- Joined
- Jan 25, 2014
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(disclaimer I suck at spelling and English in general so don't harass me about it.)
First off I'm talking about shield recharge.
A few days ago I agreed to a free for all with 4 player including myself where one player supplied the same ship for everyone. The ship was about 60000 blocks, has about 1000000 shields and a shield reign of about 40000/s. This is considered a light to heavy frigate on a server with a max block limit for ships of about 1000000.
The problem we encountered was that thou the weapons where not that bad we could not get past the shield reign. We tried having 3 ships fire at only one and also tried adding a lot more cannons mid combat and even then we had problems dropping shields. The shields would seem to drop and then glitch to 100% again every so often. This brings to light a problem that I seen in combat even back when shield recharge and capacity was one block. The problem is that if your reign is higher then the enemy weapons DPS then you are invincible. There is absolutely no hope for you to beat the other guy as he could just ignore you. There is one exception to this and that is using an alpha damage weapon as then you don't have to care about the shield recharge if you just down them in one shot.
Don't get me wrong, I do believe that the Titan you worked on should be able to win in a one on one agents a small ship with a small gun. I don't think it fair at all that said Titan is completely invincible to said weapon no matter how small it is. As it stands there is no reason for the Titan to have any other defenses agents smaller ships (smaller ships could even include cruisers) once there shield recharge is large. As for trying to swarm the Titan, well the Titan will most likely just jump out and then you have to pick up your swarm. (never mind the lag to your computer and to the server.)
Reducing the shield recharge in combat only changes at what size ships that the problem occurs.
There for I would suggest that passive shield recharge in combat should be removed. I'm going to list a few ideas on how without making you shield recharge useless in combat.
The amount of damage reduction will be based on 2 things. (3 if you consider weapon combo effects but that's latter.) Your ships Total Shield Recharge Rate (or TSRR) and the Shield Damage Per Second (or SDPS for short) of the weapon output shooting you. An example of what I mean by weapon output, the shot gun AMC has assuming full support has 9 weapon outputs. There for the SDPS/output for one output would be the systems total SDPS divided by the number of outputs (in this case 9). Many weapon groups would also count as outputs. The SDPS is different then normal DPS for example where ion effect may give you the same DPS as lets say explosive, its SDPS would be twice that of explosive.
Short forms so far and possible config values if applicable.
Combat Recharge Delay: CRD = 5 sec
Shield Disable Time: SDT = 30 sec (with possible 1 sec added for every 1% system HP lost)
Shield Reactivation Boost: SRB = 25% of total shield capacity.
Damage Per Second: DPS
Total Shield Recharge Rate: TSRR
Shield Damage Per Second: SDPS
Here's how it would work.
The SDPS/(that output) would be a peace of information sent with the shot and on impact is compared with the TSRR assuming shields are up. If the SDPS/(that output) is greater then the TSRR then there is no Harding effect and said weapons will do full damage to shields (unless theirs an defensive ion effect which would be applied after the Harding effect).
If the SDPS/(that output) is less then the TSRR then there is a 50% damage reduction to the shot.
(maybe make this a weapon config as the value I listed is mostly for cannon but missile or beam may need different reductions).
Now if the TSRR is over 2x the SDPS/(that output) then there is a 75% damage reduction to the shot.
(needs weapon config)
The final interval would be if the TSRR is over 10x (could be 5x but that's up to debate) the SDPS/(that output) then there is a 90%(or 95%) damage reduction to the shot. (needs weapon config)
Most Titan players would be almost invincible still as the smaller ships would have to take a vary long time to get thru your shields(never mind the armor) but at least they could have a fools hope. Also to thous who just use one shot alpha weapons (with many weapon groups or outputs) would now have to watch there SDPS/output as they could have a large part of there alpha disappear if the damage is spread over to many guns. There also could be a min damage set of at least 1 per shot so as to not have damage go completely to zero.(exception could be piercing effect)
OK now on to the next topics which should be shorter.
The space breaks SUCK to put it lightly. :|
OK so I like the Idea that thrust is based off of physics but now even in small ships we can't turn or change drift that fast. The Shift key needs to be almost as effective or as effective as the V key rotation break or we wont be able to maneuver that well at speed even with fighters. It would still take time to re-accelerate even if we could stop on a dime and it would allow fighters to properly out maneuver other ships rather then o god I crashed into you or, o god I can't stop for 2 sectors. At the vary lest give a server config to how effective the Shift key is so that servers with high speed limits don't have a Titan crashing into a planet at 600 m/s.
