- Joined
- Jul 20, 2013
- Messages
- 28
- Reaction score
- 9
I see the current "Balance" issues a bit differently than most, judging solely on the topics I have read. Most of what I see are people attempting to balance what a Small ship and a Large ship can do with the same hardware. That isn't the way I would go, since it can never be balanced in that way. I would Get rid of all this "One Size Fits All" stuff. Why would a Capital Ship be using the same Hull as a Fighter? Or the same Shields?
A Fighter has to pack as much as possible into a little package. So, they would get Generators and Shields that are better, but with a rapid falloff curve. Their Hull would have Good Armour, but not the best HP. Their Weapons would be Rapid Fire with good damage, but short range.
A Capital ship would have Generators that are Better in Large Arrays, but horrible in smaller ones. Shields would be Beefy, Good Damage absorption and recharge, with a large energy drain when recharging, but, need to, and this is a toughy, be spread out properly to function properly. They would be considered Generators, IE they cover a certain portion of the hull. Leave an area without enough protection and you will get Bleed Through from AMC fire. Hull would have Good, maybe 80% Armour and Great, maybe 10k, Hp. Weapons would be Slow Firing but with a large AOE and Long Range. (For those who will argue that a Slow Firing Weapon is makes Fighting Fighters impossible... Remember that you can add Turrets...)
That is the stuff we need to do. We need to establish Ship Classes, with applicable SubClasses, and build parts for them. Attempting to Balance the AMC and Shields for a Fighter Vs. Capital Ship Fight, soo many; "A fighter should be able to destroy a Capital Ship" posts, detracts from the real issues.
Thusters would be a bit different, mostly because I want Blocks to have mass other than 0.1 per block. Assuming that Fighters use the current Blocks, a bit modified, with their mass at 0.1/block. A Capital Ships' Hull would need to be about 5/block, just a guess as I have not done the scale calculations. The Thruster Classes would need to take that into account. It would take a 3 Thruster Cluster to get a 1:1 Thrust ratio per hull at that mass. A Capital Thruster would need to be 50x stronger to get back to the 10:1 Thrust Ratio.
Now for a few Misc things...
I realize that the above will require every current ship to be rebuilt. Assuming that SMEdit can be updated quickly, I see no reason that buttons like, convert to capital, couldn't be added to convert the blocks to the correct tier. But, this doesn't fix the main issue. You will still need to rebuild most ships because they are not configured for this sort of thing. My idea hinges on the fact that most people know the type of ship they want, so they can implement the proper building method for the class of ship they are making. Changing the rules as I am purposing would throw a wrench into all of the current designs. Most ships would have to be refitted to even function. I am sorry for that, but it seems to be the only way to "balance" the game.
I have, using the abysmal excuse for an editor, implemented the hull changes on my server. Since there seems to be no way, currently, to duplicate the Shield, Weapons, Generators, and Thrusters and modify the values we need to do the testing for them, I can not say that they work. The 20 or so people I have on my server testing the changes to hulls, seem to like it. Capital ships are not being cored instantly after losing shields, Fighter Vs Fighter combat doesn't take tons of time, but is actually fun again. We did have a person splurge on Capital Ship Hull for his Fighter... In the end though, that was all that was left of him.
A Fighter has to pack as much as possible into a little package. So, they would get Generators and Shields that are better, but with a rapid falloff curve. Their Hull would have Good Armour, but not the best HP. Their Weapons would be Rapid Fire with good damage, but short range.
A Capital ship would have Generators that are Better in Large Arrays, but horrible in smaller ones. Shields would be Beefy, Good Damage absorption and recharge, with a large energy drain when recharging, but, need to, and this is a toughy, be spread out properly to function properly. They would be considered Generators, IE they cover a certain portion of the hull. Leave an area without enough protection and you will get Bleed Through from AMC fire. Hull would have Good, maybe 80% Armour and Great, maybe 10k, Hp. Weapons would be Slow Firing but with a large AOE and Long Range. (For those who will argue that a Slow Firing Weapon is makes Fighting Fighters impossible... Remember that you can add Turrets...)
That is the stuff we need to do. We need to establish Ship Classes, with applicable SubClasses, and build parts for them. Attempting to Balance the AMC and Shields for a Fighter Vs. Capital Ship Fight, soo many; "A fighter should be able to destroy a Capital Ship" posts, detracts from the real issues.
Thusters would be a bit different, mostly because I want Blocks to have mass other than 0.1 per block. Assuming that Fighters use the current Blocks, a bit modified, with their mass at 0.1/block. A Capital Ships' Hull would need to be about 5/block, just a guess as I have not done the scale calculations. The Thruster Classes would need to take that into account. It would take a 3 Thruster Cluster to get a 1:1 Thrust ratio per hull at that mass. A Capital Thruster would need to be 50x stronger to get back to the 10:1 Thrust Ratio.
Now for a few Misc things...
I realize that the above will require every current ship to be rebuilt. Assuming that SMEdit can be updated quickly, I see no reason that buttons like, convert to capital, couldn't be added to convert the blocks to the correct tier. But, this doesn't fix the main issue. You will still need to rebuild most ships because they are not configured for this sort of thing. My idea hinges on the fact that most people know the type of ship they want, so they can implement the proper building method for the class of ship they are making. Changing the rules as I am purposing would throw a wrench into all of the current designs. Most ships would have to be refitted to even function. I am sorry for that, but it seems to be the only way to "balance" the game.
I have, using the abysmal excuse for an editor, implemented the hull changes on my server. Since there seems to be no way, currently, to duplicate the Shield, Weapons, Generators, and Thrusters and modify the values we need to do the testing for them, I can not say that they work. The 20 or so people I have on my server testing the changes to hulls, seem to like it. Capital ships are not being cored instantly after losing shields, Fighter Vs Fighter combat doesn't take tons of time, but is actually fun again. We did have a person splurge on Capital Ship Hull for his Fighter... In the end though, that was all that was left of him.