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TESL4

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Everything posted by TESL4

  1. Well, Just because the active tank hasn't been done right in previous games, doesn't mean it isn't possible here. It is totally possible to balance out and make work with this game, it would just take a lot of investment in balancing like you said. I made a post recently in the suggestions which goes over this in detail and how it would work potentially. The main premise being when you put on an active tank system, you loose a large portion of total HP. This makes it a risky option as it would only really be good for smaller skirmishes. Losing lets say 70% of total shield or hull HP just to gain a lets say 25% regen per miniute would mean that that ship could easily be overwhelmed by fire from a medium to large fleet, with the regen not being able to keep up. Even if you have an equal sized fleet of ships all with active tanks, they would still be overwhelmed and die much faster than the other more bulky fleets. The idea is an active tank would be good for smaller scale engagements, exploration, blokade running, ect. I won't carry on here though as that is a post for a different topic.
  2. I can't wait to see what that galaxy wide end game event is! Maybe something to do with defeating the guardian? Also, super stoked for the generator update. It will make the galaxy so much more vibrant than the stick armadas! Hope the release goes well for you all, this game deserves more recognition and I hope release brings more people to the community! I'd love to see full servers and more amzing ship builds. Good luck with balancing and fine tuning as well, I know that must be a headache. I'm sure it will turn out great, though. Feel free to check out my post in the suggestions if you want some ideas on combat balancing ;D ;)
  3. I believe he is correct, if you have a mining turret on your ship that can only mine iron and titanium, then it sets that as the highest minable material. Maybe just remove all mining turrets and only use fighters?
  4. Thanks, and glad there are others who think the same way I do! Is there a place where you can see values for these shield/armor resists? Please excuse my ignorance, but I wasn't able to find it when I was playing briefly yesterday, I could just see what the ships "weakness" is.
  5. First off, I'd like to say I'm very pleased with the way the devs have been taking the game, so great job! I really think this is one of my favorite games I play currently, just wish I had more time to play it. Being a perfectionist, I always look for ways to improve something, but I know there is no perfect solution. My suggestions I make here are merely my personal opinions on what I view would make the game even better than it already is currently. Shield and Hull Resistance Mechanics Seeing as this is a newer feature to the game, I understand it may still be in its preliminary stages of development, but here is what I'd like to see to give further depth to this awesome mechanic in the future. - An actively updating simple and intuitive indicator of the ship's shield/hull/armor resistances. There are numerous ways to do this, but the point of would be help the player know what damage to look out for and if their resistances are being nullified (see later suggestion). - Blocks have different resistance values. Blocks like armor should have higher overall resistances to damage types, where as "squishy" blocks should have much less overall initial damage resistances. Hull/Armor block's resistance would only be able to be seen in the builder when selecting a block due to varying resistances and materials (see next topics). - Certain blocks such as generators, shield generators, energy containers, and hyperspace cores should be volatile, where when destroyed it will cause anywhere from 1000% to 2000% extra damage to the total Hull HP Pool. This extra damaged is based off of the HP of the individual block that was destroyed. These blocks typically have low Hull HP to begin with so that is why such a high value is used to ensure it does cause a lot, but not too much extra damage. There should also be semi-volatile blocks such as thrusters, engines, and crew quarters which only do an additional 250% to 500% extra damage when destroyed. - Personally I think that resistance systems installed in ships should have more depth and variety. I would love to see two types of new systems for hull and shield separately (no shield and hull resistances in the same system unless a new artifact is added possibly 8)). These two systems would be a singular damage type resistance which would give a moderate bonus (5% up to 20% depending on rarity) to a specific damage type, and another "adaptive" system which would increase all the resistances of the shield or hull to a much smaller degree than the singular version (2% up to 12% depending on rarity) . There should definitely be diminishing returns with these systems in order to prevent large ships from becoming un-killable. 