Category Archives: Vega Conflict

Vega Conflict: Rebalance this!

I’ve been playing VC for more than two years. I have been a lone wolf, an alliance leader, officer and soldier. To some, that makes me one of the ancients, to others, a rank Newbie. But it is long enough to say that I know my way around the game. So here are a few suggestions for improvements.
  • Ship construction times are unbalanced: A Tier-4 Corinthian Cruiser hull takes longer to build than a Tier-6 Punisher Cruiser, for Heaven’s sake!
  • Give us a damn refit bay! It is bad enough having to wait a week or more for a ship, but having to wait another week or more to put special weapons on it is a joke. A refit bay would solve this problem – or giving a big (50%) discount on all stuff built with the ship.
  • Revise crafting times. One ridiculous side-effect of the recent introduction of Tier-5 and -6 ships is that crafting a mark-upgrade for a lower-level ship may actually take longer than the same mark-upgrade for a higher-level ship. For instance, a Valkyrie Carrier takes 39 hours per mark upgrade, compared to 13 for Freyja and 26 for a Dominion. Similarly, the Zeal Battleship is 33 hours, Vigilante 32, Hellfire 25. Hellfire is the cheapest, Zeal is the most expensive.
  • Gold Spend confirmation – “Are you sure?” when spending more than 100 credits. This one has been done to death on the forums, and Kix have made it clear that they absolutely refuse to do it. But this is the reason why I generally buy $5 tranches at a time instead of $50. It is also the reason that I haven’t spent serious money on this game — about $37 in total over two years, though I would be happy to throw $20/month into the pot if it wasn’t too easy to accidentally spend it all. I know you want us to coin, but this is costing you money, at least in my case. And no, a “one-off courtesy” and an admonition to “be careful out there” does not cut it. Put in a confirmation screen and give your Customer Service peeps a rest.
  • Meaningful notice – from time to time there are discounted refits, builds and repairs. Most of us are sick and tired of seeing a six-hour warning for “20% discount for refit/rebuild” when they are in the middle of a fourteen-day build. This is the only online game I have ever played where the players have no in-game advance notice of when important stuff is happening. Give us a week’s notice. It’s. Not. That. Hard.
  • Earn or Wait – pick one. A credit that was earned in an event should be immediately usable without having to wait hours or days. Adding 7x Infernal Wave Driver III to a Hellfire battleship should not take three weeks! Having farmed for parts to buy a\n improved Javelin Jump Drive, you should not have to wait for two weeks to have it fitted. The principle is this: if you bought or unlocked the blueprint, it is reasonable that you should have to wait for it to be fitted; if you bought, won or earned the item it is not.
  • Resistors should be reusable. The new ones introduced for Xeno Division are re-usable. Make the older ones re-usable as well.
  • Omni. Bus. Your Javelin should be able to carry all of your fleets, not just those within five levels of theirs.
  • Design a Black Market that doesn’t suck: I would like to congratulate Kixeye for reducing the Black Market from “the coolest part of the game” to “almost useless”, in a matter of months. Replacing quick-and-easy Mk II Black Market Credits with the endless and tedious Crafting system was not a smart move. Make the BM cool again. You know you want to…

Vega Conflict – Two Years On

January 16th is a special day for me.

Two years ago today I discovered Vega Conflict. To some of you, that makes me a rank newcomer. To others, I am one of the Old Great Ones™. Today is a day for me to stop and reflect on how far the game has come in those two years.

When I started, the pre-eminent ship in the game was the Dread Battleship; a powerful and feared beast that lived up to its name, took two weeks to build, and was well-nigh unstoppable. Now it is merely average; the middle of a line-up of seven battleships that range from the humble Rancor to the mighty Hellfire, and it takes only five days to build one. Since then we have seen the introduction of Carriers, Blood Amber, Cutters, The Black Market, Iron Star Company, Demon Corps, and Strange Green Creatures from Alpha Centauri… ohhh, the screams, the screams..!

