- Joined
- Sep 14, 2017
- Messages
- 666
- Reaction score
- 928
One of the biggest complaints with chambers so far is that there is no hot swapping them in combat. This is a major impetus on combat tactics and depth of gameplay.
To put things in perspective. Old power had passives, jammers, inhibitors, etc. that you could just turn on and off at will in battle, but you never ran them all at once. Each of these systems had drawbacks to leaving active that gave a lot of reasons to toggle them as a battle ebbed and flowed. This encouraged advanced battle tactics and made a person's piloting skills just as important as the tech they were flying. Jammers draw a lot of power which limited your firepower. Inhibitors locked down your own jump drives as well as the enemy. Shield/armor passives had to be toggled at just the right times to prevent them from working against you as shields broke or came back online. Scanners, had to be synchronized with your alpha strike to optimise damage with accuracy.
Now you go in with what you have on and that is it because swapping reactors is suicide. Now, combat (if it worked at all) is just two ships pointing and shooting.
Obviously, the new system is designed to push specialization; so, you dont want ppl playing around with everything at their fingertips but the amount of fudging server admins are having to do to default values to make ship even sort of flyable kills that because they are either setting recharge times supper low so ppl can hotswap whatever they need anyway without penalty, or they are making things cost so few Reactor Points that a lot of the specialization disappears.
I think a better idea would be to be able to have 3 states on chambers instead of two. (Active, Ready, and Offline). Active and Offline could work just like current chambers, but Ready would disable a chamber's effect and remove it's cost from your Reactor Points, but still hold a charge and cost power upkeep. Then you allow the player to bind chambers to their hotbar; so, they can left click to toggle the Ready state or right click to toggle the Offline state.
This way, you can set a ship up with a more diverse selection of chambers, but it would cost extra power upkeep to have everything at the ready, and you could not run more at once than you have RP. Instead of shutting down tactical options, this would open new ones up like choosing between setting jump chambers to ready or offline when going into battle based on whether you want to free up more power, or keep them warmed up for if you need to run away.
To put things in perspective. Old power had passives, jammers, inhibitors, etc. that you could just turn on and off at will in battle, but you never ran them all at once. Each of these systems had drawbacks to leaving active that gave a lot of reasons to toggle them as a battle ebbed and flowed. This encouraged advanced battle tactics and made a person's piloting skills just as important as the tech they were flying. Jammers draw a lot of power which limited your firepower. Inhibitors locked down your own jump drives as well as the enemy. Shield/armor passives had to be toggled at just the right times to prevent them from working against you as shields broke or came back online. Scanners, had to be synchronized with your alpha strike to optimise damage with accuracy.
Now you go in with what you have on and that is it because swapping reactors is suicide. Now, combat (if it worked at all) is just two ships pointing and shooting.
Obviously, the new system is designed to push specialization; so, you dont want ppl playing around with everything at their fingertips but the amount of fudging server admins are having to do to default values to make ship even sort of flyable kills that because they are either setting recharge times supper low so ppl can hotswap whatever they need anyway without penalty, or they are making things cost so few Reactor Points that a lot of the specialization disappears.
I think a better idea would be to be able to have 3 states on chambers instead of two. (Active, Ready, and Offline). Active and Offline could work just like current chambers, but Ready would disable a chamber's effect and remove it's cost from your Reactor Points, but still hold a charge and cost power upkeep. Then you allow the player to bind chambers to their hotbar; so, they can left click to toggle the Ready state or right click to toggle the Offline state.
This way, you can set a ship up with a more diverse selection of chambers, but it would cost extra power upkeep to have everything at the ready, and you could not run more at once than you have RP. Instead of shutting down tactical options, this would open new ones up like choosing between setting jump chambers to ready or offline when going into battle based on whether you want to free up more power, or keep them warmed up for if you need to run away.