3 or more shield or hull resistance systems (separately) should be a detriment instead of a benefit (2 shield and 2 hull resistance systems would be ideal for a tanky shield and hull build as a further explanation). These systems would need to be installed permanently in order to get the affect to ensure players can't "swap on the fly". - Shield/Hull/Armor should start with the following resistances: Physical Antimatter Plasma Energy Electric Shrapnel Shield: 40% 50% -250% 0% 10% 10% Hull: -25% -200% 30% 30% 10% 0% Armor: 25% -75% 50% 40% 40% 40% Stone: 0% -200% 50% 40% (Immune) 10% Armor Rework Personally I think armor should play a different role into how a ship is built. Armor blocks should not contribute to the Hull HP pool, but instead have their own independent HP. The purpose of having independent HP values for each armor block would be to function as actual armor, protecting the underlying hull from damage. - Armor should be much heavier making placement of it more important and tactical. A ship completely covered in armor should be painfully sluggish and very weak to railguns (see later) - Integrity field generators that affect blocks only increase individual armor block and hull block HP by 2x instead of 10x. This is also important for hull as it will encourage focused fire on more "squishy" volatile blocks (see above) since more of the ship will be able to be destroyed with lower independent block HP. More Combat Related Systems and Turrets Avorion could use more variety when it comes to combat. Currently combat is simply HP and damage. There should be more variety when it comes to fleet combat. - EWAR systems should be introduced which affect enemy or allied ships in a radius around the ships. Depending on the system, it would either negatively or positively affect enemy or friendly ships within the radius of the system. These systems would encourage fleet support ships and disruptor ships. These systems in combination with resistance modules would making choosing the right combination of systems on a ship much more thoughtful instead of just stacking shield and turret systems. I would avoid any systems which completely restrict a ships ability to fight such as a "stun" or freezing in place. None of these systems should stack with another system of the same type. Only the highest value will affect a ship Examples of what I'd like to see are: Warp Interdiction spheres (prevent enemies from warping in large radius - 10km to 35km) Gravity Net (slows speed of enemy ships AND fighters in medium radius - 7.5km to 20km, 5% to 25%) Tracking Disruptors (slows turret rotation speeds of enemy ships in a very small radius - 1km to 7.5km 10% to 35%) Shield Nullification Aura (lowers shield resistances of enemy ships within medium radius - 7.5km to 20km, 2.5% to 22.5%) Shield Aegis Aura (boosts allied ship's shield resistances in medium radius - 7.5 km to 20km, 2% to 20%) Engine Energy Re-router (boosts allied ships AND fighter speeds in medium radius - 7.5km to 20km, 5% to 25%) Tracking Assist Computer (slightly boosts allied ships turret rotation speed within large radius - 10km to 40km, 2% to 22.5%) Cloaking Generator (makes the ship invisible, un-targetable, and not able to talk with NPCs until decloaked. Recloaking can only occur when out of combat and after a certain time period has passed. Can't be installed on stations) - New weapon/Damage type: Proton beam emitter with a new nullifier damage type. It will have very low overall damage and medium range (~7km @3 Turret slots). It is a projected pulsating beam which lowers the hull and shield resistances of the target slowly over time . The more nullifier damage being applied the faster the resistances lower. Will only affect hull when shields have been destroyed. There is a limit to how much it can reduce hull and shield resistances of the ship, but should be significant in order for ships to be able to break massive hull or shield tanks (roughly 20% to 120%). Should be available in Xanion tier regions and up and is 3 turret slots or more. - New weapon: Scattershot cannon. Has low range (~4km @1 Turret slot), low accuracy, and high projectile speed. Will shoot anywhere from 10 to 20 physical or antimatter based projectiles each doing similar damage to a bolter turret and will have a moderate fire rate with a heat up time and burst fire potential. Its purpose is to be a very close range brawly type of turret with very high hull/armor damage capabilities. Should be available in Naonite zones and up. - New weapon: Swarmer missiles. Has average range (~7km @1 Turret slot), high projectile speed, and very low