- Joined
- Jan 1, 2015
- Messages
- 8
- Reaction score
- 1
More suggestions from me, how fun.
THE ISSUE
Starmade's Hull HP/Armor is literally useless. In this game I have built very large ships and bumbled into a PvP fight only to sooner realize if he got through my shield I was completely done for, it didn't matter how much armor or HP my ship had if he got through I was paper.
Players in this game get into an arms race not for Armor and hull defense, no no, armor in this game is purely cosmetic IMO its just what you use to fill out a larger ship. Players are always rushing to get millions of shields and to build weapons to get through those shields. Thats literally it. Its no fun to have no real reason to use hull when you can build a very ugly but efficient stack for power, shields, and weapons. Your job is not to do enough damage to the ship but to just get through their shields because after that you're dealing too much damage for their armor to do anything.
THE IDEA
-SHIELDS-
Shields - We should do shields as a system, with its own computer and systems block. The way it will work is similar to how cloaking and jamming work, a player will activate the computer on their hotbar and it will constantly drain power to provide shields that prevent damage until their depleted or power drains near 50% Shields would also have a charge up time, when shields are depleted it will be unable to be turned back on till it's charge up time is full, it does not drain power during its charge up time it only acts as a "reload" time. Adding more modules to the computer will drain abit more power but in return you have more shield health and a faster charge up time. With the systems method in mind it is entirely possible to create a multi layer shield but power drain would be increased.
Slaving effect computers would cause different types of shields, still requiring a 1:1 ration to get the full effect, anything below that will have a the same effect just not as strong. Every effect will give the shield a passive and a "On depleted" effect as well as change the shield color to the effect modules color.
EMP Effect: Shield is weaker but costs substantially less to keep up. When shields are depleted you get a burst of energy based on the amount of shields.
Explosive Effect: Every hit to the shield caused a small blast reflecting 10-20% of damange. When shields are depleted a blast emits from your ship dealing damage based on the amount shields you have.
Ion Effect: Larger shield health, more power drain. When shields are depleted a smaller free shield is deployed on the ship that decays but does not cost energy.
Overdrive Effect: Faster active shield regen and faster shield "reload". When shields are depleted it will "precharge" by 25%.
Piercing Effect: 5% of damage done to shields will be fired back in a static beam. When shields are depleted a set of beams dealing a % of the total shields as damage near the attacker.
Pull Effect: Shields produce a gravity able to pull in smaller ships. When shields are depleted a blast emits that draws in nearby ships.
Punch Through Effect: Damage dealt to this shield is stored. When shield is depleted the stored damage is first reduced by a % then given to the next shot by this ship.
Push Effect: Shields push ships back slightly. When shields are depleted it will push away nearby ships.
Stop Effect: When the ship is holding still, shields cost less, regen faster, but if the ship is moving at all increased power cost and slower regen. When shield is depleted a burst emits stopping all ships.
-ARMOR-
This should be a simple fix, all blocks have a armor rating and hp rating as normal but instead of each block holding their own they add to the overall structure HP of the ship. System/Power/Turret/Thruster blocks do not add any armor or HP. If a ship is composed of a core with 10 Armor, 500 HP and 20 light armor at 5 AR and 20 HP, this would effectively create a ship with 110 AR and 900 HP (these numbers are just to play around with, nothing solid). Ships would not fall apart immediately, they would take damage with the blocks hit just gaining the damaged texture until the ship as a while reaches below a set integrity % (I think around 30% - 20% sounds fine) after that ships blocks can be blown off as normal.
As a ship takes damage systems would fail, Max speed would decline as HP goes down, Jump drive takes longer to charge, power fails bit by bit, turrets power down, until they ship starts physically breaking apart.
MY PERSONAL REASONING
I would rather ships take damage themselves instead of shields, shields should just be a medium buffer for damage and not basically your entire health. If ships themselves take damage and it being not shield based it would make a thousand times more sense to have legitimate small fighters and drones later in the game. Larger ships are still viable for power but this means a group of smaller ships actually stand a chance of doing SOMETHING to the larger ship instead of the entire game relying on who brought the larger shields and damage. Larger ships could still fight back pretty hard and have massive turrets but it would be nice to have enough skill to maneuver around turret fire quickly, deplete shields and try to atleast do something to the ship even if its small damage, that small damage can add up and if systems start failing for the larger ship they could be in trouble.
LAST UNRELATED IDEA
I think we should buff what the Rail Turret Axis can hold and straight up remove the ability for them to use enhancers. This goes along with smaller fighters being more viable in a fight as the larger more powerful turrets would have to slowly turn to face them, and lighter anti fighter turrets could quickly lock on and deal with the fighters making them a focus.
