- Joined
- Jul 15, 2014
- Messages
- 506
- Reaction score
- 111
With the coming fleet update ship scores are going to become more relevant as they will be the basis of who wins AI vs AI battles in unloaded sectors, but I think we can all agree that in their current form they're a little... underwhelming. So I thought I'd make a thread to get some discussion going as to what the community thinks would be the best way to numerically represent how good a ship (or fleet) is.
I'd say the big thing that needs to be accounted for before any changes to the categories can be made is whether or not the ship's power supply can actually account for the weapons, shields and thrust. This would require a way to see how much power is being supplied by docked reactors, which I will get to later.
Weapons and defence I feel need to be split into further categories, to account for output at various ranges, whether you're shield or armour tanking, damage against blocks splitted from damage against shields, how effective passive systems like Ion are etc. We need the system to be accounting for as many variables as possible. Likewise I feel support should be split into exactly what it's supporting with.
Docked entities need to be handled a little differently too, one of the things I think needs to happen first of all is for basic parametres for what the docked entity is there for. Turrets is an easy one, but for example docked ships and docked reactors need to be accounted for differently. Ships I feel like we could use whatever the carrier system will be when implemented, so if it's hooked up to a rail that's connected to one of the massless launch rails the rating system will class it as a separate entity, and if not the object will be classed as a support module. Support modules could class as a bit of extra defence, or if they have power supply beams on board they add the score of that power beam to the ships power rating (assuming the reactor can cover the energy cost)
One thing that should be taken into account as well is formation set up, ie whether the ships better at long range combat are at the back of a formation etc. But I haven't really put too much thought into it really. What do you think the system needs to account for?
I'd say the big thing that needs to be accounted for before any changes to the categories can be made is whether or not the ship's power supply can actually account for the weapons, shields and thrust. This would require a way to see how much power is being supplied by docked reactors, which I will get to later.
Weapons and defence I feel need to be split into further categories, to account for output at various ranges, whether you're shield or armour tanking, damage against blocks splitted from damage against shields, how effective passive systems like Ion are etc. We need the system to be accounting for as many variables as possible. Likewise I feel support should be split into exactly what it's supporting with.
Docked entities need to be handled a little differently too, one of the things I think needs to happen first of all is for basic parametres for what the docked entity is there for. Turrets is an easy one, but for example docked ships and docked reactors need to be accounted for differently. Ships I feel like we could use whatever the carrier system will be when implemented, so if it's hooked up to a rail that's connected to one of the massless launch rails the rating system will class it as a separate entity, and if not the object will be classed as a support module. Support modules could class as a bit of extra defence, or if they have power supply beams on board they add the score of that power beam to the ships power rating (assuming the reactor can cover the energy cost)
One thing that should be taken into account as well is formation set up, ie whether the ships better at long range combat are at the back of a formation etc. But I haven't really put too much thought into it really. What do you think the system needs to account for?