Game Balance Suggestions

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    • Legacy Citizen 3
    New update new chance for me to bug you guys right?

    Here is a small one, change Thruster Module mass from .10 to .05

    I think this would bring a great improvement to small-medium ships, allowing an easier time for light speedy ships to make better use of passive effects compared to their armed and armored (aka heavier) counterparts.

    (Side Note: I don't think push effect modules need a mass decrease, but they could be given a slightly stronger passive effect, help get things up to speed (bad pun is bad)) <Might be moot with thrust changes.
     

    alterintel

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    Suggestion: Please do not issue warnings to people's accounts for incorrectly posting in this thread. Instead just delete the post and send a notification in a Private Message. Additionally, remove any existing warnings from peoples accounts which were a result of posts in this thread.

    Argument: I posted a couple of suggestions in good faith during the last release cycle and as a result I got two warnings on my account. This made me very upset. As a result I am very hesitant, as I'm sure many other people are, to post any further balance suggestions in this thread. I've noticed much fewer suggestions this cycle.

    note: It's a shame I have to waste my one suggestion for this cycle on a suggestion of this type. But I hope it will encourage more suggestions, even if they are improper and promptly deleted. :)
     
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    Jaaskinal

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    Make logic Shift-v able.
    It used to be that you could use shift-v on logic, just like on weapon modules, but now you can't.
     

    Lancake

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    Fine, I'll stop the warnings and straight-up delete the messages. For those who broke the rules, please read them again. Some of you already have 3 or more warnings...

    EDIT: In case I forgot to remove a warning from someone in here, please send me a PM about it and I'll fix it right away.
     
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    Keptick

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    Split the mass enhancer config between turret docks and rails.

    The reason being that turrets and rails both require different balancing when it comes to enhancers, but it's impossible to do right now. For example, increasing the mass allowance of enhancers to allow greater rail contraptions (like robots) also decreases the amount of enhancers required for turrets (which potentially negates one of the disadvantages of having turrets). Wouldn't be a problem if the config was split.
     

    Napther

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    Swarm (missile/missile) Missiles are one of the few weapons that are banned from structured PvP events, and for good reason.
    They do not require line of sight, they do not require a target lock on phase, they generally overpower any AMS system when used with spammy low-damage outputs, followed by high damage. They are also relentless in their targeting of a single entity - usually their target they have singled out

    Perhaps for their ability to hit targets super easily- and seek them out - their actual range should be reduced by, say, 1/2. An extreme case may be 1/3. (And actually making sure these missiles can only fly for that distance)
    Perhaps a combination of reduced range, and further reduced speed will dissuade use of the weapons system as a main weapon, and more of a "Someone is on my back, cant shake them, I need to use these to try and cause some damage"
     
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    Edymnion

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    Increase Jump Distance.
    Double the jump drive distance from 8 sectors to 16 so that you travel one system per jump. Double warp gate distance to match to keep the ratio we have now.
     
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    Introduce a weapon computer option which boosts the weapon system but restricts aiming to the ships movement. This could help to improve the viability of fighters and would promote the construction of highly effective but specialized capital class weapon systems.
    While agile, fighters would barely feel a difference in using this new option over the current system. The advantage for using a fixed weapon system might for example include a power efficiency or damage bonus.
     
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    Remove faction home-base invulnerability.

    When a faction has <number> of faction points it loses home base protection. When the faction points fall below <number> they regain it. The faction points are earned through time and member activity which proves they have had sufficient ability to defend themselves from attack.
     

    Exozen

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    If possible, no longer render the side faces when two slanted blocks are together.

    Currently when wedges, pentas, tetras, etc. are next to each other & the diagonal faces are covered up, it still renders those faces. If the block-face is completely covered it shouldn't render. This would reduce lag when rendering ships with high amounts of wedges & other angled blocks.

    Edit (I really should've done this days ago): just in case if you don't know what I'm talking about.

    Watch out for Wedge 2: Attack of the Pentas. Coming to theaters summer 2016.
     
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    Suggestion:
    Make it so that powersupply and shieldsupply cannot affect the mothership it's docked to.