OK next topic.
We need more AI options for the turrets and secondary list that include, shoot closest target, shoot furthest target est. A 3 list could include shoot target with highest shield/lowest, shoot largest target in blocks, shoot smallest target in blocks est. It would also be nice to declare a secondary job for the turret with its own secondary list and tertiary list.
And Finally.
Look I know this game is an Alpha and I know that you guys work hard. BUT one of the largest problems for pvp and for the game in general is that it need to be optimized. My computer is a good custom built and when I was in the 4 way free for all with only 60 000 block ships there was horrible lag to the computer. This lag is glitching out shields and damage values and makes pvp near impossible. A part of the reason for my suggestion on shield recharge is that even in this lag environment it should not randomly glitch back 100% of the shields due to consent recharge (which tends to be a kill joy in pvp). Also by not having to contently be accounting for recharging I'm hoping that it would reduce the lag a bit. I'm normally a PVE player but that is not completely by choice but more because of the state of PVP. I went to the fight because of how worried I am about the state of PVP and coming out of it had come up with some of the suggestions above. The fight I was in is being considered one of the few proper PVP fights the server has had in months which makes me one of a few players who's done PVP there. As a PVE player I think the shield recharge suggestion would actually help a lot of PVE players as we at least can do some damage back if we are ambushed, and maybe have fun when at it. :D
I am on the server GenXnova which is one of the stable ones so that is not the reason for this lag.
I thank you all for your time If you are reading this and I encourage people to do organized combat more often. Even if you just do PVE try to support some one who is PVP or join organized fights where someone is supplying the ships.
Good luck.
First off I'm talking about shield recharge.
A few days ago I agreed to a free for all with 4 player including myself where one player supplied the same ship for everyone. The ship was about 60000 blocks, has about 1000000 shields and a shield reign of about 40000/s. This is considered a light to heavy frigate on a server with a max block limit for ships of about 1000000.
The problem we encountered was that thou the weapons where not that bad we could not get past the shield reign. We tried having 3 ships fire at only one and also tried adding a lot more cannons mid combat and even then we had problems dropping shields. The shields would seem to drop and then glitch to 100% again every so often. This brings to light a problem that I seen in combat even back when shield recharge and capacity was one block. The problem is that if your reign is higher then the enemy weapons DPS then you are invincible. There is absolutely no hope for you to beat the other guy as he could just ignore you. There is one exception to this and that is using an alpha damage weapon as then you don't have to care about the shield recharge if you just down them in one shot.
Don't get me wrong, I do believe that the Titan you worked on should be able to win in a one on one agents a small ship with a small gun. I don't think it fair at all that said Titan is completely invincible to said weapon no matter how small it is. As it stands there is no reason for the Titan to have any other defenses agents smaller ships (smaller ships could even include cruisers) once there shield recharge is large. As for trying to swarm the Titan, well the Titan will most likely just jump out and then you have to pick up your swarm. (never mind the lag to your computer and to the server.)
Reducing the shield recharge in combat only changes at what size ships that the problem occurs.
There for I would suggest that passive shield recharge in combat should be removed. I'm going to list a few ideas on how without making you shield recharge useless in combat.
- As a default when you are attacked your shield recharge is deactivated for at lest 5 sec assuming that you are not attacked again in that time interval. This should be changeable in a config file. All weapons including missiles will activate this. I'm going to refer to this as Combat Recharge Delay or CRD for short. After the CRD you will get your full recharge rate back.
- If shield capacity is reduced to zero then your shields are down for about 30 sec and like the above it should have a changeable config. I'm referring it as Shield Disable Time or SDT. (Optional: on top of the SDT for every 1% lost to structural HP 1 sec is added to the SDT.) After the SDT the shields will reactivate with a % of there total capacity. I will call this the Shield Reactivation Boost or SRB for short, and a good value may be 25% of total Capacity but this could be subject to change and should also be a changeable config.
- A negative effect to be added when you take lots of system damage (and maybe more likely if the damage is towards shield systems) is that your shields are considered permanently destroyed. In this case you have no more shields in till you reset your ship. This is a possibility that could occur in the SDT so as to convince you to not risk it just so you can get the SRB. This could be one of the more common effects that can happen when you take system damage but that could be up to debate.
