The EE2 Project

    Thalanor

    CEO Snataris Colonial Fleetyards
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    Yes, that's why there is IMO a clear line to draw between config changes that make sense and those that are detrimental:

    YES: Warpgates, jumpdrives, sectors, thrust,...
    NO: Power generation/usage/penalties, shields, weapons, armor,

    This would ensure a more fun config but without changing relative ship strengths :)
     

    Keptick

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    Massive "waffle guns" that use hardly any energy would be horrifying to see used by everyone. Waffle cannons, waffle beams, waffle missiles. It would be brutal.
    It doesn't do more damage, it's just better at block removal due to how poorly cannons and beam block removal capabilities scale.
     

    Thalanor

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    Better at block removal still means it changes the optimal configuration though (yes it would be more damage once the shields are down).
     

    Keptick

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    isn't that a definition of more damage
    Against blocks, not against shields :p. And if you use missiles there's no difference since there's barely any damage lost already. So yea, it's like "more damage" even though it's actually less damage loss (more or less the same thing).

    Missiles actually had the penalty reduced from 10% more power per output to 2.5%. I'm assuming that it's because missiles already had much better scaling. However, that made me wonder as to why cannons and beams were stuck with atrocious block removal scalability.

    Tbh, modifying the power penalty won't really fix the problem because it's caused by the piss stream beams and bb gun cannons staying the same no matter the size. So yea, you're right, it's better not to change anything, which is why I was only suggesting.
     
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    Winterhome

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    I'd personally change beams to suck less against armor, but the problem of them simply not being capable of penetrating armored blocks in the first place appears to be hardcoded.
     
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    Missiles actually had the penalty reduced from 10% more power per output to 2.5%. I'm assuming that it's because missiles already had much better scaling. However, that made me wonder as to why cannons and beams were stuck with atrocious block removal scalability.
    I think the missile energy usage per output was reduced because now we have some pretty decent PD/AMS turret cababilities. So missiles arent he end all, be all weapon they used to be if you have a good setup to defend against them. Sure its pretty easy to get missile spam through somebodys defense array, but they will still shoot down a large amount of missiles.

    And cannons/lasers "suck" to prolong ship battles. Fights that end within 10 seconds because one guy fired first with his massive gun really, really blow. They are way more involved and fun with people flying around trying to land hits and ships that are built to properly handle itself in a fight.
     
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    Winterhome

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    And cannons/lasers "suck" to prolong ship battles.
    Cannons are awesome. Lasers suck.

    Beams are basically worthless as a combat weapon, with the sole exception of high alpha ion beams, which might as well be melee weapons lately.
     

    Ithirahad

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    Beam targeting is fixed as of next update, and I'd be surprised if next update didn't hit this week.
     
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    Winterhome

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    Beam targeting is fixed as of next update, and I'd be surprised if next update didn't hit this week.
    That only solves part of the problems. Beams are also incapable of harming a ship with even as little as two layers of standard armor, due to the impossibility of hitting the same spot multiple times against a moving target.
     

    Keptick

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    Are you going to add a penalty for losing territory? (If it's possible to do that)

    Just to make sure that shitters don't capture systems with two block stations, losing systems should HURT.
     
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    How bad do you want it to hurt when anybody can go wipe out all your territory in the middle of the night while your faction is asleep?
     
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    StormWing0

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    How bad do you want it to hurt when anybody can go wipe out all your territory in the middle of the night while your faction is asleep?
    Seeing as you'd have to totally destroy every station and planet in just one SWD system, that by itself would take at least 4 hours.


    That said how much it should hurt a faction not online to do anything. Maybe not as much as one that has someone online to do something but not sure.
     

    Lecic

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    How bad do you want it to hurt when anybody can go wipe out all your territory in the middle of the night while your faction is asleep?
    Faction upkeep ticks are much longer. If you woke up to discover your enemy had blown up a lot of your territory, well... not only would you have time to reclaim some of it, you'd also be able to retaliate.
     

    Nuclear Doughnut

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    Alright People I'm sorry for not giving an Official Update. I'd like to thank those who have been helping me out (Thryn Monarchy) as well as Lecic in particular for all his hard work on the new Station. With that in mind I'm going to give a full status update of what we've done.



    Welcome to the Spawn. :D









    More to Come From the Spawn Base.

    We will be having massive Gates as "Control" points. Here's a prototype of one of such ones.



    More Pictures to Come.
     

    Keptick

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    So I heard that the sectors will be ~20km in size. Please adjust the weapon ranges and projectile speeds to make them reasonable, because with the default multipliers lock-on missiles with 60km range and warp level travel speeds would be a bit ridiculous :p

    I'd say make default weapon ranges 5 or 10km and adjust base speed proportionally, no need to change the combo multipliers.
     

    Reilly Reese

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    If you guys need any help building stuff just let me know.
     
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    Hey doughnut, I'm too lazy to sift through all the words. You are allowing external blueprints in so I can bring back my ship and complete it right?

    Also I'd love to help with any building if needed.