    Reason:
    This causes issues because people can both bypass the softcap and the combat regen. The softcap exists the make players not able to build ginormous ships as efficient as smaller ships, but instead with being able to supply the mothership results in an unbalanced lagfest. Why even bother with a softcap if you can just supply your ship with power?

    The fact that shield supply beams supply their mothership makes so there is no reason to have the combat regen to begin with. It makes it so that 10k mass ships have no possible way to defeat a 100k mass ship as they have too high shield regen for their dps. It encourages laggy gigantism. By making shield supply being able to supply the mothership, armour tanking ships that already needed to sacrifice their movement for tankiness are going to be extremely useless with shield supply tanking. Lastly, it also makes ships that would use an escort ship to supply a fleet of ships with shields completely useless, because it's a lot more safer to just have the shield supplier safely docked inside one's own ship unable to be destroyed.
     
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    Reduce missile speed and maneuverability as overall damage increases, while weaker missiles are more agile. In exchange, missiles with higher damage should have an increased amount of HP
     
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    Guthris

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    My bi-weekly suggestion is a functionality buff to using long range weapons.

    Zoom camera's, use a primary camera hardpoint and link multiple camera's to it. ctrl c - ctrl v. each linked camera incrementally increases zoom at the expense of parallax effect at extreme zoom factors.

    Right now the lack of zoom is frustrating at the least when you have weapons that can touch out to 36km but you can only render a ship proportionally within the clutter of the crosshair at 5km or less
     
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    another suggestion.
    modules to slave to a jump drive.
    modules that improve for example
    - charge time (we basicly already have this by adding more jump modules. but more powerfull at a greater power cost)
    - jump distance.
    - jump time (this is not really an improvement but more of a roleplay thing. it will increase your jump time. so you spend more time in transit for the cool look. and the feel of being in hyperspace)

    (only just now read the rules. but this is too good to delete.)
     
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    Ithirahad

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    Undo the thrust nerf. It says that most ships should have the same or better thrust, but it seems to me that everything got harder to maneuver, big or small.
     
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    Allow server admins to specify the player's starting conditions, from the blocks they start with, to whether they spawn near a shop or near a planet or ON a planet. I've loved getting rid of all blocks I had and starting crafting everything I wanted from scratch on a empty planet and would love to see servers like this/host one myself. It would also be needed to allow changing the gravity pull of the planets: if it's too low players can just leave with a ship core, which would turn the entire system redundant.

    EDIT: I've been told we can just set the spawn to a planet and the starting blocks are editable. I tested this and it works perfectly, great job! Wasn't even aware of these features! Now there's only the gravity config left: make larger planets have more gravity and allow us to customize the gravity amount so that even smaller planets are harder to get out of.
     
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    Let passive effects be activated by logic - for example, it would be nice to automatically activate antigrav when deploying the landing gear, or overdrive when swivelling engine pods to "forward thrust" position, without having to also manually activate the respective effects computer.
     
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    Let docked thrusters draw power from the docked entity first. If they draw power directly from the mothership modular engines are useless.

    Edit:
    If modular engines were to draw power from their own entity, the thrust curve would become meaningless and people would dock tons of tiny little engines to their ships to get the most thrust out of the space. (Hopefully the people in question will read this before it gets deleted, as it has to be deleted anyway or the thread will start derailing)
    According to the wiki each consecutive thruster module adds less thrust than the previous one. As long as all thrusters from all entities are put into a single pool (as it is now apparently) it doesn't matter where they draw their energy from, the diminishing returns will remain the same.
     
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    Mass Enhancers should effect children such as power. With the new cargo system something can have more than one axis of movement such as a crane and you end up with a massive amount more of mass enhancers need for rails.

    Secondly, The push off effect on undocking needs to be removed. We can already tell when we are and aren't docked with logic if needed.
    It creates problems when trying to drop off cargo modules or using a crane for loading.

    Please fix full logic on storage there is no maximum type of storage any longer it needs to be set to 100% of cargo storage.
     

    Lecic

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    Assuming this isn't already implemented- Add the same downward curve to docked thrust that thrust built directly onto the ship has. Otherwise, the ONLY logical choice of thrust is a docked thruster.