accuracy. Guaranteed tracking projectiles and turrets will shoot anywhere from 4 to 12 projectiles at once at a moderate fire rate. Damage should be either antimatter or plasma and should have an average dps similar chainguns - Railguns penetrate armor only. Change railguns to where they pierce through armor (doing no damage) and damage the hull directly via an explosive charge which uses a mechanical trigger. Once it hits the hull it will not penetrate any more and just do a flat damage to the Hull block/HP pool. These will be deadly to ships/stations built with only or mostly armor and volatile blocks. -Increase projectile speed of cannons slightly ~50% to allow them to hit targets farther off better -Greatly increase missile speed ~100%, and update the missile animation (would be cool if they looked like mini torpedoes) -Increase the spread of lightning guns significantly making them unlikely to hit smaller or far off targets. They should remain as high damage capital shield killers. Fighter Rework Fighters currently are very fragile when a dedicated flak/PDC ship targets them making them not worth the large investment of time and resources when entire squadrons are destroyed in seconds. They are also much slower than built ships which doesn't make sense for a ship meant to be small and fast. - When a fighter is built at a factory, the durability and speed increment increases should give much more value to the fighter. Fighters will still have the same base stats, but their HP and speed will be able to be drastically increased per level added making them viable and worth the expensive cost when using a high quality weapon. Max speed (max increment value) of fighters should be around 1500-3000 m/s depending on material. HP would need to be balanced to ensure that they are killable, but able to stay in the fight much longer than they currently do (roughly 1500 max total shield/hull hp with Xanion material). - Improved fighter commands in addition to the current "dive bomb" attack such as orbit, intercept, and sentry. Orbit would make fighters orbit at 50% of max range and shoot at selected target, intercept would work similarly to the "defend" independent turret option, where fighters seek out and destroy enemy fighters and torpedoes, and sentry would make fighters closely orbit the target and shoot at enemies within range (think of the end fight of Ender's game movie). - Improved UI and usability of fighters to make commanding wings of fighters easier and less cumbersome. Users should be able to command either an entire squad or a group of squads with ease. Easy to use Hotkeys should be created for these commands and the ability to create a custom group of fighters similar to how turrets are grouped. Make Large ships "large" and small ships "small" Currently there is an issue with large 15-slot ships having the ability of a higher top speed and able to maneuver the same as a small ship. To fix this I think that there should be limits to ship's rotation values and modifiers to agility and acceleration based upon either ship slots or the mass of the ship using some equation. This would allow small ships to have an actual role, instead of the bigger is better. As an EXAMPLE: (agility modifier is in regards to the 4 rad/s maximum, so a x0.1 modifier reduces maximum achievable agility to .4 rad/sec. Velocity and Acceleration modifiers apply directly to the base stats of the ship) Ship Size Ship Agility Modifier Ship Max Speed Modifier Ship Acceleration Modifier 1 x1.0 x2.0 x2.0 2 x1.0 x2.0 x1.75 3 x1.0 x1.75 x1.5 4 x1.0 x1.5 x1.25 5 x1.0 x1.25 x1.0 6 x0.9 x1.0 x0.95 7 x0.8 x0.95 x0.9 8 x0.7 x0.9 x0.875 9 x0.55 x0.85 x0.85 10 x0.45 x0.8 x0.825 11 x0.3 x0.75 x0.8 12 x0.325 x0.75 x0.775 13 x0.3 x0.75 x0.75 14 x0.25 x0.75 x0.75 15+ x0.15 x0.75 x0.75 Shield Visuals I know this may not be for everyone, but personally I'd love to see shields that form a bubble around the ship instead of a larger square for each block. This would likely even be more performance friendly when dealing with larger block count ships as the shield would be generated based upon the longest length/width/height values of the ship and their position. Additionally shields would make shield "ripple effects" easy to do making taking shield damage look very awesome. Shields should be very transparent except when regenerating or taking damage from enemies Active Tanking Active tanking will allow the option for ships to not just be pools of HP vs pools of HP. This will need to be carefully balanced, however in order to prevent large ships from becoming un-killable. - Active tanking systems which encourage more than just HP pools and resistances. These systems would greatly decrease the current designed overall Shield or Hull HP for the trade off of the shield and hull being able to regenerate itself during combat at a decent rate. - Due