Preface
Over the past several days Ithirahad, Nosajimiki, NaStral, and several others of us have been discussing the weapons update. Overall, general consensus amongst us is that the weapons update is a great update that is taking significant steps to improve the game. However, we also believe that there are several things that could be done to improve the weapons update such that it is more interesting, and will serve the game better in the long run.
This post is a compilation of such ideas. I will try my best to give attribution to the people who originally suggested these ideas. However, if I have compiled your idea into this thread and failed to give proper attribution, please feel free to contact me and I will edit your name into the post.
Balancing Armor
One of the main things that we've noticed during testing is that armor is still somewhat weak. With changes already done to the code by the devs however, it is relatively easy for them to tweak the values. The following are two or three propose methods of doing so.
Overall, the new weapon system provides for more adequate scaling of armor. However, the numbers are a bit tough to work out. There are two elements to this section. The first is the idea that HP per armor type should scale logarithmically in relation to it's mass. And, the second pertains to actual game calculations.
Scaling Armor Based on Mass:HP
(Nosajimki) (petlahk)
The first idea is that basic armor should have a mass:HP ratio of 1:1, Standard 2:4, and Advanced 3:27. The idea here is that advanced would be significantly more viable than basic for defending against high-alpha or high-damage attacks than it currently is. One of the main factors contributing to it's non-viability is that it's mass and production costs are so high compared to the other two armors. Under this system the numbers for armor would look something like this:
Basic: .05 200 (Base Values)
Standard: .10 800
Advanced: .15 5,400
This first system might go a long way to balancing out the armor types against each other and the weapons in terms of viability and defense. First and foremost, it addresses the longstanding complaint that the mass of advanced armor compared to the defense it provides is so low to the point of being almost pointless to use. However, it also scales the defense values in such a way as to match weapon damage values. Weapon damage values scale exponentially, so, to fully address the armor issue it only makes sense that the armor should scale in a similar manner.
Scaling Armor Based on Layers per Type
(Nosajimki)
The second idea is that armor should scale exponentially based on layer per armor type. This would mean that for 3 layers of basic armor the total in-line HP value of those 3 layers would be 600 HP based on an exponent of 1 and the current armor values.
The main criticism that has been shared surrounding the current system of tertiaries (Kinetic/EM/Heat) is that the rock/paper/scissors element as current designed and planned is very boring.
Currently, it is essentially just the tertiary weapons modules against the tertiary chamber effects. This is a very frustrating and boring dichotomy. It offers nothing in terms of interesting physical design, and forces players to take up valuable chamber RC for a system that would be more interesting if applied between Weapons VS Armor and Shields rather than Weapons VS Chambers.
There are three pieces to this section. The first will discuss how and why kinetic, EM, and heat damage should be applied to armor and shields rather than to chambers. The second will discuss ways in which the chamber effects could be retained but made more interesting. And the third will outline a minor change to the current basic effect values applied to weapon damage.
Weapons VS Armor and Shields
(petlahk, Ithirahad, Nosajimki)
As outlined above, tertiary effect damage being countered by chambers, and chambers alone is very boring. It offers no ability to use the blocks themselves to design your defense in the way that we've all become accustomed to in Starmade.
The idea has several parts:
- Armor should block primarily EM damage and take damage primarily from Kinetic by default.
- Shields should block primarily Kinetic damage and take damage primarily from EM by default.
- Heat damage should deal balanced damage (50/50) when striking either armor or shields by default.
This would retain the main portions of the old tertiary system, while also simplifying the system to make more sense. By doing this, weapons could be designed to counteract specific systems, and systems could be reworked to counteract damage types that are unexpected in a way that is much more interesting. Currently, it's basically just a toss up as to whether your weapon will be blocked by a really strong Kinetic damage system or not. There is no basic indicator of what should block what by default, or why Shields are better/different than Armor.
The idea that shields are susceptible to energy based damage, and armor susceptible to kinetic is hardly a new one. And the addition of this change - in conjunction with the latter two parts - would serve to both flesh out the world and to make combat much more interesting.
Weapon Chamber Modifications
(Ithirahad)
Having chambers as a method to defend against different damage types isn't a bad idea. However, the current implementation is, to reiterate, frustratingly boring. In conjunction with the above ideas, chambers should still work to tweak defenses against different tertiaries, however should do so slightly differently.
After about an hour and a half of debate Ithirahad and I settled on the following default values:
- Armor Blocks: 0% of Kinetic Damage, 90% of EM Damage, 50% of Heat Damage.
