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The plan Ixalite\'s got down for weaponry is absolutely marvelous. He PM\'d it to me, but Clock thought it was worth putting on the forum so everyone could see it.
\"
Missiles are made viable through degraded engine efficiency, and engines being raised in price considerably. Current pricing suggests about 5000c per module, most ships afford only few.
This also enables Bombs to be a real threat again. Deployable bombs can be dropped by a fast ship on a larger or slower one, with Terrifying results.
D1000 rockets are the cheapest weapon. Any newbie can afford quite a few, although the computers can run as much as a thousand credits
Guided rockets of both types can run as much as a thousand credits per module, with several thousand for the computer. This is very much subject to change.
AMC are currently the MOST costly weapon. Although their damage is unchanged, a single AMC block could cost twenty thousand credits or even more.
Defensively, basic hull is given an armor rating of 35%, up from the default of 25% and is reduced in price to about 25c per block. The cheapest defense would be to layer several layers of basic hull around your ship.
One stage up from that is Armor. Formerly with a damage reduction of 50% (and useless as you said) armor now reduces incoming damage by 85%. A ship fully armored barely needs shields, but is liable to be slow and very expensive. (armor costs 1000c per block, down from 1500)
the top tier of defensive tech are deflector shield systems. Not really NECESSARY at the fighter scale, they are still pretty much mandatory for capital ships, although even the navy cannot afford to carry many, as they cost... a lot. How much exactly is still up for discussion, but the price is currently set at about 50,000c. The idea is to make shielding a ship cost about as much as armoring (although the effects will be different of course.) My first edition Navy fighter is quite fast, and nimble, and is fully armored AND carries two shield modules. This enables it to shrug off several hits from fighter scale missiles, and the small AMC turrets currently in use are more of an annoyance than a real threat. That said, a solid hit with a large missile WILL cripple or destroy it, even with all of these defenses.
The combat is actually fairly balanced, once you get over the whole AMC vs SHIELD race. Things get WAAY more tactical, and intelligence on your target starts to actually matter. \"does he have two missile volleys, or three?\" can make or break a battle, and it IS possible to:
1 use cover
2 gain advantage by superior intelligence
3 Win by attrition (amc have no recharge delay, so even a small cannon CAN beat a larger vessel if you keep dodging)
4 Win against a superior opponent through surprise. (if they aren\'t dodging, they are easy meat.)
5 Win through creative tactics, supirior accuracy, or Luck.
6 Effect Crippling damage to a ship OTHER than a direct core hit. (suddenly it matters if you just lost an engine pod. Any hit could potentially take out one of your utterly precious power gen modules, or a weapons computer.
7 (and most importantly) LIVE TO FIGHT ANOTHER DAY! Ranges periodically open and close, as players make attack runs at each-other, then retreat waiting for missiles to recharge. It would take only slight misdirection to open the range, then keep running, forcing either a draw or a long wearysome stern chase. If the persuing ship is the faster, surrender might be preferred, as ships are VERY PRICEY, and players drop 40% of their money IN SPACE on their death.
Ships coming out of such an engagement will not be unmarked. Vetran ships will bear the scars of a thousand close calls, the hasty repairs and completely replaced engines. In short, this will leave room for the ships themselves to become RP characters.\"
-Ixalite
This sounds amazing.
Clock can\'t wait for the server to be open. Cheers!
\"
Missiles are made viable through degraded engine efficiency, and engines being raised in price considerably. Current pricing suggests about 5000c per module, most ships afford only few.
This also enables Bombs to be a real threat again. Deployable bombs can be dropped by a fast ship on a larger or slower one, with Terrifying results.
D1000 rockets are the cheapest weapon. Any newbie can afford quite a few, although the computers can run as much as a thousand credits
Guided rockets of both types can run as much as a thousand credits per module, with several thousand for the computer. This is very much subject to change.
AMC are currently the MOST costly weapon. Although their damage is unchanged, a single AMC block could cost twenty thousand credits or even more.
Defensively, basic hull is given an armor rating of 35%, up from the default of 25% and is reduced in price to about 25c per block. The cheapest defense would be to layer several layers of basic hull around your ship.
One stage up from that is Armor. Formerly with a damage reduction of 50% (and useless as you said) armor now reduces incoming damage by 85%. A ship fully armored barely needs shields, but is liable to be slow and very expensive. (armor costs 1000c per block, down from 1500)
the top tier of defensive tech are deflector shield systems. Not really NECESSARY at the fighter scale, they are still pretty much mandatory for capital ships, although even the navy cannot afford to carry many, as they cost... a lot. How much exactly is still up for discussion, but the price is currently set at about 50,000c. The idea is to make shielding a ship cost about as much as armoring (although the effects will be different of course.) My first edition Navy fighter is quite fast, and nimble, and is fully armored AND carries two shield modules. This enables it to shrug off several hits from fighter scale missiles, and the small AMC turrets currently in use are more of an annoyance than a real threat. That said, a solid hit with a large missile WILL cripple or destroy it, even with all of these defenses.
The combat is actually fairly balanced, once you get over the whole AMC vs SHIELD race. Things get WAAY more tactical, and intelligence on your target starts to actually matter. \"does he have two missile volleys, or three?\" can make or break a battle, and it IS possible to:
1 use cover
2 gain advantage by superior intelligence
3 Win by attrition (amc have no recharge delay, so even a small cannon CAN beat a larger vessel if you keep dodging)
4 Win against a superior opponent through surprise. (if they aren\'t dodging, they are easy meat.)
5 Win through creative tactics, supirior accuracy, or Luck.
6 Effect Crippling damage to a ship OTHER than a direct core hit. (suddenly it matters if you just lost an engine pod. Any hit could potentially take out one of your utterly precious power gen modules, or a weapons computer.
7 (and most importantly) LIVE TO FIGHT ANOTHER DAY! Ranges periodically open and close, as players make attack runs at each-other, then retreat waiting for missiles to recharge. It would take only slight misdirection to open the range, then keep running, forcing either a draw or a long wearysome stern chase. If the persuing ship is the faster, surrender might be preferred, as ships are VERY PRICEY, and players drop 40% of their money IN SPACE on their death.
Ships coming out of such an engagement will not be unmarked. Vetran ships will bear the scars of a thousand close calls, the hasty repairs and completely replaced engines. In short, this will leave room for the ships themselves to become RP characters.\"
-Ixalite
This sounds amazing.
Clock can\'t wait for the server to be open. Cheers!