The amount of damage reduction will be based on 2 things. (3 if you consider weapon combo effects but that's latter.) Your ships Total Shield Recharge Rate (or TSRR) and the Shield Damage Per Second (or SDPS for short) of the weapon output shooting you. An example of what I mean by weapon output, the shot gun AMC has assuming full support has 9 weapon outputs. There for the SDPS/output for one output would be the systems total SDPS divided by the number of outputs (in this case 9). Many weapon groups would also count as outputs. The SDPS is different then normal DPS for example where ion effect may give you the same DPS as lets say explosive, its SDPS would be twice that of explosive.
Short forms so far and possible config values if applicable.
Combat Recharge Delay: CRD = 5 sec
Shield Disable Time: SDT = 30 sec (with possible 1 sec added for every 1% system HP lost)
Shield Reactivation Boost: SRB = 25% of total shield capacity.
Damage Per Second: DPS
Total Shield Recharge Rate: TSRR
Shield Damage Per Second: SDPS
Here's how it would work.
The SDPS/(that output) would be a peace of information sent with the shot and on impact is compared with the TSRR assuming shields are up. If the SDPS/(that output) is greater then the TSRR then there is no Harding effect and said weapons will do full damage to shields (unless theirs an defensive ion effect which would be applied after the Harding effect).
If the SDPS/(that output) is less then the TSRR then there is a 50% damage reduction to the shot.
(maybe make this a weapon config as the value I listed is mostly for cannon but missile or beam may need different reductions).
Now if the TSRR is over 2x the SDPS/(that output) then there is a 75% damage reduction to the shot.
(needs weapon config)
The final interval would be if the TSRR is over 10x (could be 5x but that's up to debate) the SDPS/(that output) then there is a 90%(or 95%) damage reduction to the shot. (needs weapon config)
Most Titan players would be almost invincible still as the smaller ships would have to take a vary long time to get thru your shields(never mind the armor) but at least they could have a fools hope. Also to thous who just use one shot alpha weapons (with many weapon groups or outputs) would now have to watch there SDPS/output as they could have a large part of there alpha disappear if the damage is spread over to many guns. There also could be a min damage set of at least 1 per shot so as to not have damage go completely to zero.(exception could be piercing effect)
OK now on to the next topics which should be shorter.
The space breaks SUCK to put it lightly. :|
OK so I like the Idea that thrust is based off of physics but now even in small ships we can't turn or change drift that fast. The Shift key needs to be almost as effective or as effective as the V key rotation break or we wont be able to maneuver that well at speed even with fighters. It would still take time to re-accelerate even if we could stop on a dime and it would allow fighters to properly out maneuver other ships rather then o god I crashed into you or, o god I can't stop for 2 sectors. At the vary lest give a server config to how effective the Shift key is so that servers with high speed limits don't have a Titan crashing into a planet at 600 m/s.
OK next topic.
We need more AI options for the turrets and secondary list that include, shoot closest target, shoot furthest target est. A 3 list could include shoot target with highest shield/lowest, shoot largest target in blocks, shoot smallest target in blocks est. It would also be nice to declare a secondary job for the turret with its own secondary list and tertiary list.
And Finally.
Look I know this game is an Alpha and I know that you guys work hard. BUT one of the largest problems for pvp and for the game in general is that it need to be optimized. My computer is a good custom built and when I was in the 4 way free for all with only 60 000 block ships there was horrible lag to the computer. This lag is glitching out shields and damage values and makes pvp near impossible. A part of the reason for my suggestion on shield recharge is that even in this lag environment it should not randomly glitch back 100% of the shields due to consent recharge (which tends to be a kill joy in pvp). Also by not having to contently be accounting for recharging I'm hoping that it would reduce the lag a bit. I'm normally a PVE player but that is not completely by choice but more because of the state of PVP. I went to the fight because of how worried I am about the state of PVP and coming out of it had come up with some of the suggestions above. The fight I was in is being considered one of the few proper PVP fights the server has had in months which makes me one of a few players who's done PVP there. As a PVE player I think the shield recharge suggestion would actually help a lot of PVE players as we at least can do some damage back if we are ambushed, and maybe have fun when at it. :D
I am on the server GenXnova which is one of the stable ones so that is not the reason for this lag.
I thank you all for your time If you are reading this and I encourage people to do organized combat more often. Even if you just do PVE try to support some one who is PVP or join organized fights where someone is supplying the ships.
Good luck.