Robocraft - Drognin


MASSIVE MECHANICS, PHYSICS AND BALANCE CHANGES

This reveal today is Epic! With this launch we have also made many many improvements to game mechanics, destruction models, physics, and balancing. So, here goes…

HEAL-RATE

A huge change to the Nano Disruptor’s healing. Every cube in the game will have - at the launch of the new meta - a ‘heal rate’ value. This rate is a value that increases the ‘health per second’ rate of your nano (or decreases it) depending on the type of cube you are healing. Armor, Rotors, Aerofoils and Tank Tracks will heal a massive 2-3 times faster, whereas Electroplate Armor will heal almost 2-3 times slower than before.

PLASMA DAMAGE MODEL

The Plasma Damage model has been reworked and the now infamous ‘Anti Gunbrella’ reworked. The Plasma Blast now uses data that defines how much of the blast will pass through to the Chassis cubes underneath based on the shape of the object that the blast hits. So if your Plasma hits a Tank Track, virtually 100% of all damage will be absorbed by the track and very little passed through to the cubes underneath, whereas if the Plasma blast hits an SMG more of the blast will pass through to the cubes underneath due to the shape of the weapon.

RESISTIVITY

Another new damage modelling mechanic. Rail Cannons and Tesla Blades are now the only weapons that ‘conduct’ damage through functional cubes directly to the Chassis they are connected to. Each cube and component in the game will now have a value called ‘Resistivity’ which will determine how much of the Rail/Tesla damage passes through to the Chassis. Electroplate, Tanks Tracks and Rotors will have very high resistivity (i.e. low conductivity), whereas SMG’s, Wheels and Aerofoils for example will have low resistivity (i.e. high conductivity).

PROTONIVITY

This is yet another new damage modelling mechanic. It simply acts as a multiplier on your weapons damage vs. Protonium Crystals. SMG and Nano will have 100% Protonivity, Plasma will have 230% (needed this in test to allow Plasma to destroy Protonium effectively enough), and Rail 130%. Tesla will have 10%, so rushing the Reactor with 500 Tesla’s on your bot will mostly just get you killed pretty quickly.

ARMOR

Firstly, all armor is having a flat 20% buff. Then, Cube, Inner, Prism and Tetra shapes will have different armor values at 100%, 97.5%, 95%, and 92.5% of the buffed armor value respectively. They also have different heal-rates too with Tetra’s healing slightly faster than Cubes for example. With Inner’s being lighter than cubes, but with less armor and a faster heal-rate, and Prism’s and Tetra’s having less connections, you have a complex task ahead of you engineer the perfect Robot Chassis.

PROGRESSION

We are making a key change to the progression on the Tech Tree. Only Armor will be able to be unlocked with Tier-minus-1 TP. We are making this change to prevent ‘gun rushing’ through to T10 as some players reported getting from T1 to T10 in under 10 hours play (this is supposed to take weeks). We hope this will also reduce the prevalence of ‘glass cannons’ in game since users will need at least 100-200 armor cubes in the correct Tier to ‘Tier Up’. With this change we are reducing the RP cost of all Armor by a massive 20% so that it’s easier to get the Armor you need to Tier Up.

WHEEL PHYSICS OVERHAUL

Wheels were getting very unstable under overclocking, and we really wanted wheels to be able to go silly speeds when massively Overclocked and combined with forward Thrusters, so we’ve spent some time reworking the wheel physics. Wheels now accelerate/decelerate cleanly (as opposed to creating random wheelies when you didn’t expect/want them). Sideways friction of tyres has been reduced allowing some sliding sideways when turning corners quickly, reducing the likelihood of flipping/rolling on tight turns at speed and providing some really nice almost rally style drifting when you get the balance right. Forward friction and friction when stopped has been improved to help hill climbing and holding steady when trying to take that Rail shot. The mass of wheels has been increased quite a bit lowering the centre of mass of your Robot and helping to ground it at speed.

HOVER PHYSICS CHANGES

Hoverblades have had some rework to. The main objective was to make ‘weight’ make a difference to max speed. Don’t worry, we didn’t nail the speed of Hovers into the ground when super tanky but you will notice the smaller lighter Hovers moving faster than you if you are fully laden - assuming you’ve got the same amount of forward Thrusters. Hovers will remain the fastest way to get around the ground in the vast majority of cases - assuming you can build good Hovers that is. We’ve done some more work to improve stability of Hovers, particularly aiming to reduce the ‘wobbling’ you get sometimes. Mega Hovers have been given a significant boost of ‘hover force’ so you can carry larger Megabots with them too.

