OK I was checking out the new combat changes and so far I've been very impressed. the new hp system is really great, it makes the games combat so much more fun and interesting.
So I then jumped onto my build server to go and give this whole system a go. and have to say it is so much more efficient. I did notice how now we have some actual variable to play around with and the new config features are really good. you can now use those variables to tweak the level of combat you really want in the game now.
so when i was looking at those i noticed the things you could do if you chose to, and if you did know a few things about java programing you know that the way this new system works is pretty interesting. if you look at the conditions that the game now tracks you can see that changing the variables lets you have effects on individual entities now.
this means that if I had access to the games engine code, and really wanted to I could in fact manage, to balance say the way certain previously was impossible. the stealth module for example, because it now tracks the actual systems, VS Armor damage separately, i could then make it tear off (either partially, or in its entirety) the Armor HP in its power requirement.
This means that if I wanted to the ships could justly and fairly stay in stealth as it should be expected to be according to the sum of its systems mass. that would be a fair way it should work based upon that if one were to do enough damage to the ship it will eventually permanently loses its stealth till repaired. this seems like a fair way to use it in combat, and you would still be able to fully armor the ships, but because the systems health is the factor not the armor, you still get a glass stealth generator in an actual ships armor shell. so even if you lose the stealth the whole damn ship isn't totally useless. I'm not saying unnerf stealth, I'm simply offering that if we can at least lightly armor them, then the game technically can track the armor points separately now so why not hard cap the amount a cloaking device can stealth that way it can at the least be grey hulled enough to cover the ugly vulnerable systems.
Isn't it about time we actually get a stealth counter that doesn't totally cripple it?
So I then jumped onto my build server to go and give this whole system a go. and have to say it is so much more efficient. I did notice how now we have some actual variable to play around with and the new config features are really good. you can now use those variables to tweak the level of combat you really want in the game now.
so when i was looking at those i noticed the things you could do if you chose to, and if you did know a few things about java programing you know that the way this new system works is pretty interesting. if you look at the conditions that the game now tracks you can see that changing the variables lets you have effects on individual entities now.
this means that if I had access to the games engine code, and really wanted to I could in fact manage, to balance say the way certain previously was impossible. the stealth module for example, because it now tracks the actual systems, VS Armor damage separately, i could then make it tear off (either partially, or in its entirety) the Armor HP in its power requirement.
This means that if I wanted to the ships could justly and fairly stay in stealth as it should be expected to be according to the sum of its systems mass. that would be a fair way it should work based upon that if one were to do enough damage to the ship it will eventually permanently loses its stealth till repaired. this seems like a fair way to use it in combat, and you would still be able to fully armor the ships, but because the systems health is the factor not the armor, you still get a glass stealth generator in an actual ships armor shell. so even if you lose the stealth the whole damn ship isn't totally useless. I'm not saying unnerf stealth, I'm simply offering that if we can at least lightly armor them, then the game technically can track the armor points separately now so why not hard cap the amount a cloaking device can stealth that way it can at the least be grey hulled enough to cover the ugly vulnerable systems.
Isn't it about time we actually get a stealth counter that doesn't totally cripple it?