Where was I? Oh yes… once upon a time, projectile weapons were the bees knees. Then, with the introduction of Impulse Beam and Aurora Ray, Beam weapons came to the fore. Current Flavor of the month are explosive weapons, with the Manifold Missile occupying the top spot. But watch this space…

One would think that I am wildly happy with the way that things have turned out, but I am not. I love this game. If I didn’t, I wouldn’t still be here. I love it enough to have written a book about it. But a combination of bad decisions by Kixeye – and good ones deliberately not made – have turned this wonderful game into something that more and more resembles an abusive relationship with a capricious partner who punishes swiftly, rewards rarely, vanishes unpredictably, appears unexpectedly, promises much, but never seems to quite deliver the joy that the relationship once had.

My biggest gripe is that the game has become totally pay-to-win. Coiners can steamroll the opposition with two-hundred-dollar fleets of Mk V ships that take the rest of us mere mortals weeks or months to build. The idea that people will spend what is essentially a modest car payment for what is essentially a box of bits is, to me, laughable. I say this not as an envious kid who wishes he had a Credit Card, but as a middle-aged IT professional with a higher-than-average income. I have spent about $50 on this game over the past two years – mostly in the first six months. I do not begrudge Kixeye the money; good work deserves money. But these coin offers are ridiculous.

There are numerous other gripes that come to mind:

  • The decline and fall of the Black Market: The Space Station-in-orbit-of-a-random-planet thing was a lot of fun before that Scar-faced-Barstud crash-landed on a planet near you and set up shop in what is now more of a “Coin Market” then a “Black Market”.
  • The devaluing of Blood Amber: Want a Valkyrie Pattern Box? You will need some Blood Amber, some VSec Parts… oh, and Twelve incredibly-hard to get T4 Carrier Cores. Or… hey! You could just COIN IT!
  • The absolute refusal to implement a Coin confirm button (this is the reason that I will not purchase large amounts of coins; too easy to accidentally spend them).
  • The lack of a Refit Bay: I remember LXC saying that a refit bay would “unbalance the game”… right before Kixeye rebalanced/unbalanced the crap out of the game, robbing ships like the Rapture, Nexus and Eagle of their unique and enjoyable idiosyncrasies… and still no Refit Bay. Bah.
  • Crappy support: When a supply run that ended with the enemy dying with the clock at 0:00 resulted in no strongbox being dropped, I shot off a message to support. They asked for proof, lectured me, and generally made it clear that I wasn’t getting anything off of them. Willingness to lose a customer over a single strongbox: Zero out of ten.
  • Power Creep: If I was starting the game now, I would look at the year-plus building curve that a non-coiner would have to endure to reach Tier 5… and quit.#I could go on, but you’ve heard it all before; when faced with the choice between making things right and putting the fun back into the game or introducing a new hundred-dollar coin offer. Kixeye would apparently prefer to get to work on the latter.
  • Kixeye has also had a nasty habit of changing the behavior of enemy fleets in the middle of an event – and never to the players’ advantage. Contrast this with Star Trek: Timelines, which routinely apologizes by giving out tranches of resources to players when things go wrong.
screenshot_2016-12-30-20-50-00We messed up. We’re sorry. Here’s free stuff.

The fact is that the game is no longer as fun as it once was, and it’s not a game that I can recommend to others. Since the Great Rebalance, I have been:

  • Doing events and grabbing all of the tech that I can
  • Killing aliens (perhaps the only truly fun part left in the game)
  • Killing supply run fleets (or you could wait for the appropriate “Materials” market event and COIN IT!).
  • Avoiding Civil Wars (the prizes are crap and I have never used any of the “extended” weapons).
  • The odd fight: Five minutes of combat, five hours of repair… or hey, you can COIN IT!

At this point, I’m holding on, hanging in there, farming and grinding, hoping for things to change, but too many disappointments have made me cynical. But in the interest of helpfulness, I have a few suggestions for Kixeye to continue ignoring:

