- Joined
- Feb 12, 2015
- Messages
- 25
- Reaction score
- 6
I have a solution, one that will make everyone happy I think and is also very simple: Replace shields with automatically regenerating blocks and make systems able to fail.
This simple change will solve a multitude of problems;
1. Small ships will be able to defeat large ships.
2. Armor would be useful
3. Cloaking would be useful
4. Repair beams would be useful
5. Shipyards would be useful
6. Character weapons would be useful (I'll explain)
7. Ship to ship boarding would be a thing (I'll explain)
8. Interior ship defenses would be a thing because of boarding
9. Ships with large crews of players would be a thing (I'll explain)
10. Ship design would make a difference
11. No more massive sloppy borg cubes
12. It'd still be easy enough for the casual players/noobs
13. People who don't enjoy building ships would play this game
With the current system the only thing to do is have as much shields and damage as possible and plenty of warp modules to be able to retreat. All you do is pop in, hit your weapons, and run if your shields drop too low. Large ships only fear larger ships. There is no reason to strategically design anything, or have armor, so long as you leave before your shields run completely out. God forbid you have a nicely designed/nice looking ship and your shields drop. Might as well completely reload the blueprint because of the amount of effort it takes to find and repair every single bullet worth of damage, especially piercing rounds.
Now, take away shields and replace with blocks that regenerate, or more specifically after the player makes changes in build mode the ship is saved and upon taking damage it slowly reverts back to the last save. Healing beams from un-docked ships that are at a minimum distance (otherwise you just undock a healer inside your ship) and shipyards greatly increase the speed of repairs. Shops could also repair ships for a fee. However being required to carry around every single type of block you have would discourage the use of a wide variety of blocks, so instead in addition to power a sort of currency could be used to replace blocks. A inexpensive and expensive version, for balance. Now that fixes quite a lot of problems, but I'm not done yet.
Systems need to be able to fail. All of them. Multiple ways preferably. Without this the best strategy is still brute force or long range. With it, a small agile ship with a skilled pilot could overtake a large ship by taking out its systems with precision attacks. Why should they fail? Too much damage, obviously. More interestingly there could be a "critical block/s" like a core for each system that if damaged shuts down the system, or if accessed by a friendly player, in person, could repair the system much faster. These cores could also be accessed by enemy players to shut down the system. This would both promote multiple players per one ship but also boarding parties and the use of character weapons, which as of now are completely pointless. It would be nice if it could be required that modules be within a certain range of the core, depending on how many there are, that way people aren't able to just slap all their cores in one spot. Why should there only be one core for each system? No reason! Do not limit players. I'd be awesome to have multiple reactors, multiple engine room cores, etc. You'd set them up like modules to computers, when one fails you lose all the function of the modules attached.
Now that ship boarding is a viable strategy why not allow players to take over cores? If a person can get to another players core, they should be able to hijack it, even with the enemy player inside. It could take longer depending on how large the ship is or how much power is currently being generated or whatever. That way players would have plenty of time to defend themselves, even in poorly designed ships.
Scanning should reveal a ships system cores. Otherwise having a massive ship would still be the best strategy. A player should be alerted when and by who they are being scanned.
Massively long range ships would be the only remaining imbalance, however I think it could be fixed with a maximum range restriction that is not based on sector size.
Finally being able to "re-route power" to different systems mid-battle would make for more dynamic, strategic, and interesting battles. However too much power for too long would overload the system, greatly increasing the strength of the system for a short time before resulting in total system failure.
The amount of strategy that would naturally open up with just these simple changes would be fantastic.
You could have a cloaked ship with multiple players use warheads to slam a hole into an enemy capital ship, board it, disable systems and capture it.
A small ship with a great design and a skilled pilot could disable systems one by one on a large ship with superior dog fighting but being as how it'd take too long to completely overload the core or board the ship and capture it they could just demand money, or demand they drop their cargo. (Piracy)
There could be two capital ships with multiple people on each, both ships could be fighting each other while having battles going on inside each ship. A solo player could put his ship on auto pilot and run and fix an important system that is failing, or fight enemy boarders mid battle. Hell, if they're really ballsy they could go board the enemy ship lol
The tides of a battle between ships of equal strength could turn do to skill or strategy.
I believe this strategy better fulfills your goals. Thanks for reading.
Edit*
I'm convinced this wouldn't be as simple as I initially thought, it would require a massive amount of balancing. However! Still think it's worth it.