OVERCLOCKING AND CONTROLLING SPEED

In general all functional cubes now have much more of a link to the Overclocker to determine their speed. Thrusters will make Wheels, Hovers, Aerofoils, Walker Legs and Rotors go faster, but only by ‘so much’, but adding Thrusters and Overclocking your Robot to max level will get you going much faster than those who have not Overclocked. In general Robots will start the battle a little bit slower than they currently are (aside from Tanks) and will Overclock to speeds much higher than current speeds in game.

WHERE ARE THE STATS?

Yes, I hear you say, where are the stats, I want actual values. Tomorrow we’ll give you a stat overload, so stay tuned.



STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

6 DAYS TIME

SCHEDULED RELEASE DATE 29TH APRIL 2015
Robocraft - Drognin


MASSIVE MECHANICS, PHYSICS AND BALANCE CHANGES

This reveal today is Epic! With this launch we have also made many many improvements to game mechanics, destruction models, physics, and balancing. So, here goes…

HEAL-RATE

A huge change to the Nano Disruptor’s healing. Every cube in the game will have - at the launch of the new meta - a ‘heal rate’ value. This rate is a value that increases the ‘health per second’ rate of your nano (or decreases it) depending on the type of cube you are healing. Armor, Rotors, Aerofoils and Tank Tracks will heal a massive 2-3 times faster, whereas Electroplate Armor will heal almost 2-3 times slower than before.

PLASMA DAMAGE MODEL

The Plasma Damage model has been reworked and the now infamous ‘Anti Gunbrella’ reworked. The Plasma Blast now uses data that defines how much of the blast will pass through to the Chassis cubes underneath based on the shape of the object that the blast hits. So if your Plasma hits a Tank Track, virtually 100% of all damage will be absorbed by the track and very little passed through to the cubes underneath, whereas if the Plasma blast hits an SMG more of the blast will pass through to the cubes underneath due to the shape of the weapon.

RESISTIVITY

Another new damage modelling mechanic. Rail Cannons and Tesla Blades are now the only weapons that ‘conduct’ damage through functional cubes directly to the Chassis they are connected to. Each cube and component in the game will now have a value called ‘Resistivity’ which will determine how much of the Rail/Tesla damage passes through to the Chassis. Electroplate, Tanks Tracks and Rotors will have very high resistivity (i.e. low conductivity), whereas SMG’s, Wheels and Aerofoils for example will have low resistivity (i.e. high conductivity).

PROTONIVITY

This is yet another new damage modelling mechanic. It simply acts as a multiplier on your weapons damage vs. Protonium Crystals. SMG and Nano will have 100% Protonivity, Plasma will have 230% (needed this in test to allow Plasma to destroy Protonium effectively enough), and Rail 130%. Tesla will have 10%, so rushing the Reactor with 500 Tesla’s on your bot will mostly just get you killed pretty quickly.

ARMOR

Firstly, all armor is having a flat 20% buff. Then, Cube, Inner, Prism and Tetra shapes will have different armor values at 100%, 97.5%, 95%, and 92.5% of the buffed armor value respectively. They also have different heal-rates too with Tetra’s healing slightly faster than Cubes for example. With Inner’s being lighter than cubes, but with less armor and a faster heal-rate, and Prism’s and Tetra’s having less connections, you have a complex task ahead of you engineer the perfect Robot Chassis.

PROGRESSION

We are making a key change to the progression on the Tech Tree. Only Armor will be able to be unlocked with Tier-minus-1 TP. We are making this change to prevent ‘gun rushing’ through to T10 as some players reported getting from T1 to T10 in under 10 hours play (this is supposed to take weeks). We hope this will also reduce the prevalence of ‘glass cannons’ in game since users will need at least 100-200 armor cubes in the correct Tier to ‘Tier Up’. With this change we are reducing the RP cost of all Armor by a massive 20% so that it’s easier to get the Armor you need to Tier Up.

