Calhoun
Part-time God
Simple, but effective. I like it. Is there a specific mass cutoff? so if ship =>= 5k then dps = 0?Let's do that then. Big ships can't hit little ships, so big ship DPS = 0%. that's why they suck.
Simple, but effective. I like it. Is there a specific mass cutoff? so if ship =>= 5k then dps = 0?Let's do that then. Big ships can't hit little ships, so big ship DPS = 0%. that's why they suck.
By having Fleet A and B fight in that theoretical example, fleet B survives with 69% theoretical HP remaining, rather than 50%. In reality, obviously this value would vary greatly but it would still trend to be higher than 50%.Errr... yes? How is that a problem? It's only logical that the winning side (who invested more and deserved the victory) is able to lose less than the losing side, otherwise this'd be a pyrrhic victory.
As I (and other people) said earlier, your model is not accurate enough for you to draw conclusions.
Even if I assume you model this accurately, then fleet A lose 5 ships while fleet B lose (at least) somewhere between 1 and 2 ships (but which costs twice as more as A's ships!). Basically, A loses 5 units of value and B loses 2~4 units of value. Sure it isn't completely fair, but hey, it wasn't a fair fight, and B's losses aren't completely negligible either.
That seems like a perfectly normal and desirable result to me, again, how is that a problem?
Lets for the purpose of discussion assume that Fleet A is always the loser and Fleet B is always the winner. So if a fleet wins because it has small nimble ships that can outrange the bigger opponent, the small ship fleet is Fleet B.Furthermore, how do you tell which fleet is which?.
There's the powergen cap, then the diminishing returns on thrusters so yea big ships WILL be slower because they simply don't get as much thrust per block as the small ones while the power consumed per thruster block remains the same;Wait, gigantism was already solved? Other than the power scaling cap, what makes big ships weaker?
a problem?it would still trend to be higher than 50%.
I really doubt you'll encourage people to fight more if you make fights less interesting for those who started them and no more interesting for those who avoided them. If you allow me an analogy, it's like visiting the victims of a robbery and telling them "Rejoice, I've solved your problem! I broke all the stuff the robber stole from you so he got nothing out of it!" and expecting that people will rob more and like being robbed if you keep doing that.I was arguing that one of the reasons why people feel inclined to turtle is because if they were caught out in a situation where they get curbstomped, they wouldn't be able to deal lasting damage proportional to their own strength and the winner would snowball a victory.
Since you can switch mass distribution, not for maneuvering. A 100k mass ship can reach 2.0 thrust-to-mass, but it has to sacrifice more shield and dps to do that than a 10k mass ship, since a lot of the ship needs to be power systems to keep it up, compared to smaller ships that can do 20% gun 20% engine 20% shield 20% armor 20% power and support, a 100k mass ship can do 10% gun 10% shield 10% armor 20% thrust 50% power and support, problem is that means half the big ships mass goes toward maintain combat effectiveness giving the smaller ships twice the relative dps and HP.Simple, but effective. I like it. Is there a specific mass cutoff? so if ship =>= 5k then dps = 0?
Ok, but where is the problem in this, assuming it's even true? If given a Fleet A where all the ships cost twice as much as the ships in Fleet B resulted in a victory for Fleet A where they only have 40% of theoretical HP remaining, why would anyone ever fly Fleet A? They just spent more than Fleet B, even though they """won.""" Everyone would just fly Fleet B and it would come down to whoever has better skill in tactics and maneuvering, in which case, why are we even bothering with custom ships? There are plenty of games out there already where two equal teams compete.By having Fleet A and B fight in that theoretical example, fleet B survives with 69% theoretical HP remaining, rather than 50%. In reality, obviously this value would vary greatly but it would still trend to be higher than 50%.
You're absolutely right. Implementing changes designed to even out the curve of investment vs combat power should come after creating the incentive to fight in the first place. This entire suggestion falls apart if there was no motivation to have any fights to begin with, gameplay wise.apelsinsaftSeriously, there's already little to no reward for winning a fight in this game, decreasing the victors' gains will just make this worse. If you want to encourage people to fight, give those fights either intrisic or extrinsic value, not the other way around.
apelsinsaft You mostly repeated what you previously said, so I reiterate how is that a problem?
I was arguing that if the math behind the equation gave you closer to 50% rather than always trending above 50%, it would even out the differences between the winner and the loser so that skill and strategy would have a larger role in a fight than resources spent. Looking at everyone's experiences about the inefficiency of large ships, i think i can conclude that resource investment per ship is largely a non factor contrary to what i initially thought, leaving the only other "mathematical" factor ship numbers per size.Ok, but where is the problem in this, assuming it's even true?
Thank you for mentioning this. You could do more resource per damage to a large ship than a smaller one. Not to mention that when two larger ships fight the battle is far more vicious and damaging over a given amount of time.Also, big ships take more system damage due to how the HP system was designed. It can be viewed in the line "System damage penalty" in buildmode on the stat screen;
I do this to larger ships all the time. I'm a mobility guy so I like to move around. Moving into an opponents blind spot is incredibly effective. It's like watching and elephant try to kill a fly. No self respecting star captain would waste his time running in circles like that. It's why you would need to be in a fleet.Turn speed however big ships are categorically FUCKED; seems no matter how much thrust you pile on and set to rotational they just can't turn unless designed vertically, so even if its possible for big ships to keep pace with smaller ones, if you ever managed to get behind it, there's nothing it can do.
So many. It seems that some players want Starmade to be a perfectly balanced experience, which it isn't. It will never be.There are plenty of games out there already where two equal teams compete.
Yea that would easily solve the issue. It would make one man factions a lot more viable. Can't really trust the AI to engage properly right now. They have no idea how to pilot a more nuanced ship. They can't even use passives which by it self gives them a disadvantage. Improved AI would solve a lot of issues in the game right now.What we really need to solve gigantisim is better AI. Right now, a fleet of smaller ships would theoretically be more efficient, but it's such a nightmare to manage all of them