- Joined
- Mar 8, 2014
- Messages
- 38
- Reaction score
- 9
Am I the only one exited for the new Weapons System coming out? I thought so.
The only concern, however minor it may be is that when we get out new weapons, core drilling is solved and turn rates are adjusted. That hulls will still be the paper covering to our gun boats. Like a 1 block thick paint job if anything else. I got in a argument with my brother about having hull at all, after all it has about the same amount of health, and shields would be more effective then a paint job. So that got me thinking...
Now, I know no one wants hulls to be pointless. Look in any thread were they are mentioned and people will complain up and down about 'butter hulls' and how once your shield is down they will be poking holes not into your ship, but threw it. But we also don't want tiers of hulls(at least I don't) because by having something that is the same, but better exist in the universe means that everything below it doesn't exist.
For the purpose of this article, a block will have 1 HP. I know they have more then that, but I am counting blocks that need to be cut threw to reach vital systems, and frankly on fighters that tends to be just 1 block.
Here is my proposal: Specialized Hulls.
Now, I know what your thinking-
No, actually I was thinking of specializing hulls based off were on your ship they were supposed to be, rather then what kind of ship they would go on. I propose 3 kinds of hull:
Light Hull
Health 2(Effectively 4 with Damage Reduction)
Mass .1(Same as a regular block, if my number is wrong, change it to the right one.)
50% Damage Reduction
Light hull is effectively what butter hull 'butter hull', but with twice the amount of health. This is the hull you use to make the hallways inside your ship, or your stealth/scout fighters. This would be the hull you start out with when you fist spawn. This hull would be the cheapest and essayist to get/make.
Heavy Hull
Health 8(Effectively 16 with Damage Reduction)
Mass .4(four times the mass of a lesser block)
50% Damage Reduction
The Skin of a ship, this hull is heavy, with four times the mass and four times the health as light hull it too heavy to fill a ship with without making your ship move. Due to its high mass placing 1 block of heavy hull is like placing 4 regular blocks. The mass quickly adds up. This is the stuff heavy fighters are made of, and the stuff that covers larger ships. With its massive amount of health, taking out the outer hull becomes a important part of combat, being as the inner systems are far, far squishier then this heavy layer of armor.
The goal of Heavy Hull is simple: To be the first line of defense when a shield goes down, but be heavy enough that ship builders will shy away from filling a ship with the stuff, unless they want a slow as a turtle ship with no thrust(but man would that ship be tanky). It would be more expensive then light hull, but still fairly easy to get.With a large amount of health one would want to repair it, rather the replace it once it got damaged.
Core Hull
Health 32
Mass 1.6
50% Damage Reduction(75% with Shield on)
Requires Power Constantly(A fairly large amount) if power gos out then then the Shield effect turns off.
Shield: +25% Damage Reduction. Repairs 1 Health a second, requires more power, the longer its activated.
Core Hull. Fore the days that we get Pilot chairs and our core needs to be protected from all the problems of the world. This hull has high energy costs, financial costs, and raw material costs. It has an insane mass, making 'covering' a ship with this stuff the death nail to your thrust and power supply(not to mention your wallet). Core Hull is hard to kill, its the point of the hull, and it dos it the best, at massive costs. Used to make a 'safe' spot on a ship, were as long as the power holds out, those inside are effectively invincible. Will probably see more use on making Stations tougher then making battle ships unbeatable. Even if it doesn't get used a lot, its nice to know that if you really want to build a safe room, you can.
So there you have it, three hulls, each with a purpose, each with a down side that prevents you from simply trying to make all your ships out of the best hull. If my numbers don't add up. The purpose of this long, over drawn out suggestion was to draw up a non linear progression for hulls, so that new players and old can still hold value for the same resources, and not have 1 type of hull go extinct because its just as valuable as dirt. Also, if only light hull spawns naturally and is also a component to making the heavier hulls, it guarantee's that all tiers of hulls hold value, and won't simply fall into worthlessness the moment a server gets big.
I used a count of blocks instead of actual health just to illustrate a point, the point being this is how many normal blocks, lets say shields. You would need to use if you wanted to make a wall just as strong as this one block. With light hull you might be able to reason you don't need any in your ship, but with Heavy hull you would need to coat your ship in a 16 block thick skin if you wanted the same protective qualities.
Note: Core hull would probably be the most optional of all these hulls, being how its a bit complex.
Thank you for your time.