WHEEL PHYSICS OVERHAUL

Wheels were getting very unstable under overclocking, and we really wanted wheels to be able to go silly speeds when massively Overclocked and combined with forward Thrusters, so we’ve spent some time reworking the wheel physics. Wheels now accelerate/decelerate cleanly (as opposed to creating random wheelies when you didn’t expect/want them). Sideways friction of tyres has been reduced allowing some sliding sideways when turning corners quickly, reducing the likelihood of flipping/rolling on tight turns at speed and providing some really nice almost rally style drifting when you get the balance right. Forward friction and friction when stopped has been improved to help hill climbing and holding steady when trying to take that Rail shot. The mass of wheels has been increased quite a bit lowering the centre of mass of your Robot and helping to ground it at speed.

HOVER PHYSICS CHANGES

Hoverblades have had some rework to. The main objective was to make ‘weight’ make a difference to max speed. Don’t worry, we didn’t nail the speed of Hovers into the ground when super tanky but you will notice the smaller lighter Hovers moving faster than you if you are fully laden - assuming you’ve got the same amount of forward Thrusters. Hovers will remain the fastest way to get around the ground in the vast majority of cases - assuming you can build good Hovers that is. We’ve done some more work to improve stability of Hovers, particularly aiming to reduce the ‘wobbling’ you get sometimes. Mega Hovers have been given a significant boost of ‘hover force’ so you can carry larger Megabots with them too.

OVERCLOCKING AND CONTROLLING SPEED

In general all functional cubes now have much more of a link to the Overclocker to determine their speed. Thrusters will make Wheels, Hovers, Aerofoils, Walker Legs and Rotors go faster, but only by ‘so much’, but adding Thrusters and Overclocking your Robot to max level will get you going much faster than those who have not Overclocked. In general Robots will start the battle a little bit slower than they currently are (aside from Tanks) and will Overclock to speeds much higher than current speeds in game.

WHERE ARE THE STATS?

Yes, I hear you say, where are the stats, I want actual values. Tomorrow we’ll give you a stat overload, so stay tuned.



STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

6 DAYS TIME

SCHEDULED RELEASE DATE 29TH APRIL 2015
Robocraft - Drognin


(Note: For a better formated version of this data, click here)

Overclocking Functional Cubes
Below is a list of Functional Cubes that Overclock, what aspects of them Overclock, and how much they Overclock by at max Overclock (Level 13):

MOVEMENT

Wheels
Max Speed Overclocked to 180%

Caterpillar Tracks
Max Speed Overclocked to 170%

Hover Blade
Max Speed Overclocked to 160%
NB: Hovers will be strong early game due to their speed, Wheels and Tanks will catch up ‘late game’

Walker Legs
Jump Height Overclocked to 280%
NB: We’ve created jumps in test that cover nearly half the map when combined with Overclocked Thrusters and good piloting skills, very fun :)
Max Carrying Mass Overclocked to 200%
NB: Max Carrying Mass ensures that tanky Walkers travel full speed and stick to rocks much better in ‘late game’

Ski's
Do not Overclock

Thrusters
Max Speed Overclocks to 160%

Helium
Does not Overclock

Aerofoils
Max Speed Overclocks to 160%
Max Ceiling Overclocks to 130%

Rudders
Max Speed Overclocks to 160%
Max Ceiling Overclocks to 130%

Rotors
Max Speed Overclocks to 150%

DEFENSE

Armor
Does not Overclock

Electroplate
Cooldown Time Overclocks to 40% of current cooldown time

WEAPONS

SMG
Near Damage Overclocks to 180%
Far Damage Overclocks to 130%

Rail
Damage Overclocks to 130%
Shot Cooldown Overclocks to 40% of current delay time

Plasma
Fire Rate Overclocks to 60% of current reload time
Blast Radius Overclocks to 120%

Nano
Heal Rate Overclocks to 120%
Range Overclocks to 120%
Damage Rate Overclocks to 160%

Tesla
Does not Overclock

SPECIAL

Radar
Detection Power Overclocks to 160%

Jammer
Jamming Power Overclocks to 160%

Receiver
Range Overclocks to 160%

Headlamp
Does not Overclock

Regarding all Overclock values: The % that all functional cubes Overclock is currently linear from 100%-X% from Overclock Level 1 to Level 13. All of these values are in Robocloud and as with everything else we can make balance changes to these quickly without needing to launch a new client which should allow us to balance things quicker.