  • Create an exchange to convert useless parts (Scythe parts, anyone?) into useful stuff.
  • Offer something worthwhile for Blood Amber that isn’t bloody useless or bloody expensive.
  • Coin Confirmation Button (unless you really don’t want my money).
  • Quit putting lower-class cores in Strongboxes! There are few bigger annoyances in the game than engaging a 65 Demon Corps Contingent or Harasser Supply Run fleet, bringing home a damaged or half-dead fleet, opening the strongbox and finding a Tier-4 core for your trouble. The same core that you can get from an Artillery 37 using an insta-rep fleet. As Dilbert would put it: “Gaaaah”.
screenshot_2017-01-16-21-57-50An hour’s work. Six battles. 1xT4 Core. 5xT3 Cores. No Patterns. Gaaah.
  • Either equalize pattern drop chances (so the likelihood of a Mk II pattern is the same as the Mk V), or provide a mechanism to fuse patterns into better ones. Or drop generic upgrade patterns that can be used to mark-upgrade any level of that ship. Anything is better than seventeen Mk II tokens and no Mk IV or V. (Or hey, you can coin it!!)
  • Concentrate on $5/$10/$20 coin deals that actually offer something worth having; I believe that it is easier to get $10 out of fifty players than to get $200 out of one high-roller.
  • Design a monthly subscription arrangement that offers bonuses every month.

I understand that Kixeye needs to make money, but one life lesson that I have learned is that when you pursue joy, money often follows. But when you pursue money, joy is rare.

Bottom Line: Concentrate on delighting the players, and they will bring their friends. Concentrate on coins and they will join their friends.

Pay-To-Win will kill this game

Vega Conflict – Blueprints Redux

Recently, the brains behind Vega Conflict revised the blueprint system. As a result, many items that were previously available only available in events were moved into blueprints. This included much of the must-have tech items, such as Fusion Thrusters, Gladius Drivers and Siege Drivers. The new Blueprint layout is as follows:

Vega Cargo 20/25

  • Blast Shield I
  • Repulsor Shield
  • Convoy Formation
  • Diffuser Shield I
  • Thermal Beam I
  • Hydra Missile I
  • Capacitive Plates I
  • Tachyon Beam Turret I
  • Metaphase Field I
  • Gladius Driver I
  • Blast Shield II
  • Diffuser Shield II
  • Destiny Cruiser

Vega Cargo 27/30/33

  • Thermal Beam II
  • Hydra Missile II
  • Chicane Formation
  • Capacitive Plates II
  • Metaphase Field II*
  • Repulsor Shield II
  • Taipan Cutter
  • Arrestor Beam Turret I*
  • Siege Driver I*
  • Metaphase Shield I*+
  • Armored Hold I*
  • Fusion Thrusters I*
  • Creeper Torpedo I
  • Condor Frigate*

Vega Cargo 35/37

  • Tachyon Bean Turret II
  • Gladius Driver II
  • Diffuser Shield III
  • Blast Shield III
  • Hydra Missile III
  • Siege Driver I*+
  • Siege Driver II*
  • Metaphase Shield I
  • Metaphase Shield II
  • Armored Hold I*
  • Armored Hold II*
  • Fusion Thrusters I*
  • Fusion Thrusters II*
  • Creeper Torpedo I
  • Creeper Torpedo II
  • Condor Frigate
  • Gharial Cutter*

Vega Cargo 40/45

  • Repulsor Shield III
  • Tachyon Beam Turret III
  • Capacitive Plates III
  • Scythe Destroyer
  • Metaphase Field III
  • Thermal Beam III
  • Gladius Driver III
  • Apocrypha Cruiser III
  • Siege Driver II*+
  • Siege Driver III*
  • Arrestor Beam Turret II
  • Arrestor Beam Turret III
  • Metaphase Shield II*
  • Metaphase Shield III*
  • Armored Hold II*+
  • Armored Hold III*
  • Fusion Thrusters II*
  • Fusion Thrusters III*
  • Creeper Torpedo II
  • Creeper Torpedo III+
  • Gharial Cutter*+
  • Dread Battleship*

Vega Elite Cargo 50/53/55

  • Siege Driver III*+
  • Arrestor Beam Turret III+
  • Metaphase Shield III+
  • Armored Hold III
  • Fusion Thrusters III+
  • Creeper Torpedo III+
  • Dread Battleship*+

VSec 27

  • Pentagon Formation*
  • Creeper Torpedo Turret I*
  • Gladius Driver Turret I*
  • SICO Missile I
  • Creeper Torpedo Turret II*
  • Gladius Driver Turret II*
  • SICO Missile II*
  • Eagle Frigate

