The bigger the ship the more engines required.

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    I dislike speed limits for travel reasons - if anything, larger ships should be able to go FASTER than smaller ones, at least outside of combat. However, for combat balancing there should probably be differentiated in-combat and out-of-combat flight speeds... no idea how the actual mechanics would work; just an idea.
    You know, it might be cool if we could have custom profiles on the ships that we could toggle between with some delays. That could achieve what you described. For example you could have a setting where most of the thrust is allocated to forward movement, but very little to the other directions, and another more balanced profile for combat (or customized to be role specific). They could be mapped to a number or another key for ease of transition. Cooldowns and delays between mode shifts can be imposed to prevent abuse.
     
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    Once the FTL is implemented, larger ships would probably travel faster and further than smaller ships.

    Making big ships move slowly, imo, would add much to the gameplay. Battles between two capital ships wouldn't be fought in 20 different sectors with ramming everything around, smaller ships maneuverability would actually matter and slow flying capitals would add great immersion of them being actually huge, not like present ships which change their velocity in no time.

    Of course slowing down big ships should be done simultaneously with implementing FTL.
     
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    I am of the opinion that larger, more cumbersome vessels should have less combat agility, being essentially a sitting duck compared to the more nimble craft, but as a trade off have FTL capabilities, turrets, and enough shields and armor to make up for their lack of turn rate and acceleration.

    Just a thought.
     

    Ciggofwar

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    Your trying to use formulas that are earth based, know only to earthlings that are on peculiar ignorance learning curve, natural to nature for them.
    When you have a designed ship that has said cumbersome attribute's, you must provide another vessel that does not have these attribute's, a companion vessel or vessel's, in another words you need a faction of support, you must build an establish an empire, to which will offer various roles of distinction in the mannerism to which they function, operate, for movement, for purpose.
     
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    When you have a designed ship that has said cumbersome attribute's, you must provide another vessel that does not have these attribute's, a companion vessel or vessel's, in another words you need a faction of support, you must build an establish an empire, to which will offer various roles of distinction in the mannerism to which they function, operate, for movement, for purpose.
    Is it wrong?

    btw slow moving capitals wouldn't require any support. They would do pretty well solo, but probably much better with companions.
     

    Ciggofwar

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    My reply was based on strategy vs. the solo, as in game direction functionality, I realize there is no records of the said entity who joins the server and wants to join your faction. Solo may be only the safe bet out there unless the contact comes from your personal circle. I think each player should have a dossier that can be tracked of history including all aliases, promotions ranks and accommodations. Would make factions more feasible and useful if that's the direction on the strategy of not having the necessary attributes for a solo ship, meeting the personal criteria in the overall functionality one expects for such movements across space. The other possible option would be for an assisting Ai to pilot the other said vessel under your command that trains itself in tactics by combat experience, performing maneuvers when ordered too, and when to heed going beyond the orders set. You could have a small fighter escort to follow or scout ahead and report back.
     
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    Yes we need exponential thrust increase. Now it is bad to have, but when ftl exists it will be a good balance to small ships because they probably won't have the power to do ftl.
     
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    I would agree. While I am on the fence about FTL (it all depends how it'll be added that counts here for me), I do believe some change to bigger ships should be made, including further change in their propulsion and effect of different blocks. Currently, as I've stated on occasion, big ships feel like upscaled fighters, with only difference lying in a few stats. The design and so on however can be very similar.

    It's simply bad. With each ship, no matter what size requiring one crewmember and no big changes in demand for blocks, there's hardly any differentation in space battles, which are usually (at least for observers, according to rather popular opinion) slugfests where two groups/players keep pumping each other with ion blasts and the winner is the side with bigger ships/more blocks on their side. No difference in designs or alternative tactics worthwhile.

    I wouldn't mind if mobility-wise big ships would be more susceptible to attacks by small fighters or boarding parties (though also only to a degree, small scoutships with tiny guns designed to damage their equal-sized brethren shouldn't be much of a problem for typical cruiser's shields, at least not without prolonged attack). It would require some differentiation in typical fleet, some escort squadrons and anti-missile batteries or flak cannon turrets for taking down enemy fighters/bombers).