Passive Overclocking
Yesterday we revealed that capturing Fusion Towers will give your team passive Overclocking, but we reported that it was 2 Clock Cycles per Tower per Second. This was incorrect and is actually 250 Clock Cycles per Tower per Second (for all team members that are alive)

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

7 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015

Robocraft - Drognin


(Note: For a better formated version of this data, click here)

Overclocking Functional Cubes
Below is a list of Functional Cubes that Overclock, what aspects of them Overclock, and how much they Overclock by at max Overclock (Level 13):

MOVEMENT

Wheels
Max Speed Overclocked to 180%

Caterpillar Tracks
Max Speed Overclocked to 170%

Hover Blade
Max Speed Overclocked to 160%
NB: Hovers will be strong early game due to their speed, Wheels and Tanks will catch up ‘late game’

Walker Legs
Jump Height Overclocked to 280%
NB: We’ve created jumps in test that cover nearly half the map when combined with Overclocked Thrusters and good piloting skills, very fun :)
Max Carrying Mass Overclocked to 200%
NB: Max Carrying Mass ensures that tanky Walkers travel full speed and stick to rocks much better in ‘late game’

Ski's
Do not Overclock

Thrusters
Max Speed Overclocks to 160%

Helium
Does not Overclock

Aerofoils
Max Speed Overclocks to 160%
Max Ceiling Overclocks to 130%

Rudders
Max Speed Overclocks to 160%
Max Ceiling Overclocks to 130%

Rotors
Max Speed Overclocks to 150%

DEFENSE

Armor
Does not Overclock

Electroplate
Cooldown Time Overclocks to 40% of current cooldown time

WEAPONS

SMG
Near Damage Overclocks to 180%
Far Damage Overclocks to 130%

Rail
Damage Overclocks to 130%
Shot Cooldown Overclocks to 40% of current delay time

Plasma
Fire Rate Overclocks to 60% of current reload time
Blast Radius Overclocks to 120%

Nano
Heal Rate Overclocks to 120%
Range Overclocks to 120%
Damage Rate Overclocks to 160%

Tesla
Does not Overclock

SPECIAL

Radar
Detection Power Overclocks to 160%

Jammer
Jamming Power Overclocks to 160%

Receiver
Range Overclocks to 160%

Headlamp
Does not Overclock

Regarding all Overclock values: The % that all functional cubes Overclock is currently linear from 100%-X% from Overclock Level 1 to Level 13. All of these values are in Robocloud and as with everything else we can make balance changes to these quickly without needing to launch a new client which should allow us to balance things quicker.

Passive Overclocking
Yesterday we revealed that capturing Fusion Towers will give your team passive Overclocking, but we reported that it was 2 Clock Cycles per Tower per Second. This was incorrect and is actually 250 Clock Cycles per Tower per Second (for all team members that are alive)

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

7 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015

Robocraft - Drognin


Overclocker

Over today and tomorrow we will reveal details about the Overclocker. The Overclocker is a major new feature that increases the power of your Robot during the course of a battle by Overclocking all of its functional components.



Overclocker Advancement

The Overclocker has 13 Levels; You start every battle at Level 1 and ‘Level Up’ your Overclocker by earning ‘Clock Cycles’. At each new Overclock Level your Robot will get more powerful. Today we will focus on the Overclocker HUD and how you earn Clock Cycles, and tomorrow we will go into detail on how each functional cube Overclocks and by how much.

Overclock HUD

The new main game mode of Robocraft will feature a new HUD UI element in the bottom left corner of the screen beneath the Chat Console.

It features:

> SCU Avatar – showing which SCU you have selected (in future there will be many)
> Current Health – the health of your SCU*
> Overclock Level – Your current Overclock Level
> Level Progress – Your progress towards the next Overclock Level
> Clock Cycles – A small number that shows how many Clock Cycles you just earned

*Conceptually, the character that sits in the seat of your Robot is a Supercomputer. He is a power source, processor and set of advanced programs all combined into a powerful avatar. When the Robot he is connected to is damaged, his health is reduced. When he has no functional cubes left connected to him, then he is dead.