VSec 30/33/35

  • Creeper Torpedo Turret III*
  • AP Driver II*
  • NET Torpedo II*
  • Midgard Carrier
  • Gladius Driver III*
  • Echo Ray II*
  • SICO Missile III*
  • Echo Ray Turret I*
  • Echo Ray Turret II*
  • Burst Ray I*
  • Burst Ray II*
  • SICO Missile Turret I*
  • SICO Missile Turret II*
  • Wave Driver I*
  • Wave Driver II*
  • AP Driver Turret I*
  • AP Driver Turret II*
  • Vector Torpedo I*
  • Vector Torpedo II*

VSec 37/40/45

  • Echo Ray III*
  • AP Driver III*
  • Echo Ray Turret II*+
  • Echo Ray Turret III*
  • Burst Ray II*+
  • Burst Ray III*
  • SICO Missile Turret II*+
  • SICO Missile Turret III*
  • Wave Driver II*+
  • Wave Driver III*
  • AP Driver Turret II*+
  • AP Driver Turret III*
  • Vector Torpedo II*+
  • Vector Torpedo III*
  • Komodo Cutter*

VSec 50/53/55

  • Echo Ray Turret III*+
  • Burst Ray III*+
  • SICO Missile Turret III*+
  • Wave Driver III*+
  • Zeal Battleship*
  • AP Driver Turret III*+
  • Vector Torpedo III*+
  • Lance Destroyer*

* This blueprint item was previously an event item.
+ This blueprint is also available at a lower tier, which may be easier to farm.

This article is an excerpt from my recently-updated Game Guide, over a hundred and seventy pages of hints, tips, tricks and tactics that will help you get to grips with the finer points of the game, all for a paltry $3.99. However, if you use this link, you can get it for $1 off. Make me smile – buy my book!

Vega Conflict: Timing is Everything

Vega Conflict is not a game for the impatient. Ships take days, or even weeks, to build. You can only build or refit one ship at a time. High-level fleets can take months to put together. Most of the top players have been in the game for years.

Similarly, base modules take time, and you can only build or upgrade one module at a time. Fortunately you can also equip another module at the same time. None of these items can be queued; new build/upgrade/refit operations have to be queued manually.

Fleet Bay 11-12.png

Planning is crucial. Here are a few hints and tips to help you:

  • While one ship is being built, no other ships can be refitted. Make sure that you have all refits done before starting a long build. It would be a shame to waste time and resources by stopping a ship build in order to do a quick refit.
  • Always plan ship builds and refits so that they end when you can quickly start off another one.
  • Always know the next thing that you are going to do with your fleet bay, and time builds and refits so that they end at a time when you will be in the game.
  • All operations but ship repairs will have a 10% alliance help reduction; if you are in an alliance,
  • Watch for Ship build/refit/repair “discounts”. These are usually found during events and civil wars, and usually only last for a short period of time, sometimes only hours. Any operations started during that period usually get the discount until they are finished or canceled. For instance, if there is a 25% discount on ship builds, a ship that takes ten days to build will only take 7.5 days. The 10% Alliance Help discount will then knock off another 18 hours, bringing it down to 6 days 18 hours. Saving you more than three days time on the build. This is the one time when building a ship fully-fitted is a good idea, as you will get the discount on the whole lot, while subsequent refitting will lose you the 25%, as it will not be available when you refit.
  • Set an alarm if necessary.

Vega Conflict – Alien Invasion

No folks, this is not yet another screed about Illegals crossing our southern border, rather a new quasi-faction in the game. They are not a true faction, as you cannot build any alien ships, nor is this expected at the current time.

