Ok. I'm going to beat a dead horse... with a dead horse. The idea for a damage buff to warheads has been mentioned a few... um...dozen times but I think this time we should justify it with a fair balancing system that could actually work. The result of this kind of change would be better PVP, a surge in creativity and possibly, less players hiding in their home bases. For all you non-warhead/non-logic types; don't fret. There are plenty of forum discussions and how-tos on You-Tube to help you make your own weapons of mass destruction.
So here we go... comments, concerns, suggested changes are all welcome as usual.
1) Give warheads a serious damage and radius buff: The current damage output is too low to be more than a tap on the shoulder/. Crank it up to the neighborhood of 100,000 - 500,000 with 15-25m radius. This is the result you'll get at 500,000 damage with 25m radius.
Due to explosion mechanics, this blast cannot cripple a titan and can barely "alpha-kill' an Isanth, skill and quality designing are still required for effective use. For a one-time-use weapon, this is more than reasonable.
2) Make warheads 'expensive' to build: Instead of requiring only alloyed metal mesh and crystal composite, make individual warhead blocks cost 500-1000 of one or more ore/crystal types. This makes it very costly to make a lot of these shield piercing, high damage weapons; thus severely limiting people's ability to do this...
...but still allowing for things like this
3) Allow turrets to include torpedoes as a target: This is a major biggie which need to be considered. Otherwise torpedoes can easily become over-powered. We're trying to create a balance that is fair to everyone, not turn everyone into Luke Skywalker...
4) Eliminate the potential for griefers: Yeah... all that cloaked torpedo ramming nonsense, needs to stop so here's a workaround.
The compressed antimatter inside a warhead is naturally unstable. While in motion and when directly exposed to radar emissions and certain other high energy emissions (radar jamming, or cloaking fields), the antimatter stability degrades even further; causing an immediate explosion if it gets too close to the radar emitting entity. Exposure to cloaking/jamming fields during passage through an atmosphere will also cause warheads to explode.
Bottom line; any ship carrying exposed (meaning; not covered on all 6 sides) warheads that are cloaked and/or jamming will explode, the instant they they get within 1/10 of a sector from any ship or station or if they enter the atmosphere of a planet. Opening a door or a force field to fire at point blank range under the above conditions will also cause a detonation.
With this system in place, success in PVP will require real skill and planning rather than just a bigger ship.
Your thoughts, ladies and gentlemen?
So here we go... comments, concerns, suggested changes are all welcome as usual.
1) Give warheads a serious damage and radius buff: The current damage output is too low to be more than a tap on the shoulder/. Crank it up to the neighborhood of 100,000 - 500,000 with 15-25m radius. This is the result you'll get at 500,000 damage with 25m radius.
Due to explosion mechanics, this blast cannot cripple a titan and can barely "alpha-kill' an Isanth, skill and quality designing are still required for effective use. For a one-time-use weapon, this is more than reasonable.
2) Make warheads 'expensive' to build: Instead of requiring only alloyed metal mesh and crystal composite, make individual warhead blocks cost 500-1000 of one or more ore/crystal types. This makes it very costly to make a lot of these shield piercing, high damage weapons; thus severely limiting people's ability to do this...
...but still allowing for things like this
3) Allow turrets to include torpedoes as a target: This is a major biggie which need to be considered. Otherwise torpedoes can easily become over-powered. We're trying to create a balance that is fair to everyone, not turn everyone into Luke Skywalker...
4) Eliminate the potential for griefers: Yeah... all that cloaked torpedo ramming nonsense, needs to stop so here's a workaround.
The compressed antimatter inside a warhead is naturally unstable. While in motion and when directly exposed to radar emissions and certain other high energy emissions (radar jamming, or cloaking fields), the antimatter stability degrades even further; causing an immediate explosion if it gets too close to the radar emitting entity. Exposure to cloaking/jamming fields during passage through an atmosphere will also cause warheads to explode.
Bottom line; any ship carrying exposed (meaning; not covered on all 6 sides) warheads that are cloaked and/or jamming will explode, the instant they they get within 1/10 of a sector from any ship or station or if they enter the atmosphere of a planet. Opening a door or a force field to fire at point blank range under the above conditions will also cause a detonation.
With this system in place, success in PVP will require real skill and planning rather than just a bigger ship.
Your thoughts, ladies and gentlemen?
Last edited: