Shattered Void · published · build 21035541

Eliteness in the system now increases over time and from the number of killed mobs.
The increase directly depends on the time when elite mobs start to appear, and therefore depends on the sector.
To prevent weaker players from being hindered by the sharply increasing difficulty, the increase is also tied to the number of killed mobs.
Along with the increase, more items drop from mobs.
The higher the eliteness is increased, the greater the chance of an elite mob appearing.
The chance of eliteness gradually increases along with the strengthening of mobs. Starting from a base chance of 10%, it will become 20% after 1 hour, 35% after 2, 50% after 3, etc.
Changes in the application of effects:
Structure
Now gives 1.5 times less health increase.
Armor
Minimum armor value has been reduced from 20 to 16, but is now increased by the strength modifier.
At low modifier values, the ship is also given resistance to armor strip for a more gradual increase (up to 50% of resistance if armor is 0 after the boost).
Rate of Fire
Now instead of a direct decrease (4 sec - 50% = 2 sec) there is an infinite decrease (reload / acceleration (4 sec - 100% = 2 sec)).
The mob now receives as much energy generation as the reload acceleration on guns requires.
The effect now also applies to droids.
Base Damage
Damage modification now takes into account only half of the modifier (if previously the base damage would have risen by 100%, now 50%).
The mob loot modifier (for difficulty) remained unchanged.
The effect now also applies to droids.
Speed
Now also provides a minor damage increase effect for the attack radius.
Sniper
In addition to increasing the radius, the mob receives full resistance to slowdown and a decrease in flight speed.
The effect now also applies to droids.
Random Items
For every 100% of difficulty, mobs can carry 1 more item.
The loot boost modifier per item has been reduced by 25%.
Removed items that allow mobs to reset a target's defense/block attacks from the possible items. All such items will only spawn on ships of the factions that own them.
Changes
Removed the disregard for the last player who entered the system to block the reset of the elite time.
Instead, any entry into a location removes 10% of the elite time in it, plus the start time of elite mobs.
Fixes
Eliteness on Damage no longer worsens the stats of ships' weapons with each new boost.
Weapons/droids that were added by elite now correctly use ammo if they need them
We are looking for feedback on the difficulty of the new elite and any ideas for improving the difficulty.