So we all know that weapons currently take X seconds to kill an equivalent mass of shields.
This number really doesn't matter, FYI - increasing or decreasing it will simply change the ratio of shields - weapons in combat vessels.
What about actually balancing those 50k+ ships with the rest of the fleet? For example, missiles currently wipe the idea of block for block DPS by dealing it all instantly. Thus, those really big ships don't just have more DPS. Their one-shot kill max mass value just goes up the larger the ship gets.
Here's some basic principles that need to be a priority for balancing combat:
1. We need to devote larger ships to their turrets. Front firing cannons make zero sense on a ship that can be outmaneuvered in seconds. Especially considering the turret nerfs that have been mentioned (turret firing arc and speed) as well as the general weapon nerf (firing arc restrictions).
2. With that in mind, let's limit weapons by the power they consume. Sure, you can use a massive MAC cannon - but you won't be able to fire it without massive power banks. Want to use that really powerful, 5M damage missile? You'll need 250M power storage for that! This change will also put a *soft cap* on turret size - you wouldn't want a massive barrage going off without your authorization, especially if it kills your power. Thus, it also encourages smaller turrets.
3. Smaller vessels (smaller entities in general, actually) need a shielding buff. They need to at least survive long enough to hit something, instead of being killed upon entering the render range. This also ties in with the turret nerfs, but it's still an important facet of the direction shielding changes should take. Making docked entities share at least a part of the mothership's shields is also a huge section of this point.
4. Combat range should not max out beyond render range. I hope Planetside 2 has taught everyone here the important lesson that toeing the render range line is a very dangerous game. It's also not super satisfying. I don't know about you, but I like seeing my enemies blow up. Especially if it's a well made ship. :D We should be careful that this doesn't invalidate long range weapons, however.
5. There needs to be a repair system of some sort. Shields prevent damage to the hull, which saves on maintenance. No one likes maintenance. This is already in the works, but it is worth mentioning because it will drastically alter how players behave in and around combat.
6. Building a viable and efficient combat vessel should not be limited in full Survival Universes. I'm specifically referencing the current rarity of the resource asteroids used to make shields, but future changes need to take this into account too.
What do you guys think? What did I miss?
Calbiri A detailed response from you guys would be great. Some of your ideas and vision I've heard from speaking with you on Teamspeak, however, you've yet to go into detail on how ya'll think shielding should interact with weapons. Armor, yes, but not the delicate weapons v shields discussion. :p
This number really doesn't matter, FYI - increasing or decreasing it will simply change the ratio of shields - weapons in combat vessels.
What about actually balancing those 50k+ ships with the rest of the fleet? For example, missiles currently wipe the idea of block for block DPS by dealing it all instantly. Thus, those really big ships don't just have more DPS. Their one-shot kill max mass value just goes up the larger the ship gets.
Here's some basic principles that need to be a priority for balancing combat:
1. We need to devote larger ships to their turrets. Front firing cannons make zero sense on a ship that can be outmaneuvered in seconds. Especially considering the turret nerfs that have been mentioned (turret firing arc and speed) as well as the general weapon nerf (firing arc restrictions).
2. With that in mind, let's limit weapons by the power they consume. Sure, you can use a massive MAC cannon - but you won't be able to fire it without massive power banks. Want to use that really powerful, 5M damage missile? You'll need 250M power storage for that! This change will also put a *soft cap* on turret size - you wouldn't want a massive barrage going off without your authorization, especially if it kills your power. Thus, it also encourages smaller turrets.
3. Smaller vessels (smaller entities in general, actually) need a shielding buff. They need to at least survive long enough to hit something, instead of being killed upon entering the render range. This also ties in with the turret nerfs, but it's still an important facet of the direction shielding changes should take. Making docked entities share at least a part of the mothership's shields is also a huge section of this point.
4. Combat range should not max out beyond render range. I hope Planetside 2 has taught everyone here the important lesson that toeing the render range line is a very dangerous game. It's also not super satisfying. I don't know about you, but I like seeing my enemies blow up. Especially if it's a well made ship. :D We should be careful that this doesn't invalidate long range weapons, however.
5. There needs to be a repair system of some sort. Shields prevent damage to the hull, which saves on maintenance. No one likes maintenance. This is already in the works, but it is worth mentioning because it will drastically alter how players behave in and around combat.
6. Building a viable and efficient combat vessel should not be limited in full Survival Universes. I'm specifically referencing the current rarity of the resource asteroids used to make shields, but future changes need to take this into account too.
What do you guys think? What did I miss?
Calbiri A detailed response from you guys would be great. Some of your ideas and vision I've heard from speaking with you on Teamspeak, however, you've yet to go into detail on how ya'll think shielding should interact with weapons. Armor, yes, but not the delicate weapons v shields discussion. :p