased by 20%
Level 9. Faction earns free Command (150 / 100 per day)
Level 10. Elite Building - Improved Heavy Shield Generator

Research:
Level 1. Simple Mod
Level 2. One additional Build Slot and bonus to get Mods Slots (+10%)
Level 3. Improved Mod Salvage Chance (+8%/+4%)
Level 4. Intermediate Mod
Level 5. Crews receive an increased chance of earning merits (+5%/+2.5%) and recruited crews start at level 2
Level 6. One additional Build Slot and bonus to get Variants (+8%)
Level 7. Advanced Mod
Level 8. Improved Mod Salvage Chance (+8%/+4%)
Level 9. Crews receive an increased chance of earning merits (+5%/+2.5%) and recruited crews start at level 3
Level 10. Elite Mod - Shadow Whisperer Cloak Improver

Also:
- The Speed Demon merit now gives +1 Cloak Speed if a unit has built-in Cloaking
- Hiveminder CE increased to 2050 (was 1750), weapon range increased to 5 (was 4)



Faction Level Overhaul, Part I
by: Frizz on Friday the 15th of October 2010

As part of an upcoming overhaul to Faction Levels (being discussed here), all Armor, Shield, Shield Regen, Range, To-hit, Critical-hit and Dodge bonuses for Faction Levels have been removed. These will soon be replaced with the following advantages:

Combat:
Level 1. Simple Unit
Level 2. Crews cost one less Command to Recruit
Level 3. Increased crew survival rate (+4%/+2.5%)
Level 4. Intermediate Unit
Level 5. Improved Unit Salvage Chance (+4%/+2.5%)
Level 6. Increased crew survival rate (+4%/+2.5%)
Level 7. Advanced Unit
Level 8. Improved Unit Salvage Chance (+4%/+2.5%)
Level 9. Command bonus (33% / 25% of unit's deploy cost) per PVP vehicle kill
Level 10. Elite Unit - BA III

Construction:
Level 1. Simple Building
Level 2. Build speed increased by 15%
Level 3. Improved Building Salvage Chance (+6%/+4%)
Level 4. Intermediate Building
Level 5. Build speed increased by 15%
Level 6. Improved Building Salvage Chance (+6%/+4%)
Level 7. Advanced Building
Level 8. Build speed increased by 15%
Level 9. Faction earns free Command (100 per day)
Level 10. Elite Building - Improved Heavy Shield Generator

Research:
Level 1. Simple Mod
Level 2. One additional Build Slot and bonus to get Mods Slots
Level 3. Improved Mod Salvage Chance (+6%/+4%)
Level 4. Intermediate Mod
Level 5. Crews receive an increased chance of earning merits (+2.5%) and recruited crews start at level 2
Level 6. One additional Build Slot and bonus to get Variants
Level 7. Advanced Mod
Level 8. Improved Mod Salvage Chance (+6%/+4%)
Level 9. Crews receive an increased chance of earning merits (+2.5%) and recruited crews start at level 3
Level 10. Elite Mod - Chaos Computer Targeting

When this update is finalized, all Faction Points previously spent on Faction Levels will be refunded and factions will be able to re-purchase the levels they want for their factions. Also, because there are fewer levels in the update, the cost per level will be slightly increased so that the total cost of the new system will be as close to the total cost of the old system as possible.

The intent of this update is to return gameplay to a state where combat is detemined more by unit setups instead of faction levels. Faction levels will still provide advantages to the factions which possess them, however faction level advantages no-longer mean that a more established faction always has stronger units while deployed.



Recruitment Winners & Cloaking Hotkey
by: Frizz on Friday the 01st of October 2010

You can now order units to move at Cloak Speed via a hotkey. This order can be issued to an individual unit or a stack of units. Only units which are able to Cloak will respond to an order to move at Cloak Speed. This hotkey is not set by default, you will need to visit the Account Settings panel to setup this hotkey.

Below you will find the winners from the second Drop Shock Faction Recruitment competition. Congratulations to the Top 5 factions! If you are the leader of a winning faction please email me in-game to arrange a day & time for your 30 minute talk. Any additional prizes will be awarded after your time is confirmed.



Faction Recruitment Winners!
Harbingers of Chaos - 1st Place
Searing Shadows - 2nd Place
PGF_auXiliary - 3rd Place
Dragon Eclipse - 4th Place
Elite Resistance - 5th Place



Also:
- Factions can now specify a percentage (0 to 100%) of the Relic Faction Tax which is paid directly to the capturer.



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