Trigger warning: Animu and Mango
Before we start let's take the following assumptions as fact - if someone would like to debate/disprove them I'll change the list. I will note that all of these are observations of my own and the observations of those I have worked with/against in combat. I will also be basing most of my arguments/propositions on science-fiction elements that are appropriate so if you drop that "muh realism" bomb in here gggeet the fuck out
1. Shields offer virtually all the protection in any direction that is necessary for a ship. Thus they are the only line of defense.
On paper and in action shields are probably the best form of defense. They absorb damage so that the ship doesn't have to. However, their execution is somewhat flawed. Shields right now are viewed as a separate HP pool from what will be ship HP. Congrats, you dropped shields, now you have to drop not-shields before the ship is dead. Whoooo.
I propose a change to the shield mechanics. I believe thatbubble shields directional shielding and projectile deflection would help eliminate the current strength of shields in proportion to armor/weapons.
PERMIT ME A DEMONSTRATION
THEORETICALLY Similar to how thrust will soon be divided between the six facings, Shield capacity should be divided between the six facings of the ship, using percentages to determine the shield value on each facing. Regeneration would be divided between shield regeneration and redistribution. The regeneration would actually repair the shield strength as they do now, and the redistribution would ensure that the division of shield strength stays at the settings indicated. For example, if you have 50,000 (50% of your strength) shields on the forward facing with 10,000 on the other five, and the forward face takes 25k damage, the shields would redistribute their strength so that the forward facing still has 50% of the total remaining shield strength. Rate of redistribution would determine how quickly the shield system would be able to react and redistribute that shield strength. It would be in the same GUI window as the shield distribution.
"Oh, but com, how do we know what the facings look like? You can't calculate that without affecting performance!"
^you asking that question, probably.
Ships and entities already have bounding boxes (as an admin, you can make them visible with F4). It would be as simple as determining from which face on the bounding box the projectile/beam entered.
"But com, what if a projectile hits the shield at an extreme angle?"
This is a valid point so I won't make fun of you. Notice how in the first picture the shields deflected the shot. I figure it would be a neat aesthetic affect at the very least to show the weapon blast bouncing off from an extreme angle. Of course, I'm sure someone will explain why this is impossible and I'll just have to cry. Whatever.
2.I don't really have any valid solutions to the block damage aspect without really knowing how it works right now.
HOWEVER.
Missiles have an incredibly tight turn radius, making them literally impossible to dodge. Coupled with their near-unmatched speed (with beam), they're a potent weapon that really makes all others useless in comparison.
Two solutions to this one.
3. Not much I can say here but split the AI between turret types. PD turrets should be more accurate than anti-ship turrets, it just makes more sense in terms of balance. AI is getting an overhaul (from what I have heard) so in the long term this is probably already on the agenda.
4. is partially addressed with 1. Weaker shield facings would give smaller craft a chance to be useful against the less protected flanks/rear facings of spacecraft.
Additionally, re-introducing diminishing returns with weapons along with increasing power costs would also be useful to limit "doom weapon arrays" on ships. Sure you can make a 50,000 block beam cannon. But it's gonna cost you a good chunk of power to fire and won't be as effective as multiple other blasts.
"Oh but com people will just make checkerboards again"
refer to jontron image above
This is already addressed with multiple arrays on a single computer costing more power.
Plus, people still use checkerboards. People are always going to do this shit. There is nothing you can do about it other than make it power prohibitive.
5. Like with shields, armor should have a chance to deflect damage at angles. If I have a shot come in at a 5 degree angle it would only make sense for it to have a chance to bounce.
I can't really address this with missairu until someone more knowledgeable about explosive damage behavior gets in here and clears up the confusion. Once that's done I have a pretty decent idea in mind to finetune the damage type and make armor worth a damn.
6. I'd like to say this will be addressed with the thrust changes so I honestly just put that in the list so that morons wouldn't call me out on forgetting it.
7. Cloak/Jam really do need a cooldown timer at the very least. 6 seconds at most, it's just more than the time required to achieve a missile lock.
Before we start let's take the following assumptions as fact - if someone would like to debate/disprove them I'll change the list. I will note that all of these are observations of my own and the observations of those I have worked with/against in combat. I will also be basing most of my arguments/propositions on science-fiction elements that are appropriate so if you drop that "muh realism" bomb in here gggeet the fuck out
- Shields offer virtually all the protection in any direction that is necessary for a ship. Thus they are the only line of defense.
- Given the extreme ranges involved in space combat, the most effective weapons are lockon missiles (missile + beam/pulse slave)
- Given the ineffectiveness of point defense AI, it is more economical to splurge on (you guessed it) shields.
- Given that larger = better without exception, smaller ships are always at an extreme disadvantage (not useless, but still at a disadvantage)
- While a spacebike should not be capable of taking down a titan, or battleship, a cruiser or group of destroyers should stand a /decent/ chance against one.
- Compared to the effectiveness of shields, hull/armor is useless.
- Thrust capabilities of large (25,000 mass and greater) ships are not hindered at all. Meaning a titan, with enough thrusters, can accelerate as fast as a frigate, eliminating any maneuverability advantage.
