I was thinking about building a station that could bring some fun back into this game and encourage some co-op play.
Here is what I can build I can build a station with a shit ton of power, with pretty massive shielding.
I can even fix it so that a person could get access to the facility and have to fight their way past some internal security and get to a point the could detonate a war head attached to a ship core and destroy a connection point to cut power to said shielding. Thus making the base vulnerable to attack easier.
The problem is this game has shielding regen so nerfed no matter how large I make that shielding it is pointless because with combat conditions in place and enough ship power the shields can be by warn down in short order so there is no need for a sabotage team to go in.
Lets say all weapons did X amount of damage/time/power. Shields using the same amount of power should be able to block that attack indefinitely.
It would be nice if they put in a power routing system similar to the thrust control that would allow routing power to shields, weapons and thrust the purpose of which would be to give a bonus on while sacrificing some on others.
Now you probably are thinking this might screw up single player play. You are wrong. The fact is if a single player could still do this mission. He would build his fleet move it into the area just out of range. Use a stealth ship go in fight his way past everything. And once he completes the task signal his fleet to attack.
This game could be a lot of fun if the focus was on giving purposes and bonuses of various types of different ships sizes. Rather than try and balance them. Make them less equal and give them better roles to play at various sizes.
Example:
Small ships could have better cloaking, speed, be used for recon, interceptors, bombers, precision targeting, boarding.
Capital ships could handle capital ships weapons and power systems, do fleet jumps(pull entire fleet in jump)
Mid size ships could handle various roles, support putting up a shield to help protect cap ships, or artillery with long range precision, ...
They could assign these roles by putting various computers on the bridge to get the bonus from them. Put a limit of say using two or three of the bonus computer systems. That way the person can designate what the ship is and its role. Sure it can still perform other functions but only 3 it gets the bonus in. Of course the player could change the role of the ship at some point by swapping the computers out.
That would eliminate the need for putting power caps on stuff. That type of balance wouldn't be needed.
In fact the only balance needed would be one that all weapons equal out the damage over time per power and that shields matches that.
The only balance that would be needed after this would be. If all blocks are equal any two weapon systems should equal each other when compared damage/time/power (required). Shields should be able to match the systems with the same number of blocks and power usage.
Then rather than trying to fill a ship up with blocks trying to get around every negative thrown at you, players could focus on what roles the ship is supposed to play.
Anyway. Back to the base. I am also currently limited in how powerful I can build the base by two factors. I could simply dump in massive numbers of blocks or I could save and build a reverse power supply for the base. The reverse power supply is limited in the fact docked objects are stored in directories currently. Plus the lag issue if the break free. I can minimize the potential of it breaking free and even fix in some contingencies to pretty much force it to reconnect after the 5 second time. It would be a million times easier to solve if they got rid of the push off force when undocking though or at least allow people to turn that on or off.
Here is what I can build I can build a station with a shit ton of power, with pretty massive shielding.
I can even fix it so that a person could get access to the facility and have to fight their way past some internal security and get to a point the could detonate a war head attached to a ship core and destroy a connection point to cut power to said shielding. Thus making the base vulnerable to attack easier.
The problem is this game has shielding regen so nerfed no matter how large I make that shielding it is pointless because with combat conditions in place and enough ship power the shields can be by warn down in short order so there is no need for a sabotage team to go in.
Lets say all weapons did X amount of damage/time/power. Shields using the same amount of power should be able to block that attack indefinitely.
It would be nice if they put in a power routing system similar to the thrust control that would allow routing power to shields, weapons and thrust the purpose of which would be to give a bonus on while sacrificing some on others.
Now you probably are thinking this might screw up single player play. You are wrong. The fact is if a single player could still do this mission. He would build his fleet move it into the area just out of range. Use a stealth ship go in fight his way past everything. And once he completes the task signal his fleet to attack.
This game could be a lot of fun if the focus was on giving purposes and bonuses of various types of different ships sizes. Rather than try and balance them. Make them less equal and give them better roles to play at various sizes.
Example:
Small ships could have better cloaking, speed, be used for recon, interceptors, bombers, precision targeting, boarding.
Capital ships could handle capital ships weapons and power systems, do fleet jumps(pull entire fleet in jump)
Mid size ships could handle various roles, support putting up a shield to help protect cap ships, or artillery with long range precision, ...
They could assign these roles by putting various computers on the bridge to get the bonus from them. Put a limit of say using two or three of the bonus computer systems. That way the person can designate what the ship is and its role. Sure it can still perform other functions but only 3 it gets the bonus in. Of course the player could change the role of the ship at some point by swapping the computers out.
That would eliminate the need for putting power caps on stuff. That type of balance wouldn't be needed.
In fact the only balance needed would be one that all weapons equal out the damage over time per power and that shields matches that.
The only balance that would be needed after this would be. If all blocks are equal any two weapon systems should equal each other when compared damage/time/power (required). Shields should be able to match the systems with the same number of blocks and power usage.
Then rather than trying to fill a ship up with blocks trying to get around every negative thrown at you, players could focus on what roles the ship is supposed to play.
Anyway. Back to the base. I am also currently limited in how powerful I can build the base by two factors. I could simply dump in massive numbers of blocks or I could save and build a reverse power supply for the base. The reverse power supply is limited in the fact docked objects are stored in directories currently. Plus the lag issue if the break free. I can minimize the potential of it breaking free and even fix in some contingencies to pretty much force it to reconnect after the 5 second time. It would be a million times easier to solve if they got rid of the push off force when undocking though or at least allow people to turn that on or off.