Thoughts?
THE ISSUE
Starmade's Hull HP/Armor is literally useless. In this game I have built very large ships and bumbled into a PvP fight only to sooner realize if he got through my shield I was completely done for, it didn't matter how much armor or HP my ship had if he got through I was paper.
Players in this game get into an arms race not for Armor and hull defense, no no, armor in this game is purely cosmetic IMO its just what you use to fill out a larger ship. Players are always rushing to get millions of shields and to build weapons to get through those shields. Thats literally it. Its no fun to have no real reason to use hull when you can build a very ugly but efficient stack for power, shields, and weapons. Your job is not to do enough damage to the ship but to just get through their shields because after that you're dealing too much damage for their armor to do anything.
THE IDEA
-SHIELDS-
Shields - We should do shields as a system, with its own computer and systems block. The way it will work is similar to how cloaking and jamming work, a player will activate the computer on their hotbar and it will constantly drain power to provide shields that prevent damage until their depleted or power drains near 50% Shields would also have a charge up time, when shields are depleted it will be unable to be turned back on till it's charge up time is full, it does not drain power during its charge up time it only acts as a "reload" time. Adding more modules to the computer will drain abit more power but in return you have more shield health and a faster charge up time. With the systems method in mind it is entirely possible to create a multi layer shield but power drain would be increased.
Slaving effect computers would cause different types of shields, still requiring a 1:1 ration to get the full effect, anything below that will have a the same effect just not as strong. Every effect will give the shield a passive and a "On depleted" effect as well as change the shield color to the effect modules color.
EMP Effect: Shield is weaker but costs substantially less to keep up. When shields are depleted you get a burst of energy based on the amount of shields.
Explosive Effect: Every hit to the shield caused a small blast reflecting 10-20% of damange. When shields are depleted a blast emits from your ship dealing damage based on the amount shields you have.
Ion Effect: Larger shield health, more power drain. When shields are depleted a smaller free shield is deployed on the ship that decays but does not cost energy.
Overdrive Effect: Faster active shield regen and faster shield "reload". When shields are depleted it will "precharge" by 25%.
Piercing Effect: 5% of damage done to shields will be fired back in a static beam. When shields are depleted a set of beams dealing a % of the total shields as damage near the attacker.
Pull Effect: Shields produce a gravity able to pull in smaller ships. When shields are depleted a blast emits that draws in nearby ships.
Punch Through Effect: Damage dealt to this shield is stored. When shield is depleted the stored damage is first reduced by a % then given to the next shot by this ship.
Push Effect: Shields push ships back slightly. When shields are depleted it will push away nearby ships.
Stop Effect: When the ship is holding still, shields cost less, regen faster, but if the ship is moving at all increased power cost and slower regen. When shield is depleted a burst emits stopping all ships.
-ARMOR-
This should be a simple fix, all blocks have a armor rating and hp rating as normal but instead of each block holding their own they add to the overall structure HP of the ship. System/Power/Turret/Thruster blocks do not add any armor or HP. If a ship is composed of a core with 10 Armor, 500 HP and 20 light armor at 5 AR and 20 HP, this would effectively create a ship with 110 AR and 900 HP (these numbers are just to play around with, nothing solid). Ships would not fall apart immediately, they would take damage with the blocks hit just gaining the damaged texture until the ship as a while reaches below a set integrity % (I think around 30% - 20% sounds fine) after that ships blocks can be blown off as normal.
As a ship takes damage systems would fail, Max speed would decline as HP goes down, Jump drive takes longer to charge, power fails bit by bit, turrets power down, until they ship starts physically breaking apart.
MY PERSONAL REASONING
I would rather ships take damage themselves instead of shields, shields should just be a medium buffer for damage and not basically your entire health. If ships themselves take damage and it being not shield based it would make a thousand times more sense to have legitimate small fighters and drones later in the game. Larger ships are still viable for power but this means a group of smaller ships actually stand a chance of doing SOMETHING to the larger ship instead of the entire game relying on who brought the larger shields and damage. Larger ships could still fight back pretty hard and have massive turrets but it would be nice to have enough skill to maneuver around turret fire quickly, deplete shields and try to atleast do something to the ship even if its small damage, that small damage can add up and if systems start failing for the larger ship they could be in trouble.
LAST UNRELATED IDEA
I think we should buff what the Rail Turret Axis can hold and straight up remove the ability for them to use enhancers. This goes along with smaller fighters being more viable in a fight as the larger more powerful turrets would have to slowly turn to face them, and lighter anti fighter turrets could quickly lock on and deal with the fighters making them a focus.
Thoughts?