- Shields Block: 90% of Kinetic Damage, 0% of EM Damage, 50% of Heat Damage.
These values would be the defaults. Armor would be good at defending against EM, and Shields good at defending against Kinetic damage.
However, Ithirahad and I disagree about how exactly to restructure the chamber trees.
Ithirahad proposes that armor have only one enhancement to tertiary defense. That defense being an enhancement of up to 50% on Kinetic. He also proposes that the shield tree be added one tertiary defense enhancement, that being an enhancement to heat defense for a maximum of +25%. Ithirahad's system is simpler to implement and understand than mine. And, also it gives heat defense to only shields for the purposes of blocking star damage. If the heat defense were to block star damage then it would make the most sense that that defense only be applied to shields.
Ith's Example Tree. Note that the base values are not applied to the first chamber, but are defaults:
I propose that the chamber system be based around a system of shifting one value to another, and the option to add extra defense against heat damage to both. Under my system the shield tree could switch all or part of it's 90% Kinetic damage block to blocking EM damage. The armor tree would do the opposite, and could switch all or part of it's 90% EM damage block to blocking Kinetic damage. Both trees would have up to a +25% increase to heat damage mitigation. My system is certainly more complicated, however I believe that it also offers more flexibility in terms of modifying your defense. For instance, tertiary defense values could be split for armor, but not for shields. Or, both shields and armor could block 90% of kinetic damage, but be vulnerable to EM. I believe that my system would result in more interesting gameplay despite it being slightly more complicated, and having potentially higher RC costs and chamber weight.
Note: I have changed my default values to 40% mitigation of heat on both Armor and Shields. Also, the maximum value is now 65% after the same +25% increase.
My Example Tree. Note that the base values are not applied to the first chamber, but are defaults:
In either case. The modifications to the chamber tree would work perfectly in conjunction to adding different types of basic defense to both Shields and Armor. Some weapons would be good against Shields, and Some against Armor. This would serve to preserve the sort of Ion VS Shields dichotomy present in the previous weapons iteration. However, again, would result in much more interesting gameplay choices than straight buffs to armor defense VS all tertiaries.
Minor Change to Base Weapon Values
Currently, the weapons deal basic kinetic, EM, and heat damage as follows:
Kinetic EM Heat
Cannon: 1.5 1.0 .5
Beam: .5 1.0 1.5
Missile: .5 1.5 1.0
As it stands currently EM is the go-to choice to block for any ship builder. This makes the choice for chamber usage obvious and uninteresting. Even if the above two sections are not implemented at all (which I sincerely hope they are) a few of us would like to suggest having each weapon type deal tertiary values of .5, 1.0, and 1.5 in various categories, with no value present twice in either.
(Note: I am aware that these values may have to do with how Cannons and Cannon recoil works. If that's the case then I think it makes sense to keep them the way they are. Though perhaps the numbers could be switched between Heat and EM to take into account the above suggestions.)
Other Proposal Items
There are also a set of other proposal items that could be used to serve the purpose of balance and contributing to an interesting and satisfying weapons update.
These proposal items are tangentially related to the above items, however are smaller and are not major parts of the key changes proposed above.
Increasing Missile Reload Times
(NaStral)
Consensus has been generally reached that the current missile reload times are far too fast for adequately serving the purpose of balancing missiles. As it currently stands the reload time for one missile is currently between 2 and 2.5 seconds. This barely compensates for the high-yield of missiles. The proposal is that the missile reload time be bumped to between 30 and 60 seconds per missile to better serve the purpose of making them a tactical high-risk high-reward weapon.
Along with this suggestion is a suggestion to possibly slightly increase the missile capacity per missile block. As well as a suggestion by Ithirahad to consider adding a block that can be used to increase missile reload time at the cost of high power consumption.
Two New Specialized Armor Blocks
Also, two specialized armor blocks have been proposed.
The first is a really expensive, really high HP armor block intended specifically for filling on very large capital ships. This would help to cut down on the layering and building time required for building large ships. It would not be a full set of new colours. Only a single set of full shapes with a nice texture that could be used for aesthetics on the exterior if necessary. (I cannot currently remember who proposed this.)
The second was my idea for a fighter-oriented armor block. It would have the weight of basic armor, but an HP between Standard and Advanced armor (I personally lean toward the same HP as advanced). This block would be very expensive to manufacture. Possibly just as, if not more expensive to manufacture than advanced armor. It would serve to bridge the gap between fighter craft needing to be lightweight yet still be able to soak up damage with their armor. This block would also offer a somewhat viable alternative to using shields on fighter craft. Again, this would not be a full set of colours, only a single set of full shapes with a nice texture that looks good on the exterior.