to the system's large decrease in total HP, this would eliminate the possibility of a ship being able to withstand an ungodly amount of damage from stacking regen systems thanks to a significantly smaller HP pool. Active tanking would be more beneficial for smaller skirmishes with enemies and being a detriment in larger fleet fights. - These system's affects should not take affect on the ship if there are not enough mechanics or engineers crewing the ship. Rethinking Material Tiers Currently in Avorion each tier of material essentially has something like 25-50% more HP and "ability affectiveness" (not sure what to call it but essentially generator's energy output, shield generator's shield, engine's thrust, ect). I feel as if this shouldn't be the case with every tier of resource, and each tier of resource has a few "specialties" which won't just encourage everyone to shoot streight to Avorion tier as fast as possible. - Below is a suggestion of each material tier and its "specialties". Iron- Remains relatively unchanged, its dirt cheap, very common, and the only other block with inertia dampeners besides avorion. Solar panels -50% credit cost per volume. Titanium - The lightest possible material, yet durable and heat resistant. All blocks have 5% less mass than avorion blocks currently in the game and 10% more Hull/Armor HP per block than Titanium blocks do currently. All blocks have 10% extra plasma damage resistance for all blocks but 10% less antimatter damage resistance. Naonite - Possesses abnormal but useful magnetic properties. Hyperspace core blocks are only give 10% less jump range per volume than avorion hyperspace core blocks (still can't pass through void though). All Naonite blocks have +25% extra electric damage resistance. Trinium - A lightweight material with a very neatly arranged molecular structure. All blocks have 5% less mass than currently in the game and have 10% less physical damage resistance. Integrity field blocks of this material also give 10% extra resistance to all damage types in addition to 2.5x more individual block HP instead of 2.0x more. Xanion - A material which possesses many great superconducting properties. Generator, Shield Generator, and Energy Container blocks have 10% less energy/shield per volume than avorion equivalent blocks do currently in the game. Destroyed volatile blocks do 200% additional volatile damage (instead of 1000%-2000% more damage its 1200% to 2200% additional volatile damage). Ogonite - An extremely dense and tough material that is hard to fabricate. All blocks have 25% more mass per volume, 25% more credit cost per volume, +15% extra Hull HP per volume, and +10% extra damage resistances across the board than currently. Armor blocks get 25% more HP instead of 15% more than currently in the game. Avorion - Still the king of lightweight and powerful materials. 15% more thrust and acceleration from engines and thrusters and all blocks have 5% extra damage resistances across the board. - These changes should help to ensure that all material tiers are still useful in a way even in the endgame, with avorion still remaining the best overall. Ogonite will still be useful as armor/hull plating, Xanion shield gens/generators/and energy containers will be a discount slightly less effective version of avorion, Trinium will remain lightweight and its integrity field generator will be very useful, Naonite will have great discounted hyperspace cores and be useful in high energy damage situations, Titanium will be incredibly lightweight for builds designed for speed, and Iron will remain as the heavy, cheap, and abundant building material with cheap solar panels (good for the start) - Armor blocks should all have 50% more mass Let me know what you think about these changes! They are meant to work with one another to enhance the combat and gameplay while still remaining balanced.
  6. From what I have experienced in my brief playtime, nothing has been invulerable to my damage so far. I could just be lucky, though. I agree that nothing should be "invulnerable", but rather be able to have very high resists to where you would have to have overwhelming damage or enough tank and time to break it. Off topic suggestion: I'd love to see some sort of multipurpose hull/shield resistance system and hull/shield repair/booster block or system incorperated (I know its starting to sound like EVE). I do enjoy the possiblity of having a more "active tank" approach instead of heaps of HP vs heaps of HP. There would of course have to be some serious consideration put into balance to ensure that large ships don't become truely unkillable. IMO an active tank would also really help smaller ships be able to fight using gurilla warfare tactics instead of getting a couple of attack runs in then having to bail from the system completely because they are too damaged.