  • The Aliens first appeared in the “Incursion” event in September 2016. They were a total surprise, and were completely unexpected.
  • Unstable (one-way) wormholes appeared in every sector, and started disgorging alien fleets at regular intervals. These fleets would then head to regular wormholes and disappear.
  • Initially they would aggressively pursue and attack rebel fleets within ten levels of their own.
  • They initially came in Level 50, 55, 60, 65 and 70 variants.
  • After a couple of months, they modified their attack strategy to only pursue fleets in extra-solar space (i.e., they would not attack within solar systems).
  • Soon after that, Level 40 and 45 variants started to appear, and it became possible for two players to engage one alien fleet
  • Only alliance members and players you have designated as “friendly” may assist in engaging an alien fleet.
  • As well as loot or intel, destroying an alien fleet yields “unknown objects”, which remain in the player’s inventory. Nobody knows what they are or what they are for.
alien-hunting

Hunting for Aliens with my good buddy Crescent Wind

Rules of engagement

  • An alien fleet typically consists of three carriers known as hives; usually one heavy and two light.
  • They launch waves of drones at the player fleet. Originally armed with beam weapons, these drones are currently a mixture of beam and explosive weapons.
  • Originally, the three carriers would spawn in different corners of the battlefield. Later variants spawned together, and later still they arrived in a tight formation, which made is difficult to engage them individually.
aliens2

When the going gets tough…

Battle tactics

  • Initially, Aurora rays did high damage to the aliens, but as they modified their weapons and tactics, explosive weapons, such as Creeper torpedoes with Volatile Fuel, became more effective. Currently the most effective weapon is the Manifold missile.
  • Current combat wisdom is to use a heavy carrier such as Ragnarok, Valkyrie or Valhalla. Freyja works too, but has lower range.
  • The carrier has to be protected. Heavy cruisers work well, but battleships appear to be best. Battleships in line formation protect each other and have the double-broadside ability to engage enemies on both sides simultaneously.
  • When using battleships, they may be arranged in a line in front of the carrier, or the carrier may be in the middle of the line.
  • Keep your ships in tight formation for mutual support; any ship that gets out of formation will be targeted and swiftly killed by the alien drones. “the nail that sticks out gets hammered”.
  • If you group them together they will all move and turn at the same rate.
  • When playing co-up, keep carriers together to double the damage.
  • The initial maneuver should be diagonally off to one side, in order to engage one of the hives while minimizing exposure to the other two.
  • You get the same number of points whether you engage a fleet solo or co-op with another player. However, two fleets deal out more damage than one, and take less damage. So co-op is generally better.
  • Successful co-op engagements yield two “corpses” of resources, each of which may be freed up by one of the players.

This article is an excerpt from my recently-updated Game Guide, over a hundred and sixty pages of hints, tips, tricks and tactics that will help you get to grips with the finer points of the game, all for a paltry $3.99. However, if you use this link, you can get it for $1 off. Make me smile – buy my book!

Vega Conflict: Finding the Pattern

For the past week or so I have been farming the new Level-60 Iron Star Deserter Supply Run fleets. They come in 5 flavors that yield boxes for Iron Star ships: Hunters (Python Cutter), Raiders (Heretic Cruiser), Battalion (Vigilante Battleship), Artillery (Machete Destroyer) and Scouts (Hurricane Frigate).

Although the fleets are technically different, they are actually precisely the same, consisting of four Python Cutters, Two Vigilante Battleships, Two Machete Destroyers and one Freyja Carrier. Various strategies exist to crush these fleets, and I have my own; you are welcome to peek into my battles and see how I do it. I can usually farm an entire hour-long supply run usually without losing a ship (the Cutters are the only real challenge, the rest is easy to kite), followed by a 1-6 hour repair cycle.

Any road up, the subject of this post is neither the makeup of the enemy fleet nor the strategy required to defeat it; my purpose here is to examine the “prizes” contained in the boxes.

Screenshot_2016-08-25-19-08-37Each box contains:

  1. Either a Tier-5 core, a Tier-4 core (I wish Kixeye wouldn’t give out sub-standard cores!) or a pattern (Mk II, III, IV or V)
  2. Ship Parts
  3. Iron Star Armaments

To mark up a single Hurricane Frigate to Mk V, you need:

  • 2048-2560+3200+4000=6688 Iron Star Armaments
  • 10+30+90+270=400 Hurricane Frigate Parts
  • 5+5+5+5=20 Tier-5 Frigate Cores
  • One each of Mk II, Mk III, Mk IV and Mk V Patterns

So, how much farming would that entail?