Additionally I think adding the ability to automatically replace ship blocks lost in battle wouldn't hurt anything or require any balancing.
This simple change will solve a multitude of problems;
1. Small ships will be able to defeat large ships.
2. Armor would be useful
3. Cloaking would be useful
4. Repair beams would be useful
5. Shipyards would be useful
6. Character weapons would be useful (I'll explain)
7. Ship to ship boarding would be a thing (I'll explain)
8. Interior ship defenses would be a thing because of boarding
9. Ships with large crews of players would be a thing (I'll explain)
10. Ship design would make a difference
11. No more massive sloppy borg cubes
12. It'd still be easy enough for the casual players/noobs
13. People who don't enjoy building ships would play this game
With the current system the only thing to do is have as much shields and damage as possible and plenty of warp modules to be able to retreat. All you do is pop in, hit your weapons, and run if your shields drop too low. Large ships only fear larger ships. There is no reason to strategically design anything, or have armor, so long as you leave before your shields run completely out. God forbid you have a nicely designed/nice looking ship and your shields drop. Might as well completely reload the blueprint because of the amount of effort it takes to find and repair every single bullet worth of damage, especially piercing rounds.
Now, take away shields and replace with blocks that regenerate, or more specifically after the player makes changes in build mode the ship is saved and upon taking damage it slowly reverts back to the last save. Healing beams from un-docked ships that are at a minimum distance (otherwise you just undock a healer inside your ship) and shipyards greatly increase the speed of repairs. Shops could also repair ships for a fee. However being required to carry around every single type of block you have would discourage the use of a wide variety of blocks, so instead in addition to power a sort of currency could be used to replace blocks. A inexpensive and expensive version, for balance. Now that fixes quite a lot of problems, but I'm not done yet.
Systems need to be able to fail. All of them. Multiple ways preferably. Without this the best strategy is still brute force or long range. With it, a small agile ship with a skilled pilot could overtake a large ship by taking out its systems with precision attacks. Why should they fail? Too much damage, obviously. More interestingly there could be a "critical block/s" like a core for each system that if damaged shuts down the system, or if accessed by a friendly player, in person, could repair the system much faster. These cores could also be accessed by enemy players to shut down the system. This would both promote multiple players per one ship but also boarding parties and the use of character weapons, which as of now are completely pointless. It would be nice if it could be required that modules be within a certain range of the core, depending on how many there are, that way people aren't able to just slap all their cores in one spot. Why should there only be one core for each system? No reason! Do not limit players. I'd be awesome to have multiple reactors, multiple engine room cores, etc. You'd set them up like modules to computers, when one fails you lose all the function of the modules attached.
Now that ship boarding is a viable strategy why not allow players to take over cores? If a person can get to another players core, they should be able to hijack it, even with the enemy player inside. It could take longer depending on how large the ship is or how much power is currently being generated or whatever. That way players would have plenty of time to defend themselves, even in poorly designed ships.
Scanning should reveal a ships system cores. Otherwise having a massive ship would still be the best strategy. A player should be alerted when and by who they are being scanned.
Massively long range ships would be the only remaining imbalance, however I think it could be fixed with a maximum range restriction that is not based on sector size.
Finally being able to "re-route power" to different systems mid-battle would make for more dynamic, strategic, and interesting battles. However too much power for too long would overload the system, greatly increasing the strength of the system for a short time before resulting in total system failure.
The amount of strategy that would naturally open up with just these simple changes would be fantastic.
You could have a cloaked ship with multiple players use warheads to slam a hole into an enemy capital ship, board it, disable systems and capture it.
A small ship with a great design and a skilled pilot could disable systems one by one on a large ship with superior dog fighting but being as how it'd take too long to completely overload the core or board the ship and capture it they could just demand money, or demand they drop their cargo. (Piracy)
There could be two capital ships with multiple people on each, both ships could be fighting each other while having battles going on inside each ship. A solo player could put his ship on auto pilot and run and fix an important system that is failing, or fight enemy boarders mid battle. Hell, if they're really ballsy they could go board the enemy ship lol
The tides of a battle between ships of equal strength could turn do to skill or strategy.
I believe this strategy better fulfills your goals. Thanks for reading.
Edit*
I'm convinced this wouldn't be as simple as I initially thought, it would require a massive amount of balancing. However! Still think it's worth it.
Additionally I think adding the ability to automatically replace ship blocks lost in battle wouldn't hurt anything or require any balancing.
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