  7. I had this problem once. I'm not sure if it is the same situation as you are having, one of the exploration targets was a ruined ship/station. I got all the green exploration markers within 3k and hit explore and nothing was left. What it ended up being was I had to "explore" all the parts originally belonging to the wreck which was highlighted green in the first place. The other wreck pieces were not highlighted but were still explore targets. Idk if this will help you, but it is what got me through the mission.
  8. Glad to see the information on damage types/resists will be shown to some degree! The hyperspace rework rework looks great too! Be careful exploring unknown sectors in a weak ship! You will have to kite awhile! Keep up the good work! Optimizations and bug fixes are always a good thing!
  9. Outer hull or armor looking shabby is still outer hull or armor that’s intact with the internals untouched, though. But I do agree that damaged blocks should look damaged. Just think there needs to be a bit more to this than a simple hp pool, or something different with the hp pool and how damage gets applied to it so that your ships aren’t dying while still mostly intact. I believe I suggested in a post somewhere recently that armor should have independent and individual HP per block instead of adding to the hull HP pool. Would make it so that damage to actual hull and vital blocks would cause the Hull HP to go down. Additionally, making the hull integrity blocks become armor integrity blocks would reduce the crazyness that causes ships to die without much, if any blocks being destroyed. The new armor integrity blocks would simply double or maybe tripple the individual armor HP making armor tanking an option instead of shield tanking.
  10. An interesting Idea, but idk if I like the being limited by ammo. Sure energy weapons would be fine, but that would make them pretty OP compared to ships that need a ton of storage in order to fight. Energy weapon based ships would be lighter, less volatile, faster, smaller, and just purely better overall. It would also add a bit too much grinding, imo, to a game where the traders are already not fully stocked. Also, I personally like needing to put in turret hardpoint systems to increase the number of turrets. The only thing I'd change is maybe increase the number of availible turrets as the ship scale increases, ever so slightly. Kinda weird that a 15 slot ship would only be able to fit 2 small millitary turrets and 1 small civil turret. I do think armor needs some kind of rework or benifit other than just providing "extra HP" and stopping railguns. There are other suggestions out there that might fit better instead of relying on a penetration value based on ammunition. For instance, the new damage types can kind of already give you weapons with different damage types (ammo). There could be more variety for kinetic based weapons instead of purely physical damage that would essentially give different ammo types (give turrets some sort of toggle between damage types possibly, idk). I'm just not sure if it would really fit with the game to have ammo.
  11. I'm all for more missions and possible story/lore for the game. Make the universe really come alive! Unique factions, bounty hunting, ect. Would really further enhance the immersion. But yeah, I get the feeling that it may take too long for the devs to implement something like this with the final version coming up so soon.
  12. That's where a visual indicator like the OP suggested would be sweet. The ship would look like it had gone through a fight instead of looking pristine.
  13. As much as I love talking/reading about real world weapons vs the game, we should probably focus on what could be done to help fix the fighter situation. I've messed around with them some recently and can confirm that fighters are very, very fragile when it comes into contact with one of those PDC ships which are everywhere. As I mentioned in my last post on this topic, I do think that ships need more HP and different modes of attacking a target (orbit/divebomb/sentry). Also, like I mentioned previously, when in the fighter factory, an increase to movement speed should go up drastically allowing the player to design really fast interceptors if desired. The same could (and probably should) be applied to the "durability" upgrade at the factory. It would then become a fun balancing act of deciding if your fighter should be more survivable but slower, or really fast and small, or expensive and good all around. Either way, I think that the increases in fighter stats should increment much more than they do when you put a point into speed, durability, maneuverability, ect. Obviously this won't apply to some of the stat increasers like size.
  14. Aw, man. I was thinking the answers were obvious! No one wants to spend two minutes in an EMPTY sector with their capital ship—nothing to do. That’s why no one has to wait anymore if there is literally nothing. The science: you’re skipping the boring time wasted. 30-120 seconds for a non-empty sector because you could make a mistake and need to fight. They don’t want you to escape a fight. There exists a range because it sounds like your ship’s mass-to-hyperspace-blocks ratio still matters. I find this change good too, Hate sitting in empty sectors for a long time when I'm just trying to get a boss to spawn. I hope they add hyperspace blockers eventually though for PVP purposes... maybe PVE eventually too where you have to stop Valuable NPC ships from fleeing.