Clock Cycles

You earn Clock Cycles in battle for most combat related activities. Each type of activity gives a different reward as follows:

Damage (per CPU destroyed)*
100 Clock Cycles

Damage …in Protection
100 Clock Cycles

Damage …in Defence**
500 Clock Cycles

Kill
100,000 Clock Cycles

Assist
75,000 Clock Cycles

Heal (per CPU healed)
150 Clock Cycles

Heal 100% Max***
75,000 Clock Cycles

Protonium (per Crystal)
1,000 Clock Cycles

Scout****
5,000 Clock Cycles

Spot****
5,000 Clock Cycles

Fusion Towers (per Tower, per Second)
2 Clock Cycles

*If you sever a whole chunk of cubes by taking out a critical connecting cube, you are awarded Clock Cycles for all of the cubes that were removed per CPU removed

**Any destruction of an enemy inside your Fusion Shield or within close vicinity of the Base that is damaged gives the normal Damage Clock Cycles as well as this extra ‘In Protection’ reward. This is a key reward. If you get stray enemies attempting to Base Rush too early, and if you can prevent the rush, you will have earned a significant amount of additional Clock Cycles. Defending has it’s rewards :)

***The ‘Heal Max’ reward is is a kind of Assist for Medics. For each Ally that you heal from <100% to a Max 100% you get this reward. You can only get it for each Ally once per respawn. This is designed to encourage Medics to keep their eyes peeled and keep their entire team alive. Each Medic can get 1 Heal Max per Ally per Respawn.

****Scout and Spot bonuses have been split. Enemy Radars provide ‘Scouts’ and pressing ‘Q’ provides ‘Spots’. Jammers prevent ‘Scouts’ sometimes.

Overclock Differentiators

There are two mechanics that multiply up or down the amount of Clock Cycles you earn from combat activities:

Overclock Differentiator

If your opponents Overclock Level is higher than yours you will earn more Clock Cycles from damaging/killing/spotting him and vice versa
If your ally’s Overclock Level is lower than yours you will earn more Clock Cycles from healing him

CPU Differentiator

If your opponents Robot CPU (when at max health) is higher than yours you will earn more Clock Cycles from damaging/killing/spotting him and vice versa
If your ally’s Robot CPU (when at max health) is higher than yours you will earn less Clock Cycles from healing him and vice versa
Level Clock Cycle Requirements

Below are the Clock Cycle totals required to reach each Overclock Level:

Level 2
120,000 (120,000 Total)

Level 3
135,600 (255,600 Total)

Level 4
153,228 (408,828 Total)

Level 5
173,148 (581,976 Total)

Level 6
195,657 (777,632 Total)

Level 7
221,092 (998,725 Total)

Level 8
249,834 (1,248,559 Total)

Level 9
282,313 (1,530,872 Total)

Level 10
319,013 (1,849,885 Total)

Level 11
360,485 (2,210,370 Total)

Level 12
407,348 (2,617,718 Total)

Level 13
460,303 (3,078,021 Total)

NB: These values, as with all values in the new metagame can be changed from Robocloud by Freejam. So we can make a change to the balance of the game within minutes without forcing a new client update.


STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

8 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin


Overclocker

Over today and tomorrow we will reveal details about the Overclocker. The Overclocker is a major new feature that increases the power of your Robot during the course of a battle by Overclocking all of its functional components.



Overclocker Advancement

The Overclocker has 13 Levels; You start every battle at Level 1 and ‘Level Up’ your Overclocker by earning ‘Clock Cycles’. At each new Overclock Level your Robot will get more powerful. Today we will focus on the Overclocker HUD and how you earn Clock Cycles, and tomorrow we will go into detail on how each functional cube Overclocks and by how much.

Overclock HUD

The new main game mode of Robocraft will feature a new HUD UI element in the bottom left corner of the screen beneath the Chat Console.

It features:

> SCU Avatar – showing which SCU you have selected (in future there will be many)
> Current Health – the health of your SCU*
> Overclock Level – Your current Overclock Level
> Level Progress – Your progress towards the next Overclock Level
> Clock Cycles – A small number that shows how many Clock Cycles you just earned

*Conceptually, the character that sits in the seat of your Robot is a Supercomputer. He is a power source, processor and set of advanced programs all combined into a powerful avatar. When the Robot he is connected to is damaged, his health is reduced. When he has no functional cubes left connected to him, then he is dead.