Tertiary Damage Patterns
(NaStral)
NaStral proposed that weapons with tertiary computers might slightly modify their damage patterns in addition to the current combinations and the planned ability to modify weapon shape depending on how it's built.
The idea is that on armor EM would look sorta lightning-bolt-like, like what a microwaved CD looks like. Kinetic would retain it's punch through look. And Heat would appear to burn off the surface layer of armor.
However this proposal might be at odds with how the secondary system works, and over-complicate coding and calculations.
Over the past several days Ithirahad, Nosajimiki, NaStral, and several others of us have been discussing the weapons update. Overall, general consensus amongst us is that the weapons update is a great update that is taking significant steps to improve the game. However, we also believe that there are several things that could be done to improve the weapons update such that it is more interesting, and will serve the game better in the long run.
This post is a compilation of such ideas. I will try my best to give attribution to the people who originally suggested these ideas. However, if I have compiled your idea into this thread and failed to give proper attribution, please feel free to contact me and I will edit your name into the post.
Balancing Armor
One of the main things that we've noticed during testing is that armor is still somewhat weak. With changes already done to the code by the devs however, it is relatively easy for them to tweak the values. The following are two or three propose methods of doing so.
Overall, the new weapon system provides for more adequate scaling of armor. However, the numbers are a bit tough to work out. There are two elements to this section. The first is the idea that HP per armor type should scale logarithmically in relation to it's mass. And, the second pertains to actual game calculations.
Scaling Armor Based on Mass:HP
The first idea is that basic armor should have a mass:HP ratio of 1:1, Standard 2:4, and Advanced 3:27. The idea here is that advanced would be significantly more viable than basic for defending against high-alpha or high-damage attacks than it currently is. One of the main factors contributing to it's non-viability is that it's mass and production costs are so high compared to the other two armors. Under this system the numbers for armor would look something like this:
Mass HP
Standard: .10 800
Advanced: .15 5,400
This first system might go a long way to balancing out the armor types against each other and the weapons in terms of viability and defense. First and foremost, it addresses the longstanding complaint that the mass of advanced armor compared to the defense it provides is so low to the point of being almost pointless to use. However, it also scales the defense values in such a way as to match weapon damage values. Weapon damage values scale exponentially, so, to fully address the armor issue it only makes sense that the armor should scale in a similar manner.
Scaling Armor Based on Layers per Type
(Nosajimki)
The second idea is that armor should scale exponentially based on layer per armor type. This would mean that for 3 layers of basic armor the total in-line HP value of those 3 layers would be 600 HP based on an exponent of 1 and the current armor values.
# Layers Current HP Scaling Total HP
Basic: 3 200 * 3^1 600
Standard: 3 400 * 3^2 3600
Advanced: 3 1,000 * 3^3 27,000
The advantage of this system over the first system is that armor will always scale with the weapons and with ship size. However, also under this system it might be the case that armor scales too well.
It is a matter for discussion as to which of the two systems makes more sense, or, whether both should be used.
Basic: 3 200 * 3^1 600
Standard: 3 400 * 3^2 3600
Advanced: 3 1,000 * 3^3 27,000
The advantage of this system over the first system is that armor will always scale with the weapons and with ship size. However, also under this system it might be the case that armor scales too well.
It is a matter for discussion as to which of the two systems makes more sense, or, whether both should be used.
So I did some math studies on this topic and I've determined the best way to implement the above suggestion is in damage reduction AFTER your hit block takes damage (to make sure you can chip away armor with dps), but before Acid begins, but allow acid to happen at massively reduced damage. So if you hit armor with a 5 million damage alpha weapon, you do the 1000 damage to take out the first block, then reduce how ever much damage based on armor thickness, then do acid damage with what is left.
Reworking the Kinetic/EM/Heat damage systemblocks thick | 1 | 2 | 5 | 10 | 20
- All armor will have the same HP/Mass.