As an experiment, I collected a whole lot of Hurricane Boxes. When I opened them, I got the following results:

Screenshot_2016-08-25-19-09-08Screenshot_2016-08-26-04-10-12Screenshot_2016-08-26-22-07-48

This means that after after opening a total of 49 Hurricane boxes, I got:

  • Countless Iron Star Armaments (once so hard to find, now as common as muck)
  • 150+42+102=294 Hurricane Frigate Parts
  • 10+1=11 Tier-5 Frigate Cores
  • 13+4+12=29 Tier-4 Frigate Cores
  • 8 Mk II Hurricane Patterns
  • 1 Mk III Hurricane Patterns
  • NO Mk IV Hurricane Patterns
  • NO Mk V Hurricane Patterns

What does this tell us?

  • Tier-4 Cores (useless) outnumber Tier-5 (the ones you really want) by about six-to-one
  • Only one in four drops contain a Pattern.
  • Most of those patterns are Mk II.
  • You will have to farm fifty fleets to get one ship to Mk III
  • Mk IV and V? Forget it.
  • It is almost like Kixeye wants us to spend coins to get the pattern boxes ($4 per ship to get all four patterns)

Dear Kixeye, stop giving with one hand and taking with the other. Stop giving out sub-standard cores and stop playing silly buggers with the higher level patterns!

Vega Conflict – What’s Wrong, and How to Fix it

Five things Kixeye can do to fix the game

  1. Quit playing silly buggers with Core Boxes. I just defeated a Level 45 fleet, and the Tier-4 Core box that it dropped contained a Tier-2 Core. We are sick of hitting powerful fleets and getting pitiful cores. It is bad enough not knowing whether you will be getting a Carrier, Battleship, Destroyer, Frigate, Cruiser or Cutter Core without also having to deal with the frustration of three difference tiers as well.
  2. Add a Refit Bay. Currently, all ship fittings and refits are handled by the Ship Factory, which also builds ships. So once you have started building a carrier you cannot refit any ship for a week, This is ridiculous. Allow users to add a Refit bay that does refits only. Kixeye’s excuse is that this would change the balance of the game. I say BULL — you had no problem rebalancing up the game when it served your purposes. Adjust build and refit times if you can, but do this. Most of us would pay 1000 coins to build and refit separately, do this and consider it a bargain.
  3. Pick on someone your own size. The game was originally designed so that you could only engage fleets whose level is within five fleets within yours, with the gloves coming off at 35. Since then we have seen Carriers, Cutters, Iron Star, Marked-up ships and player fleets approaching level 60. It is no fun watching your Level-35 farming fleet cut to pieces by a vastly superior enemy fleet of Cutters (pun intended). This artificial limitation has resulted in players finding creative ways to keep their fleets under level 35. Simply extending fleet handicapping all the way up will solve this problem at a stroke.
  4. Are you sure? When I asked Kixeye to add a confirmation before a big coin spend, I was sent away with a flea in my ear. Since then, in spite of many promotions and offers, I have not put a penny into this game, even though I would like to. This is the main reason why I will not spend money on this game; it is too easy to waste it accidentally — and no, Kixeye, a “one-time courtesy” along with an exhortation to be cautious is simply not good enough.
  5. What about ship parts? Patterns can be converted into cores in the scrapyard, Cores can be fused into higher cores, Armaments can be used on any ship of that faction, but parts for ships you aren’t interested in building are useless. Give us some way to convert ship parts into something that we can use.

Every one of these changes is easier than the still-ongoing “Great Rebalance” that has caused so much consternation and heartache among the players.

Vega Conflict – More Changes

The (build) times, they are a-changin’

Not content with having ruined a beautiful game, The good folks at Kixeye are making more changes; this time to ship build times. In this case, however, the change is both necessary and good.

It is necessary because the recent changes have made some ships (Such as the Taipan cutter and marked-up ISC hulls) more useful and others (Such as the Nexus Destroyer) less, and this usefulness should be reflected in build times. In addition, there is a new Faction – Vega Demon Corps – coming in  to the game, and room must be made for them.

It is good because the vast majority of the build times are coming down. These are shown in green in the table below.

VC New Build Times

Those in red are the ones whose build times will be getting longer. The biggest loser is the Heretic Cruiser, which will take about 55 hours longer to build once this change rolls in. Other losers include Taipan and Python Cutters, Genesis and Exodus Cruisers, and the Hurricane Frigate (whose figure is wrong, but you get the picture).

