Electronic combat

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    Hello guys, i just got a good idea how to change this " bigger is always better" effect in starmade.

    Its by adding electronic combat into the game.
    Here is how it could essentialy work.

    each not-hull block would add electronics ports.
    there would be modules for electronic defense, and electronic ofense.
    PLayers would have to choose how much of their electronic defense would be accounted to which system ( shields, missles, cannons , thrusters etc. their defense would be divided by count of electronic ports that type of module has in their ship. This means the bigger the gun, the harder it is to defend from electronic hacking.
    The bigger shields the more it takes to defend them from being hacked.


    There would also be offensive electronic modules, but offensive modules would be specialized in atacking certain type of systems like lowering shield count by certain % of atack is sucessfull.turning off the thrust for x seconds etc.

    Defender would have 1 defense system shared for all systems, but he could dynamicaly choose how much of it he wants to dedicate to certain systems.

    Details are to be worked on but idea is to add non-damage ways of disabling ship, and making defense the harder the bigger ship is.
     
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    CyberTao

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    As Nice as it is, dont we already sorta have said effects ingame, via Effects? EMP Damages Energy Storage, Less power for weapons (Equal to DPS). Ion Wrecks Shields (Double DPS). Stop Applies a Stopping Force (equal to DPS). All of which deal Zero Damage to hull.

    And the Defenses to these are the Active/Passive effects Variations (Ion reducing Shield damage for example).

    I dunno o -o I just kinda feel like we already have some kind of E-Warfare system right now, just needs a little fine tuning.
     
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    what we have are damage systems that scale with ship size making biget better.
    what im talking about is system independent of damage, that would be more efficient vs bigger ships, partly becouse it would be independant of enemy shields, armor, and partly becouse it would scale with enemy size.
     

    CyberTao

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    what we have are damage systems that scale with ship size making biget better.
    what im talking about is system independent of damage, that would be more efficient vs bigger ships, partly becouse it would be independant of enemy shields, armor, and partly becouse it would scale with enemy size.
    But from what I can tell, you are giving up Stats for 'Hack defenses', Which in itself promotes Bigger ships as much as The weapon effects do.

    Whats more, I assume Having more Defense means the Hacker will take longer? So unless you make a special Op Ship its not gonna make smaller ships any more viable to larger ships (Ships can be specialized with effects as well o -o).

    I dunno, it just seems the same to me :u
     
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    IF we have non-damage combat ( electronics) one could build big electronic ship that would be specialized in disabling enemy systems, but this ship would then have no room for damaging weapons, and shields/ hulls. It would require other ships to escort it, and vice versa big damage ships would require electronics support.
    If you'd try to pack both damage and electronics into one big ship, you'd always have to make a tradeoff, dividing damage/electronics by half would mean that enemy ship dedicated to only one would be twice as effective and size would make this half-baked ship prone to electronics atack by default anyways becouse defense is harder for each cube in certain system.

    Electronics atack vs electronics defense divided by amount of defended systems cubes count.
     

    Lecic

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    Shouldn't this be in suggestions?
     
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    Yea, i totally looked for that sugestons subforum, and didnt see it at that time so i posted here.Some troll must have hidden it from me ;P

    If moderator could move it, it would be great.

    EDIT: move post that is. Trolls dont like being moved - they get angry.
     
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    You know, bigger is not always better. Especially since turrets are broke, bigger ships have huge blind spots. Besides, scaling is linear. And effects work with % per mass, or % per weapon block. A smaller ship should not be able to kill a bigger one all on its own. Instead, an equal mass (approximate) of fighters fighting a capital, would ensure victory for the fighters. Why? Because they are agile, can get in blind spots, and make the big ship feel like a tortoise.

    Also, the specialization you are talking about. We can do this already. Turn a full 100% EMP effect for no damage, and pure damage to power. You can also have 50% EMP damage, and 50% actual damage. This is much less efficient, and much less useful. Also, if you use the effects defensively, they provide protection against these things.

    I'd always go for a full 100% on my effects, because I love specializing my ships. It gives them a purpose.

    (On a side note, I build big ships, yes. But I do so, because I have more room for aesthetics. Not for sheer SHOOT MURDER KILL)

    EDIT: Hacking would be nice, yes. But it would not solve the "bigger is better" mentality, as you claim it to do.
     
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    Mariux

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    Electronic warfare sounds nice, but that's not how I'd like to see it implemented.