- Basic armor only blocks the sum of the armor in a row
- Standard does that, but squaring the number of blocks in a row
- Advanced does that, but cubing the number of blocks in a row
-------------------------------------------------------------------
Basic Armor | 200 | 400 | 1k | 2k | 4k
Standard Armor | 600 | 2.4k | 15k | 60k | 240k
Adv Armor | 1k | 8k | 125k | 1m | 8m
As for the more rare case of composite armors, you could use an averaged exponent/ armor value:
[Advanced],[Basic],[Basic],[Basic],[Standard]
Exponent Average([3],[1],[1],[1],[2]) = 1.6
Armor Average ([1000],[200],[200],[200],[600]) = 440
This composite armor would have about 5.8k reduction such that it scales with pure armor types without being useless or OP
So the formula would be:
$damageReduction = $armorDepth ^ $exponentAverage * $armorAverage
While these numbers look high, it is important to keep in mind that a ship that could reasonably carry 5 layers of adv armor can easily dish out shots over 125k damage, but that at that scale not so much that 125k reduction would be inconsequential.
Also of note is that only advanced armor truly scales with size. More primative armors are more for options to create lighter hulls
The main criticism that has been shared surrounding the current system of tertiaries (Kinetic/EM/Heat) is that the rock/paper/scissors element as current designed and planned is very boring.
Currently, it is essentially just the tertiary weapons modules against the tertiary chamber effects. This is a very frustrating and boring dichotomy. It offers nothing in terms of interesting physical design, and forces players to take up valuable chamber RC for a system that would be more interesting if applied between Weapons VS Armor and Shields rather than Weapons VS Chambers.
There are three pieces to this section. The first will discuss how and why kinetic, EM, and heat damage should be applied to armor and shields rather than to chambers. The second will discuss ways in which the chamber effects could be retained but made more interesting. And the third will outline a minor change to the current basic effect values applied to weapon damage.
Weapons VS Armor and Shields
(petlahk, Ithirahad, Nosajimki)
As outlined above, tertiary effect damage being countered by chambers, and chambers alone is very boring. It offers no ability to use the blocks themselves to design your defense in the way that we've all become accustomed to in Starmade.
The idea has several parts:
- Armor should block primarily EM damage and take damage primarily from Kinetic by default.
- Shields should block primarily Kinetic damage and take damage primarily from EM by default.
- Heat damage should deal balanced damage (50/50) when striking either armor or shields by default.
This would retain the main portions of the old tertiary system, while also simplifying the system to make more sense. By doing this, weapons could be designed to counteract specific systems, and systems could be reworked to counteract damage types that are unexpected in a way that is much more interesting. Currently, it's basically just a toss up as to whether your weapon will be blocked by a really strong Kinetic damage system or not. There is no basic indicator of what should block what by default, or why Shields are better/different than Armor.
The idea that shields are susceptible to energy based damage, and armor susceptible to kinetic is hardly a new one. And the addition of this change - in conjunction with the latter two parts - would serve to both flesh out the world and to make combat much more interesting.
Weapon Chamber Modifications
(Ithirahad)
Having chambers as a method to defend against different damage types isn't a bad idea. However, the current implementation is, to reiterate, frustratingly boring. In conjunction with the above ideas, chambers should still work to tweak defenses against different tertiaries, however should do so slightly differently.
After about an hour and a half of debate Ithirahad and I settled on the following default values:
- Armor Blocks: 0% of Kinetic Damage, 90% of EM Damage, 50% of Heat Damage.
- Shields Block: 90% of Kinetic Damage, 0% of EM Damage, 50% of Heat Damage.
These values would be the defaults. Armor would be good at defending against EM, and Shields good at defending against Kinetic damage.
However, Ithirahad and I disagree about how exactly to restructure the chamber trees.
Ithirahad proposes that armor have only one enhancement to tertiary defense. That defense being an enhancement of up to 50% on Kinetic. He also proposes that the shield tree be added one tertiary defense enhancement, that being an enhancement to heat defense for a maximum of +25%. Ithirahad's system is simpler to implement and understand than mine. And, also it gives heat defense to only shields for the purposes of blocking star damage. If the heat defense were to block star damage then it would make the most sense that that defense only be applied to shields.
Ith's Example Tree. Note that the base values are not applied to the first chamber, but are defaults:
I propose that the chamber system be based around a system of shifting one value to another, and the option to add extra defense against heat damage to both. Under my system the shield tree could switch all or part of it's 90% Kinetic damage block to blocking EM damage. The armor tree would do the opposite, and could switch all or part of it's 90% EM damage block to blocking Kinetic damage. Both trees would have up to a +25% increase to heat damage mitigation. My system is certainly more complicated, however I believe that it also offers more flexibility in terms of modifying your defense. For instance, tertiary defense values could be split for armor, but not for shields. Or, both shields and armor could block 90% of kinetic damage, but be vulnerable to EM. I believe that my system would result in more interesting gameplay despite it being slightly more complicated, and having potentially higher RC costs and chamber weight.
