Damage drop off, close range skirmishes and other changes

    Should damage fall off be implemented?


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    Alright you scienced me, But in a game thats based around large ship-ship combat, Damage dropoff is not a very good gameplay addition.
    If done right, it can be a good addition, guide combat distances and introduce diversity. There are a some games based around large ship to ship combat that do use damage dropoffs, minimum range, optimal range and/or other mechanics that change the damage based on distance. But all those games have a much more diverse and refined content in terms of combat and controls. So "but its large ship to ship combat" is not a real argument against the concept itself.

    But i agree that in case of starmades liniar concept, its titanic lag, and lacking control functions, it would just be another poorly conceived thing thrown into the already nearly gone bad soup.
     
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    Almost every battle I've been in between two ships over 200,000 blocks has averaged at under 1km of distance. Rarely have I run into "jousting" scenarios in which the two ships run at eachother, pass, and turn around, but long range capital ship fights are even rarer.

    As it stands, to get maximum DPS out of your cannons, you need to be at short range to avoid missing. Beams simply don't hit targets at all beyond 1.5km, and that's if you're lucky, so under 1km is preferable there too. Missiles fired at long range are fucked to hell eternally by point defense, and don't even think of trying to dumbfire a missile at a radar jammed target at over 1km - you won't hit it even if it is a 300 meter wide target.

    You're proposing reducing the reliable DPS of weapons at longer ranges, where they're already effectively cut down to near uselessness. No thanks. If anything, long range combat needs to be buffed a bit to encourage players not ramming eachother.


    edit: Almost forgot.

    Fights between *small* ships tend to be at longer ranges, because neither party wants to get hit, and reducing DPS at all on long range shots will make fighter battles even longer and worse.

    Wow... 1km :?
    I rarely use on board ship weapons (except missiles, or against stations)
    Every servers different, I propose that we do some testing. Id love to find out how accurate weapons are at different ranges!
    Cheers and thanks for your post
     
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    this would not be a good idea sure even if its only say 10% its still not a good one this is what i am guessing starmade weapons are Antimatter cannons they seem to be a form of condensed antimatter that once hits their targets destroyed the matter or possibly some sort of phased energy weapons lie beams the missiles i'm guessing are a form of torpedo that once it gets to its target it sets off an explosive device in the case of star trek they used an anti matter matter explosive so that would seem logical for starmade the idea of losing power as they go on does not make much sense and from personal experience from battling (i've done a lot of that maybe too much) its nearly always at close range usually 1 to 2 km at most and if they implement this it would make close range combat far more common for titan class ships
     

    Lecic

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    i am guessing starmade weapons are Antimatter cannons
    Uh, no. They don't, or there wouldn't be much ship left after a few seconds of battle once shields are down.
     

    alterintel

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    If you want to encourage closer combat, all you need to do as come up with a way to speed up turning speed.
     

    DrTarDIS

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    Fairly certain weapon ranged are died directly to sector size. Go to a server where sectors are 20km diameter and your cannons are 10km range, beams 15km. That won't really change the difficulty of hitting something at that range manually though. Tha comes down to what resolution monitor you're playing on.
     

    Winterhome

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    Fairly certain weapon ranged are died directly to sector size. Go to a server where sectors are 20km diameter and your cannons are 10km range, beams 15km. That won't really change the difficulty of hitting something at that range manually though. Tha comes down to what resolution monitor you're playing on.
    And what kind of mouse you're using, and your ability to judge distances.

    Basically, for long range cannon combat, you want a very, VERY high end monitor, a $70 mouse with adjustable DPI, have your mouse sensitivity at minimum ingame, and have about three months of long range target practice under your belt
     
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    alterintel

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    :D
    And what kind of mouse you're using, and your ability to judge distances.

    Basically, for long range cannon combat, you want a very, VERY high end monitor, a $70 mouse with adjustable DPI, have your mouse sensitivity at minimum ingame, and have about three months of long range target practice under your belt
    It's funny because it's true
     
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    Uh, no. They don't, or there wouldn't be much ship left after a few seconds of battle once shields are down.
    silly lecic. hes referring to the fact that cannons used to be called antimatter cannons :P
     

    Lecic

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    silly lecic. hes referring to the fact that cannons used to be called antimatter cannons :p
    Obviously. They aren't anti-matter, though.