In this issue, we will introduce a new special flagship skill called Strategic Strike and tell you about the upcoming new blueprint version number effects. To provide a better experience, flagship skills, and the new blueprint version number effects will be updated on November 30 instead. We will continue to update the ships and combat system in the game in the near future to improve the combat system in the Lagrange Network.
Flagship Skill—Strategic Strike
Strategic Strike is a brand-new type of aircraft-based combat. The fleet can launch strikes at the designated area from a long distance. All threat targets within the strike range will be attacked by the fleet's aircraft one after another. When an Explorer designates a ship that has the Strategic Strike skill as the flagship of the fleet, the fleet will be able to make strategic strikes and can attack fleets and buildings within range.
Explorers can issue the Strategic Strike command with a designated range and duration to a docked fleet. After using up a certain number of Action Points, the fleet will immediately execute the Strategic Strike to attack the designated area.
Issuing the Strategic Strike command (subject to the final effects)
The fleet's Strategic Strike action is divided into 3 stages: Preparation, Strike, and Termination. During this time, the fleet cannot execute any commands other than Retreat. After deciding to launch a Strategic Strike, the fleet enters a preparation stage for a period of time and uses Quantum Detection Technology to compile basic data info on the complex space of the target. At the same time, all aircraft of the fleet are automatically organized into multiple strike formations according to their combat methods to fully maximize the different characteristics and features of Fighters and Escort Corvettes.
Escort Corvettes and Fighters that have independent combat capabilities will form a formation to entangle the target, forcing them to engage in combat and interrupting their actions.
The formation formed by Fighters that engage in reciprocal combat will not interrupt the opponent's actions, which means the opponent's fleet can still counterattack while sailing normally.
After the preparations are completed, the aircraft strike formation will attack threat targets within the strike range in order until all threat targets within range are eliminated. A fleet that is being attacked by a Strategic Strike. Its anti-aircraft weapons and air defense aircraft will automatically counterattack the aircraft formation. When there are no more threat targets in the strike range, the aircraft formation will cruise and remain on alert within the strike range. It will immediately strike again once a new threat target appears within the strike range.
Once the duration of the Strategic Strike ends, the fleet terminates the Strategic Strike action, and the strike range is automatically closed. The aircraft formation that is cruising or engaged in combat inside the strategic range will return to the fleet, and the fleet will dock again.
Strategic Strikes can attack buildings within range to continuously reduce their HP but cannot strike fleets docked inside them or destroy the buildings. In other words, it cannot be used to occupy Space Stations, destroy Privateer Bases or Explorer Bases, etc. The fleet that is carrying out a Strategic Strike command also loses the conventional combat abilities of aircraft, and it will take a certain amount of time to recall the aircraft if the fleet is attacked.
Different types of ships have different Strategic Strike command capabilities, differing in terms of angle, radius, distance, aircraft flight speed, formation attack order, etc., so it is very important to choose the most suitable ship as the flagship for Strategic Strikes. After selecting a flagship, it will be necessary to decide on the fleet configuration and balance the ratio of aircraft and ships.
An aircraft formation that is currently executing a Strategic Strike (subject to the final effects)
Strategic Strike introduces a variety of new strategic experiences, such as making long-distance attack runs, intercepting actions, breaking blockages, etc. Explorers will need to experience Strategic Strikes personally to explore more uses of Strategic Strikes and various ways to employ them strategically in the Lagrange Network.
New Blueprint Version Number Effects
Blueprint version numbers are the crystallization of ship technology, representing the scientific and technological strength of the ship. Having a higher version number means that the production and technical information of the blueprint are also more complicated and will affect the performance of the ships. For aircraft and small and medium sized-ships, increasing the technical investment will strengthen the entire hull structure. For large ships, due to their large hulls, the technical investment will bring about improvements with localized effects. At the same time, ship production will consume more resources and time. This logic is in line with the basic industrial rules of the Lagrange Network. Therefore, we'll add effects that correspond to blueprint version number changes:
Every increase of 0.01 in the version number of a Fighter sub-blueprint increases the HP of Fighters produced according to this blueprint by 1 and the corresponding production time by 0.5%.
Every increase of 0.01 in the version number of an Escort Corvette sub-blueprint increases the HP of Escort Corvettes produced according to this blueprint by 5 and the corresponding production time by 0.5%.
Every increase of 0.01 in the version number of a Frigate sub-blueprint increases the HP of ships produced according to this blueprint by 20 and the corresponding production time by 0.5%.
Every increase of 0.01 in the version number of a Destroyer sub-blueprint increases the HP of ships produced according to this blueprint by 40 and the corresponding production time by 0.5%.
Every increase of 0.01 in the version number of a Cruiser sub-blueprint increases the HP of ships produced according to this blueprint by 60 and the corresponding production time by 0.2%.
Every increase of 0.01 in the version number of a small, medium, or large Utility Ship blueprint increases the HP of ships produced according to this blueprint by 20 and the corresponding resource cost by 0.1%.
When investing Tech Points into each system of a Battlecruiser, Auxiliary Ship, or Carrier blueprint, every 1 Tech Point invested (equivalent to increasing the blueprint version number by 0.01) increases the HP of the corresponding system by 50 and the corresponding resource cost by 0.05%.
At the same time, based on the worldview of industry and technology rules, we'll introduce a certain cost to reset the Tech Points in the blueprint system multiple times. The first reset in each system is free, and each subsequent reset will cost 30,000 uEcoins.
(The above blueprint version number effects and their adjustments are subject to the final effects)
That's it for the adjustments made this time. We have always been committed to providing a rich and diverse strategic game experience. This is a goal and purpose that we've always followed to bring more new experiences to all Explorers. Thank you all for your support and love of Infinite Lagrange.