Note that Fitment installation times are not changing, so my advice is to build as many naked hulls of the ships shown in red as you can. I am building as many Heretics as I can before this change takes effect (probably at the beginning of July).

Vega Conflict: Flying in Formation

Every fleet has a variety of formations that can be employed. These formations can make the difference between victory and defeat in battle. Three are available at the start of the game:

BoxWedgeLine

  • Box – Useful in situations where you are protecting three “heavy hitters” (usually destroyers or battleships).
  • Wedge – This is the original, and for some years, the only – formation available. Best used when doing a straight-in charge at a specific objective, such as a carrier. For best results, put your heaviest-shielded – and most expendable – ship in front.
  • Line – Used when basing using destroyers, anti-carrier assaults using cutters, and also when using battleships may then be turned to form a wall.

In addition, there are three additional formations that can be unlocked by obtaining blueprints:

ChicaneConvoyPentagon

  • Chicane – This formation is unlocked with blueprints gained from Vega 27, 30 and 33 fleets. It is comprised of one ship (#1) front and center with a line of five ships behind. This is useful mainly against AI-controlled fleets. The #1 ship acts as a decoy, drawing enemy fire. Its forward position will attract the attention (“aggro”) of all enemies. The others are lined up in a wall to engage the enemy simultaneously, to draw fire. This formation is particularly useful with Cutter fleets; when engaging a Carrier, the cutters in the back will protect the front-runner, which absorbs the vast majority of the Carrier’s drone firepower; the #1 ship will take most of the damage, while the rest will arrive at the carrier largely unscathed.
  • Convoy – This formation, which is unlocked by getting blueprints from Vega 20, 23 and 25 fleets, effectively divides your fleet into two squads of three each.
  • Pentagon – This formation is unlocked by farming VSec 30, 33 and 35 fleets, and places your most important asset – usually a Flagship – in a protective circle. This is most useful if you have one high-value ship that must be protected from attack from any direction. So far, it has proved to be of limited usefulness.

Finally, there are a few additional formations that can be purchased from Larus in the Black Market using Blood Amber or coins.

Double EchelonIron BlockadeEnclavePrism

  • Loyal Battalion – This formation is an inversion of Chicane, with a line of five ships in front, with one ship – usually a Flagship – In the back, safely out of harm’s way.
  • Double Echelon – This V-shaped formation is used mainly by battleships, to bring maximum firepower with the potential for flanking maneuvers.
  • Iron Blockade – This inverted wedge formation is incredibly useful with Carrier/Battleship fleets. Put the Carrier in the #6 position and arrange the Battleships in front. At the beginning of the battle, move the #4 battleship forward so it is between #1 and #2, and move #5 forward between #2 and #3. The result is a closely-clustered line of Battleships that can lay down some seriously concentrated fire. Recommended for farming high-level VEGA and VSec fleets, but not recommended when going up with enemies equipped with ECHO Rays, as the proximity of your ships will then become a liability.Enclave – Similar to Double Echelon, but with a wider stance.
  • Prism – This is a new formation that has not been extensively battle-tested.

This article is an excerpt from my Game Guide, over a hundred pages of hints, tips, tricks and tactics that will help you get to grips with the finer points of the game, all for a paltry $2.99. However, if you use this link, you can get it for $1 off. Make me smile – buy my book!

 

Kixeye, What are you smoking?

A few days ago, Kixeye rolled out the first part of “The Great Re-balance”, (See forum posts Part 1, Part 2, Part 3, Discussion), a set of changes to Vega Conflict aimed at making the game more fair, more fun and more fabulous. It says here.

So far, it has been an absolute bloody disaster. Why do I say that? Because since they made the changes I have pretty much stopped playing the game. I log in once or twice a day to keep upgrades and refits rolling along, but I have not taken my fleets into battle. The latest RIOT (currently ongoing) is the quietest one I have ever seen. Definitely not a good sign.

Not all of the changes have been bad, some have been quite useful, but on balance there is more bad than good.