  15. I'd love to see battle damage on ships! I also really like the idea of armor not contributing to the hull HP, but rather being its own independent HP (similar to eve but not a "pool" HP). It probably shouldn't be a pool because once you break the frontal armor and keep hitting that spot, the rest of the armor on the ship won't do anything to help. This could potentially give railguns their purpose where they don't just multiply their damage based on how many penetrations they have, but rather they just pierce through armor and do a non penetrating damage to the hull underneath. This would make more sense to me as existing railguns are shown to be able to pierce through armor. This would change the way ships are built too, because to properly protect important blocks such as shield generators ect, you will not only need armor, but a layor of hull plating too which will result in finding a balance between speed vs durability. The idea of volatile components is amazeballs too. That would really help deal with ships that are nothing but engines, thrusters, and mass shield and generators.
  16. Fighter durability has been a "fight" for years in avorion, and while it improved for a time significantly, it's in the end all been for nothing, left with a result of them being worse off. Even if they are more durable, it is not going to matter, because once they are under fire by a pdc, or being hit by flak, they are locked into a "dodge/evade" mode until they die. Doesn't matter if they can take 3 hits, or 6, they will die and there's nothing you can do about it. They won't dock, and even if they tried, they'd be too slow to. Recalling them is useless because they are too slow to travel several km away at 600~m/s top speed, or will just dodge in place until they run out of dodges and then get blown up, rather than dock. I'm all for a solution that works. I don't mind the fighters continuing to have such costs and time to craft if another adjustment made it work again. Perhaps the fight just isn't over yet, but at this point in time, it's worse than it's ever been. I have been with avorion since the beginning, and have started anew countless times over, almost every time there's a new major change in functionality. While there have been some changes I didn't necessarily agree with, they have never upset me as much as this has. Even when fighters and captains felt like you were trying to herd a litter of wild cats, it was still more enjoyable than this, because it wasn't just a blatant waste of time and resources with no yield. I almost just don't want to play anymore until this is fixed. The fact that they are unresponsive while dodging all the time seems more like an issue with how the dodging is done. IMO there should be a short cooldown between dodges giving the ship time to hit them briefly before the next dodge. This is where the higher HP of the fighters comes into play. Of course it depends on how much damage the turrets are pumping out. If the fighters speed is also changed and they also orbit at their optimal range, that will also provide a sort of "built in dodge" with the orbiting and higher speed. In fact, when building a fighter, it would be amazing if there was an option to toggle between orbit, stationary, and the current "dive bomb" behavior. When orbiting, the overall speed would be reduced by 50% just to prevent really fast builds from being unhittable due to turret tracking. The optimal orbit range would be... lets say 75% of the max range. Stationary is kind of like a sentry mode. They deploy and stick by your ship and snipe at enemies in range. But 100% their speed needs to be increased. You could keep the base speed so you can still make slow bomber type fighters, but every level you put into speed should go up significantly. Fighters are super easy to outrun in most ships built, so giving fighters the ability to travel faster would actually make short range fighters useful (and raw ore mining fighters really effective). Maybe something along the lines of a top speed of 2000m/s? Again, I'm not an expert in fighters, but I have messed with them quite a bit in the past. I just found their versitility and ease to use rather meh. (apart from mining fighters)
  17. Hmm. I haven't messed with fighters in awhile, but what your saying about them being useless makes sense. I do remember them being very expensive and time consuming to make. I see those PDC ships all the time too so its not like they are uncommon. I'd say don't make fighters cheaper, but make them overall better. More HP, increased flight speed and the ability to strafe and fire at their targets at their optimal range while orbiting. Always seemed a bit silly to have a long range fighter charge straight at the enemy
  18. :o Way to make me even more excited to go home tonight. I'm loving the idea of having what sounds like official damage types, and polarizers/ionizers as well as the new AI and combat mechanics. A few questions: Will there be different types of polarizers/ionizers based on the new damage types; and is it possible to "stack" damage polarizers/ionizers which would cover holes made by each other? Have any of the weapon changes affected the projectile speed such as missile velocity and cannon velocity? Is the shrapnel damage type just for flack PD and possibly torpedos, or will there be chainguns/bolters/cannons that do that damage type as well? Will different blocks have different resistance types? Such as armor being very overall resistant, hull being average, and shield/generator/thruster blocks being squishy? I suppose most of my questions will be answered when playing, but this will be burning a hole in my brain for the rest of the day lol.