The only concern, however minor it may be is that when we get out new weapons, core drilling is solved and turn rates are adjusted. That hulls will still be the paper covering to our gun boats. Like a 1 block thick paint job if anything else. I got in a argument with my brother about having hull at all, after all it has about the same amount of health, and shields would be more effective then a paint job. So that got me thinking...
Now, I know no one wants hulls to be pointless. Look in any thread were they are mentioned and people will complain up and down about 'butter hulls' and how once your shield is down they will be poking holes not into your ship, but threw it. But we also don't want tiers of hulls(at least I don't) because by having something that is the same, but better exist in the universe means that everything below it doesn't exist.
For the purpose of this article, a block will have 1 HP. I know they have more then that, but I am counting blocks that need to be cut threw to reach vital systems, and frankly on fighters that tends to be just 1 block.
Here is my proposal: Specialized Hulls.
Now, I know what your thinking-
So like, freighter hull and fighter hull? Isn't that way too complex and frankly, wasteful?
No, actually I was thinking of specializing hulls based off were on your ship they were supposed to be, rather then what kind of ship they would go on. I propose 3 kinds of hull:
Light Hull
Health 2(Effectively 4 with Damage Reduction)
Mass .1(Same as a regular block, if my number is wrong, change it to the right one.)
50% Damage Reduction
Light hull is effectively what butter hull 'butter hull', but with twice the amount of health. This is the hull you use to make the hallways inside your ship, or your stealth/scout fighters. This would be the hull you start out with when you fist spawn. This hull would be the cheapest and essayist to get/make.
Heavy Hull
Health 8(Effectively 16 with Damage Reduction)
Mass .4(four times the mass of a lesser block)
50% Damage Reduction
The Skin of a ship, this hull is heavy, with four times the mass and four times the health as light hull it too heavy to fill a ship with without making your ship move. Due to its high mass placing 1 block of heavy hull is like placing 4 regular blocks. The mass quickly adds up. This is the stuff heavy fighters are made of, and the stuff that covers larger ships. With its massive amount of health, taking out the outer hull becomes a important part of combat, being as the inner systems are far, far squishier then this heavy layer of armor.
The goal of Heavy Hull is simple: To be the first line of defense when a shield goes down, but be heavy enough that ship builders will shy away from filling a ship with the stuff, unless they want a slow as a turtle ship with no thrust(but man would that ship be tanky). It would be more expensive then light hull, but still fairly easy to get.With a large amount of health one would want to repair it, rather the replace it once it got damaged.
Core Hull
Health 32
Mass 1.6
50% Damage Reduction(75% with Shield on)
Requires Power Constantly(A fairly large amount) if power gos out then then the Shield effect turns off.
Shield: +25% Damage Reduction. Repairs 1 Health a second, requires more power, the longer its activated.
Core Hull. Fore the days that we get Pilot chairs and our core needs to be protected from all the problems of the world. This hull has high energy costs, financial costs, and raw material costs. It has an insane mass, making 'covering' a ship with this stuff the death nail to your thrust and power supply(not to mention your wallet). Core Hull is hard to kill, its the point of the hull, and it dos it the best, at massive costs. Used to make a 'safe' spot on a ship, were as long as the power holds out, those inside are effectively invincible. Will probably see more use on making Stations tougher then making battle ships unbeatable. Even if it doesn't get used a lot, its nice to know that if you really want to build a safe room, you can.
Why Mass?
The balancing aspect I chose for everything(but core, and thats the most optional of the three) was mass. The reason for this is simple, mass is used to calculate thrust, witch in turn is the measurement of a ships agility, or how fast it can get up and go. My logic being that a more heavily armored ship should have less get up and go then a less armored one. Wrap Up
So there you have it, three hulls, each with a purpose, each with a down side that prevents you from simply trying to make all your ships out of the best hull. If my numbers don't add up. The purpose of this long, over drawn out suggestion was to draw up a non linear progression for hulls, so that new players and old can still hold value for the same resources, and not have 1 type of hull go extinct because its just as valuable as dirt. Also, if only light hull spawns naturally and is also a component to making the heavier hulls, it guarantee's that all tiers of hulls hold value, and won't simply fall into worthlessness the moment a server gets big.
I used a count of blocks instead of actual health just to illustrate a point, the point being this is how many normal blocks, lets say shields. You would need to use if you wanted to make a wall just as strong as this one block. With light hull you might be able to reason you don't need any in your ship, but with Heavy hull you would need to coat your ship in a 16 block thick skin if you wanted the same protective qualities.
Note: Core hull would probably be the most optional of all these hulls, being how its a bit complex.
Thank you for your time.