Clock Cycles

You earn Clock Cycles in battle for most combat related activities. Each type of activity gives a different reward as follows:

Damage (per CPU destroyed)*
100 Clock Cycles

Damage …in Protection
100 Clock Cycles

Damage …in Defence**
500 Clock Cycles

Kill
100,000 Clock Cycles

Assist
75,000 Clock Cycles

Heal (per CPU healed)
150 Clock Cycles

Heal 100% Max***
75,000 Clock Cycles

Protonium (per Crystal)
1,000 Clock Cycles

Scout****
5,000 Clock Cycles

Spot****
5,000 Clock Cycles

Fusion Towers (per Tower, per Second)
2 Clock Cycles

*If you sever a whole chunk of cubes by taking out a critical connecting cube, you are awarded Clock Cycles for all of the cubes that were removed per CPU removed

**Any destruction of an enemy inside your Fusion Shield or within close vicinity of the Base that is damaged gives the normal Damage Clock Cycles as well as this extra ‘In Protection’ reward. This is a key reward. If you get stray enemies attempting to Base Rush too early, and if you can prevent the rush, you will have earned a significant amount of additional Clock Cycles. Defending has it’s rewards :)

***The ‘Heal Max’ reward is is a kind of Assist for Medics. For each Ally that you heal from <100% to a Max 100% you get this reward. You can only get it for each Ally once per respawn. This is designed to encourage Medics to keep their eyes peeled and keep their entire team alive. Each Medic can get 1 Heal Max per Ally per Respawn.

****Scout and Spot bonuses have been split. Enemy Radars provide ‘Scouts’ and pressing ‘Q’ provides ‘Spots’. Jammers prevent ‘Scouts’ sometimes.

Overclock Differentiators

There are two mechanics that multiply up or down the amount of Clock Cycles you earn from combat activities:

Overclock Differentiator

If your opponents Overclock Level is higher than yours you will earn more Clock Cycles from damaging/killing/spotting him and vice versa
If your ally’s Overclock Level is lower than yours you will earn more Clock Cycles from healing him

CPU Differentiator

If your opponents Robot CPU (when at max health) is higher than yours you will earn more Clock Cycles from damaging/killing/spotting him and vice versa
If your ally’s Robot CPU (when at max health) is higher than yours you will earn less Clock Cycles from healing him and vice versa
Level Clock Cycle Requirements

Below are the Clock Cycle totals required to reach each Overclock Level:

Level 2
120,000 (120,000 Total)

Level 3
135,600 (255,600 Total)

Level 4
153,228 (408,828 Total)

Level 5
173,148 (581,976 Total)

Level 6
195,657 (777,632 Total)

Level 7
221,092 (998,725 Total)

Level 8
249,834 (1,248,559 Total)

Level 9
282,313 (1,530,872 Total)

Level 10
319,013 (1,849,885 Total)

Level 11
360,485 (2,210,370 Total)

Level 12
407,348 (2,617,718 Total)

Level 13
460,303 (3,078,021 Total)

NB: These values, as with all values in the new metagame can be changed from Robocloud by Freejam. So we can make a change to the balance of the game within minutes without forcing a new client update.


STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

8 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin
Robocraft - Drognin


Protoniom (noun, Chemistry, Physics)

[pro-toh-nee-uh m]
A rare transuranic element with a fissile isotope of mass number 511 (protonium 511). When rendered into a truncated octahedron Protonium is capable of sustaining stable nuclear fusion and is the most common source of energy used to power the Supercomputers (SCU’s) of the warring factions of the Milky Way. Symbol: Pn; atomic number: 107.



Protonium Reactor

Each team base in the new main game mode will have a Protonium Reactor. The Reactor is a cluster of Protonium Crystals surrounding a central reactor conduit called ‘the core’. You must destroy the enemy’s Protonium Reactor to win the battle.

Protonium Crystals are rendered in a shape called a ‘truncated octahedron’ (a sort of 3D octagon). The Crystals fit together and connect on all sides (much like the cubes in your Robot, but they also connect on the diagonal faces). Each Crystal can be connected on 14 sides (6 square, 8 diagonals).

The core has 32 connection points and the Crystals are clustered around it joining with all connection points.

To destroy the Reactor you must sever all 632 Crystals from the Core (much like you sever functional cubes from the Pilot seat of a Robot to destroy it). As with a Robot, if you break the Crystals that connect to the core can severe multiple Crystals at once.