  • Damage model changes: Before the rebalance, every item on the ship contributed to the repair time. Better thrusters, specials, armor and shields all pushed up repair time. This meant that a properly-configured Genesis Cruiser could be repaired in under five minutes, which made it a “free repair”. this led to the widespread use of “Insta-Gens” in farming fleets and spam fleets (players harassing other players with cheap insta-Gen fleets). After the rebalance, only hull, armor and shields matter. The first two made perfect sense, but shields? Those recharge between battles; why should they need “repairing”? As a result of this change, the repair time of insta-Gens went from five minutes to over half an hour. While it was good to get rid of Insta-Gens, thirty minutes is excessive.
  • Reduction of Shield Effectiveness: In particular, The Shockwave shield and the Metaphase Shield – two of the best shields in the game – are to have their shield capacities reduced significantly. This is a kick in the face for those who worked through an Event or a RIOT in order to unlock the Metaphase Shield, only to have  it “nerfed” (reduced in effectiveness).
  • Speed Normalization: One of the upcoming changes in the rebalance is that all ships of a certain class have now been “standardized” to the same speed. All Battleships will have the same speed. All Cruisers will have the same speed. All Frigates will have the same speed. Given that many ships (Destiny, Apocrypha and Rapture Cruisers spring to mind) were unlocked and built specifically because of their additional speed, this makes no sense, and it robs the game of much of its diversity. Without the extra speed, there is no point in unlocking and building those ships.
  • Faction Tiering: One new development is that there is now going to be a hierarchy among the factions. In the past, Different ships from different factions had different strengths and weaknesses. Now, the Rebel Ships will be the least-powerful, VEGA will be better, Vega Security (VSec) better still, and the Iron Star Company (ISC) ships will be the best of all. In the past, very few people built ISC hulls, as mark-upgrades for them have not yet been made available. Now those who built other ships will find that they have been left out in the cold. Gee, thanks, Kixeye!
  • Ship Mass Changes: The maximum mass of some ships is being reduced. In particular, the Dread Battleship – which I spent an entire weekend farming to unlock, and nearly two months building four of them – will have its maximum mass, and therefore its firepower, reduced by about a third, thus rendering it useless for the purpose for which it was built.
  • Fleet Bay XI: The Fleet Bay will now be upgradable to level XI. This is the only part of the rebalance that has my unequivocal support… though it would have been better if they had left things as they were and just increased the maximum fleet mass for level X.

Here’s what I would have done.

  • Damage to Hull+Armor ONLY. “charging” us repair time for shielding is ridiculous. Failing that, reduce the shielding “repair cost” to a fraction (a quarter or a fifth) of its current value.
  • Reduce Insta-Gen repair times to 10 minutes. That would be enough to put those annoying spam fleets out of business while still allowing their use for farming.
  • Do not Nerf the Dread Battleship, instead, buff the Zeal and Vigilante. they take longer to build, so they should be better ships.
  • If you are going to nerf a ship, offer an upgrade to a better one. For instance, If you nerf the Dread, offer players a free upgrade to a Zeal or Vigilante battleship. Failing that, at the very least, offer a Free refit for *every* ship whos behavior has been changed by the rebalance.
  • Change Ship Factory to build naked hulls and add Refit Bay. It is ridiculous to be unable to change the hull plating on a ship for two weeks because you just started building a big ship. Adjust ship build times upwards if necessary.
  • Increase Fleet Mass limit for Fleet Bay X. There is no need to make us wait for weeks for the Fleet Bay XI upgrade… unless you are hoping that some players will coin it.
  • Do something about the idiotic and unproductive Crafting System. I would get rid of it entirely and replace it with Black Market Upgrades like we used to have, but that’s not going to happen. Failing that, re-enabling conversion of patterns into cores would be a start. Then implement some way to turn unwanted parts into useful ones.
  • Speaking of the Black Market, can we have some useful stuff? For instance Generic Patterns or cores that can be used in the crafting of *any* ship.
  • Extend the five-level handicapping system all the way. Having your level-35 fleet or base flattened by a level-54 fleet is no fun at all.
  • Fix the game so that flagship (“Carrier”) fleets cannot engage non-flagship fleets.

Above all else, find new and innovative ways to delight the players – not piss them off!