Nerf the Stop effect (offensive)

    Xac

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    The stop effect is too powerful. A small fighter can easily stop a massive ship in its tracks despite is huge size. Too makes things fair, the stop effect should factor in the mass of the opposing ship. This makes more sense with the current laws of physics because larger mass objects have more inertia.
     
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    Star-made uses different laws of physics :) Just look at the space friction (turn it off once for fun, the ai don't know what to do anymore then, they just skid around aimlessly ;) )

    Edit:
    But I can see why you think that. It would be especially overpowered when used by a lot of fighters targeting not only the ship, but it's weapons with the damage beam (100% cannon slaves should just about do it), and then have a massive ship with a huge weapon coming in for the kill (would look funny though).
     

    NeonSturm

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    3 single cannon blocks have a stronger push than 5 in one group.
    I think effect calculations are currently more or less completely broken and hope for a fix.
    I would stop suggesting (rather I would write an issue-report in game/support) before at least the main stuff about effects is fixed.
     
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    To my knowledge the motion effects are currently in the balancing stage.
    The developers, to my knowledge, are working on balancing the motion effects to the targets engine block count.
     
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    im fine with a nerf, as long as it's still effective enough for tactical combat
     
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    I thought the amount of blocks DID factor mass, common sense y'know? What does it factor, speed the target is moved at?

    So, you only need about 3 or 4 blocks to move the Lord himself? Seems a bit illogical. I never really used them due to how finicky they are.
     

    NeonSturm

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    To my knowledge the motion effects are currently in the balancing stage.
    The developers, to my knowledge, are working on balancing the motion effects to the targets engine block count.
    But I don't like push effects to not be able to push your own things any-more if you have no thrusters on it.

    I suggest stop to be "make velocity equal to yours" and trap target at a constant distance.
    If you want to get close, use pull too.


    Details:
    Stop increases a force-negator-counter (FNC).
    Each time a force would be applied, the FNC is reduced instead.
    The FNC gradually reduces by being multiplied with 1^(1/ 3sec / x"steps per second"). In 3 seconds it should be 0.

    The passive push effect may have a longer cool-down and be able to evade easily. Pull (lower cool-down) may evade not as easy, but greatly increases your chance to.
    After all push was meant to help big ships escaping gravity, not to constantly push like a thruster.



    What do you think?
     
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    These are one of several systems we are continuing to improve and modify, it may take a little time, but I will try and get the stop effect and the other ship systems to behave in a more balanced and expected (logical) manner.