Protonium Crystal Health

Protonium Crystals have a dynamic health that is set depending on which Tier you are fighting in as follows:

T1: 544
T2: 1,129
T3: 2,108
T4: 3,623
T5: 5,797
T6: 8,686
T7: 12,223
T8: 16,170
T9: 20,107
T10: 23,479

NB: These values, as with all values in the new metagame can be changed from Robocloud by Freejam. So we can make a change to the balance of the game within minutes without forcing a new client update.

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

9 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin


Protoniom (noun, Chemistry, Physics)

[pro-toh-nee-uh m]
A rare transuranic element with a fissile isotope of mass number 511 (protonium 511). When rendered into a truncated octahedron Protonium is capable of sustaining stable nuclear fusion and is the most common source of energy used to power the Supercomputers (SCU’s) of the warring factions of the Milky Way. Symbol: Pn; atomic number: 107.



Protonium Reactor

Each team base in the new main game mode will have a Protonium Reactor. The Reactor is a cluster of Protonium Crystals surrounding a central reactor conduit called ‘the core’. You must destroy the enemy’s Protonium Reactor to win the battle.

Protonium Crystals are rendered in a shape called a ‘truncated octahedron’ (a sort of 3D octagon). The Crystals fit together and connect on all sides (much like the cubes in your Robot, but they also connect on the diagonal faces). Each Crystal can be connected on 14 sides (6 square, 8 diagonals).

The core has 32 connection points and the Crystals are clustered around it joining with all connection points.

To destroy the Reactor you must sever all 632 Crystals from the Core (much like you sever functional cubes from the Pilot seat of a Robot to destroy it). As with a Robot, if you break the Crystals that connect to the core can severe multiple Crystals at once.



Protonium Crystal Health

Protonium Crystals have a dynamic health that is set depending on which Tier you are fighting in as follows:

T1: 544
T2: 1,129
T3: 2,108
T4: 3,623
T5: 5,797
T6: 8,686
T7: 12,223
T8: 16,170
T9: 20,107
T10: 23,479

NB: These values, as with all values in the new metagame can be changed from Robocloud by Freejam. So we can make a change to the balance of the game within minutes without forcing a new client update.

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

9 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin


ROBOCRAFT WILL BE RESPAWNED IN 10 DAYS TIME
SCHEDULED RELEASE DATE 29th APRIL 2015


Today, it begins! We are now just 10 days from our first launch of a major upgrade to the main competitive game mode in Robocraft. This is easily the biggest change we have ever made to Robocraft and follows months of development work to implement it.

RESPAWNED AND OVERCLOCKED

The new game mode is Epic! It includes many new features:

Protonium Crystals, destroy them to gain Victory in battle
Overclocking your Robot during the course of a battle
Fusion Towers, capture them to turn the tide of a battle
Fusion Shields, protecting your base
Respawning, yes respawning
Combat mechanic changes
Big balance changes

NB: If you didn’t get the early announcements about the development of this new ‘meta game’ you can recap on it here – http://robocraftgame.com/the-future-of-robocraft/

CLASSIC MODE

Don’t worry. Old Robocraft is staying. The old mode is being renamed ‘Classic Mode’ with ‘Challenge Mode’ and ‘Megaboss Mode’ also remaining.

PRE-LAUNCH and FULL-LAUNCH

There are so many changes in this major update. We’ve been developing and testing, balancing and testing, balancing some more and testing some more. We will be testing right up to the launch to try to make this new meta-game awesome first time. There are bound to be a few balance issues and a few things you’d like changed after it’s first launch so we’re going to launch it in two steps.

PRE-LAUNCH 29th APRIL

This first launch will contain all the features and initial balance, but it will only be announced via our own channels (Website, Facebook, Twitter, etc). This allows all the closest fans of Robocraft, those that stay in touch with the progress etc. to get first look at the launch and get their feedback heard first.

FULL-LAUNCH 6th MAY

One week later we will start to promote this new meta game to a wider audience with a small amount of advertising and with some support from Valve and some other great partners we’ve been working with to help promote the game so we hope to see an influx of new users at this point.

STAY TUNED

Each day between now and the launch we will reveal more detailed information about all elements of the launch. Want to know exactly how fast Aerofoil Fliers will travel when fully Overclocked? Want to know how much health Protonium has? or about the ‘heal-rates’ of cubes?

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL
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