Note: I have changed my default values to 40% mitigation of heat on both Armor and Shields. Also, the maximum value is now 65% after the same +25% increase.
My Example Tree. Note that the base values are not applied to the first chamber, but are defaults:
In either case. The modifications to the chamber tree would work perfectly in conjunction to adding different types of basic defense to both Shields and Armor. Some weapons would be good against Shields, and Some against Armor. This would serve to preserve the sort of Ion VS Shields dichotomy present in the previous weapons iteration. However, again, would result in much more interesting gameplay choices than straight buffs to armor defense VS all tertiaries.
Minor Change to Base Weapon Values
Currently, the weapons deal basic kinetic, EM, and heat damage as follows:
Kinetic EM Heat
Cannon: 1.5 1.0 .5
Beam: .5 1.0 1.5
Missile: .5 1.5 1.0
As it stands currently EM is the go-to choice to block for any ship builder. This makes the choice for chamber usage obvious and uninteresting. Even if the above two sections are not implemented at all (which I sincerely hope they are) a few of us would like to suggest having each weapon type deal tertiary values of .5, 1.0, and 1.5 in various categories, with no value present twice in either.
(Note: I am aware that these values may have to do with how Cannons and Cannon recoil works. If that's the case then I think it makes sense to keep them the way they are. Though perhaps the numbers could be switched between Heat and EM to take into account the above suggestions.)
Other Proposal Items
There are also a set of other proposal items that could be used to serve the purpose of balance and contributing to an interesting and satisfying weapons update.
These proposal items are tangentially related to the above items, however are smaller and are not major parts of the key changes proposed above.
Increasing Missile Reload Times
(NaStral)
Consensus has been generally reached that the current missile reload times are far too fast for adequately serving the purpose of balancing missiles. As it currently stands the reload time for one missile is currently between 2 and 2.5 seconds. This barely compensates for the high-yield of missiles. The proposal is that the missile reload time be bumped to between 30 and 60 seconds per missile to better serve the purpose of making them a tactical high-risk high-reward weapon.
Along with this suggestion is a suggestion to possibly slightly increase the missile capacity per missile block. As well as a suggestion by Ithirahad to consider adding a block that can be used to increase missile reload time at the cost of high power consumption.
Two New Specialized Armor Blocks
Also, two specialized armor blocks have been proposed.
The first is a really expensive, really high HP armor block intended specifically for filling on very large capital ships. This would help to cut down on the layering and building time required for building large ships. It would not be a full set of new colours. Only a single set of full shapes with a nice texture that could be used for aesthetics on the exterior if necessary. (I cannot currently remember who proposed this.)
The second was my idea for a fighter-oriented armor block. It would have the weight of basic armor, but an HP between Standard and Advanced armor (I personally lean toward the same HP as advanced). This block would be very expensive to manufacture. Possibly just as, if not more expensive to manufacture than advanced armor. It would serve to bridge the gap between fighter craft needing to be lightweight yet still be able to soak up damage with their armor. This block would also offer a somewhat viable alternative to using shields on fighter craft. Again, this would not be a full set of colours, only a single set of full shapes with a nice texture that looks good on the exterior.
Tertiary Damage Patterns
(NaStral)
NaStral proposed that weapons with tertiary computers might slightly modify their damage patterns in addition to the current combinations and the planned ability to modify weapon shape depending on how it's built.
The idea is that on armor EM would look sorta lightning-bolt-like, like what a microwaved CD looks like. Kinetic would retain it's punch through look. And Heat would appear to burn off the surface layer of armor.
However this proposal might be at odds with how the secondary system works, and over-complicate coding and calculations.
4/28/2018
2:24 PM GMT-6: Changed the proposed basic values for my chamber tree system for Heat from 50%-75% to 40%-65%
4/29/2018
9:41 AM GMT-6: Put the original text for the armor scaling section into a spoiler and folded Nosa's actual thoughts into the post. Also, changed the first block scaling idea to better represent the fact that it was my interpretation of exponent scaling on armor.
2:24 PM GMT-6: Changed the proposed basic values for my chamber tree system for Heat from 50%-75% to 40%-65%
4/29/2018
9:41 AM GMT-6: Put the original text for the armor scaling section into a spoiler and folded Nosa's actual thoughts into the post. Also, changed the first block scaling idea to better represent the fact that it was my interpretation of exponent scaling on armor.
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