- Scanners are useless because decloaked/dejammed enemies can just re-enable these systems.
- I'm not done here give me a second
1. Shields offer virtually all the protection in any direction that is necessary for a ship. Thus they are the only line of defense.
On paper and in action shields are probably the best form of defense. They absorb damage so that the ship doesn't have to. However, their execution is somewhat flawed. Shields right now are viewed as a separate HP pool from what will be ship HP. Congrats, you dropped shields, now you have to drop not-shields before the ship is dead. Whoooo.
I propose a change to the shield mechanics. I believe that
PERMIT ME A DEMONSTRATION
Legend of the Galactic Heroes
In this universe, strong shields are projected towards the front of the ship to dissipate the power of incoming weapons fire. On the sides, rear, and top/bottom sides, however, they are much weaker. A direct hit from outside of these areas would be capable of destroying a ship, or at least crippling them. It also gave maneuver warfare a purpose, rather than just fleets slugging away at each other.
Star Trek
More of a clichéd proof but I'm gonna run with it. Shields are projected in facings. If the forward facing takes too much heat, they can redirect power from other facings. But that's a bit more complex than what I'm suggesting.
In this universe, strong shields are projected towards the front of the ship to dissipate the power of incoming weapons fire. On the sides, rear, and top/bottom sides, however, they are much weaker. A direct hit from outside of these areas would be capable of destroying a ship, or at least crippling them. It also gave maneuver warfare a purpose, rather than just fleets slugging away at each other.
Star Trek
More of a clichéd proof but I'm gonna run with it. Shields are projected in facings. If the forward facing takes too much heat, they can redirect power from other facings. But that's a bit more complex than what I'm suggesting.
THEORETICALLY Similar to how thrust will soon be divided between the six facings, Shield capacity should be divided between the six facings of the ship, using percentages to determine the shield value on each facing. Regeneration would be divided between shield regeneration and redistribution. The regeneration would actually repair the shield strength as they do now, and the redistribution would ensure that the division of shield strength stays at the settings indicated. For example, if you have 50,000 (50% of your strength) shields on the forward facing with 10,000 on the other five, and the forward face takes 25k damage, the shields would redistribute their strength so that the forward facing still has 50% of the total remaining shield strength. Rate of redistribution would determine how quickly the shield system would be able to react and redistribute that shield strength. It would be in the same GUI window as the shield distribution.
"Oh, but com, how do we know what the facings look like? You can't calculate that without affecting performance!"
^you asking that question, probably.
Ships and entities already have bounding boxes (as an admin, you can make them visible with F4). It would be as simple as determining from which face on the bounding box the projectile/beam entered.
"But com, what if a projectile hits the shield at an extreme angle?"
This is a valid point so I won't make fun of you. Notice how in the first picture the shields deflected the shot. I figure it would be a neat aesthetic affect at the very least to show the weapon blast bouncing off from an extreme angle. Of course, I'm sure someone will explain why this is impossible and I'll just have to cry. Whatever.
2.I don't really have any valid solutions to the block damage aspect without really knowing how it works right now.
HOWEVER.
Missiles have an incredibly tight turn radius, making them literally impossible to dodge. Coupled with their near-unmatched speed (with beam), they're a potent weapon that really makes all others useless in comparison.
Two solutions to this one.
- Increase missile turn radius to be proportional with the speed. If beam slave missiles are meant to be long-range weapons, there should be a chance to evade them at close range. That is not the case right now.
- Reduce missile speed at launch. Speed builds as it travels. So a close range launch of a lockon is pretty easily dodged, whereas a long-range shot is hauling serious ass.
3. Not much I can say here but split the AI between turret types. PD turrets should be more accurate than anti-ship turrets, it just makes more sense in terms of balance. AI is getting an overhaul (from what I have heard) so in the long term this is probably already on the agenda.
4. is partially addressed with 1. Weaker shield facings would give smaller craft a chance to be useful against the less protected flanks/rear facings of spacecraft.
Additionally, re-introducing diminishing returns with weapons along with increasing power costs would also be useful to limit "doom weapon arrays" on ships. Sure you can make a 50,000 block beam cannon. But it's gonna cost you a good chunk of power to fire and won't be as effective as multiple other blasts.
"Oh but com people will just make checkerboards again"
refer to jontron image above
This is already addressed with multiple arrays on a single computer costing more power.
Plus, people still use checkerboards. People are always going to do this shit. There is nothing you can do about it other than make it power prohibitive.
5. Like with shields, armor should have a chance to deflect damage at angles. If I have a shot come in at a 5 degree angle it would only make sense for it to have a chance to bounce.
I can't really address this with missairu until someone more knowledgeable about explosive damage behavior gets in here and clears up the confusion. Once that's done I have a pretty decent idea in mind to finetune the damage type and make armor worth a damn.
6. I'd like to say this will be addressed with the thrust changes so I honestly just put that in the list so that morons wouldn't call me out on forgetting it.
7. Cloak/Jam really do need a cooldown timer at the very least. 6 seconds at most, it's just more than the time required to achieve a missile lock.
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