Firstly I want to thank Schema for making an awesome game. If it wasn\'t for how good the game is and how much potential we all know it has, we wouldn\'t be here offering ideas/criticisms for improvement.
My thoughts regarding gameplay and balance are written with the following core thoughts in mind:
1) The bigger the ships, the longer the battles should be, not the other way around. Large ships represent a large investment of time and resources. Their staying power in combat should reflect this.
2) Diminishing returns. As it stands now, returns escalate to absurdity and this renders anything less than titan size more or less worthless. It should be easier to double the potency of a small cluster than it is to double the potency of a large one. If the return on investment for creating ever-increasing cluster sizes drops off to some non-zero but still insignificant value, then practicality, efficiency, and economy become paramount.
3) Ship size and role diversity is a must. Fighters, bombers, corvettes, frigates, destroyers, cruisers, dreadnaughts, and carriers all have a place. This encourages team/faction play and means that even the little guys can play an important role in combat instead of everyone racing up to titan sized ships.
This leads to the third and most important idea:
4) Fun! Being inclusive of all players is a must to maintain a healthy and happy player base, whether they just started playing or have been here since the begining. An in-game need for ships of all sizes and types means a new player can join, hop in a fighter and contribute to a large scale battle by harassing and by using debilitating (but not necessarily destructive) weapons on larger craft, could join a faction and go mine asteroids to help a faction\'s production capacity, or operate a turret on a capital ship.
The trick is melding all of these into one cohesive game. I feel that incorporating logistical elements into the game will go a long way to making micro-ships useful, titan-ships a raririty, and everything in-between more useful.
In response to the OP:
>The EMP idea would work because it would encourage diversity of ship types. It\'s not a trump card that anyone could use, and it doesn\'t enable tiny ships to destroy huge ships, but it works to hamper the juggernauts so that a lesser fleet could feasibly defeat or at least neutralize a huge ship.
My thoughts regarding gameplay and balance are written with the following core thoughts in mind:
1) The bigger the ships, the longer the battles should be, not the other way around. Large ships represent a large investment of time and resources. Their staying power in combat should reflect this.
2) Diminishing returns. As it stands now, returns escalate to absurdity and this renders anything less than titan size more or less worthless. It should be easier to double the potency of a small cluster than it is to double the potency of a large one. If the return on investment for creating ever-increasing cluster sizes drops off to some non-zero but still insignificant value, then practicality, efficiency, and economy become paramount.
3) Ship size and role diversity is a must. Fighters, bombers, corvettes, frigates, destroyers, cruisers, dreadnaughts, and carriers all have a place. This encourages team/faction play and means that even the little guys can play an important role in combat instead of everyone racing up to titan sized ships.
This leads to the third and most important idea:
4) Fun! Being inclusive of all players is a must to maintain a healthy and happy player base, whether they just started playing or have been here since the begining. An in-game need for ships of all sizes and types means a new player can join, hop in a fighter and contribute to a large scale battle by harassing and by using debilitating (but not necessarily destructive) weapons on larger craft, could join a faction and go mine asteroids to help a faction\'s production capacity, or operate a turret on a capital ship.
The trick is melding all of these into one cohesive game. I feel that incorporating logistical elements into the game will go a long way to making micro-ships useful, titan-ships a raririty, and everything in-between more useful.
In response to the OP:
Ships under 5 mass are too small to show a radar signature (permanent radar jam, without a Jammer)
Mass of weapon inversely reduces % of gains from addition weapon blocks on that grouping (each addition weapon block provides slightly less power to the weapon group)
Power and Reload speed should be on a set percentage scale with each other (more power=less reload, and vice versa)
The larger the total ship mass is the slower the base firing rate of cannons becomes
D1000 missiles should be converted to EMP (power draining) dumbfire missiles, these will drain a certain amount of power from the target ships energy pool (even through their sheilds) -This is a good counter against building slow large combat ships
>The EMP idea would work because it would encourage diversity of ship types. It\'s not a trump card that anyone could use, and it doesn\'t enable tiny ships to destroy huge ships, but it works to hamper the juggernauts so that a lesser fleet could feasibly defeat or at least neutralize a huge ship.
If this isnt viable, when shields are hit they will stop recharging for 1 second, this would allow for groups of smaller ships to conceivably defeat a large frigate or a capital ship
When a ships Power Load is reduced to zero, the ships power will go offline for 10 seconds before resuming its recharge rate (similar to the shields 10 second offline funtion)
The larger the ship mass becomes, the lower the percentage of the servers max speed a ship can travel
Weapon sounds get bigger as a weapon group aquires more blocks (big gun=big boom)
A complete conversion of the current power block grouping and its box dimension system to