  19. I can confirm. There are npc purate ships in the trinium zone too which have 150k omicron and huge burst damage. They 1 shot several stations I was using for trade. I like the buff to cannons, just not to this extent.
  20. I've noticed this too. Especially with cannons. I spawned in a new sector and got one shot by a cannon barrage from a pirate in my ship with about 300k total hit points. I was able to kill him eventually and actually got one of the turrets. It was mind boggling strong. It had 200k damage per shot and shot 6 shots at once. Combined that one turret alone does over 1 million damage in a trinium zone. (Expert difficulty) I can understand this in the core, but ships covered in these weapons in trinium zones seems a bit harsh. I can only imagine if railguns were like this...
  21. Could you also potentially get a single turret in its own turret group on your station set to attack target on an asteroid farther than its max range so it is always shooting? Edit: Haven't tried this but can you declare war on the Xsotan so they are always shoot on site?
  22. Mass would be better overall imo as well as there would be a nice smooth gradient too, but you have to be careful since starting out, things like iron and naonite are super "chunky" so building medium to larger ships with those materials could potentially feel like trying to rotate an astroid with a fart cannon. Maybe the materials could be redone such that the materials have certian nieches like naonite having the best warp cores, titanium being the lightest, xanion having the best shields, ect. but thats for a different topic (sorry for rambling).
  23. The way the modifiers work for the agility is say if a 14-slot large ship manages to get 2.0 roll/pitch/yaw, the modifier of 0.25 would be multiplied making the new roll/pitch/yaw equal to 0.5 aka slower. Acceleration and max speed modifiers would work the same way. The reason for the realllly small ships getting a bonus (slot 1-5) is because those ships tend to be super weak and 1-shotable in areas closer to the core. The speed and agility bonus would make them more viable there. You could actually utilize corvette swarms more effectively.
  24. I can agree with this post. While it is fun to be maneuverable like that, Medium/large ships should NOT handle like dogfighting interceptors. Its real easy to do thanks to the overlapping as well. I'm all for small ships (like slot size 1-5) having great agility and speed as that would actually make them viable as scouts, tackling ships, and able to avoid the heavy hitting non hit scan weapons. It could be as easy as adding a modifier to ships based on the slot size. As an EXAMPLE: Ship Size Ship Agility Modifier Ship Max Speed Modifier Ship Acceleration Modifier 1 x1.0 x2.0 x2.0 2 x1.0 x2.0 x1.75 3 x1.0 x1.75 x1.5 4 x1.0 x1.5 x1.25 5 x1.0 x1.25 x1.0 6 x0.825 x1.0 x0.825 7 x0.8 x0.95 x0.8 8 x0.75 x0.9 x0.75 9 x0.625 x0.85 x0.7 10 x0.5 x0.8 x0.625 11 x0.375 x0.65 x0.5 12 x0.325 x0.5 x0.45 13 x0.3 x0.475 x0.4 14 x0.25 x0.45 x0.3 15+ x0.15 x0.425 x0.2 The blocks would still have the same stat bonuses that they give, there would just be these modifiers applied after it calculates the stats from the blocks. This would hopefully make ships have their proper "roles". Just an idea for the devs, or if there is a modder out there this would be a great one to add to my workshop personally. As far as projectile vs hitscan weapons go, I believe that projectile weapons need a buff in damage. As it stands now, ships can be made very tanky already (especially large ones). Slower projectile weapons such as missiles, cannons could use a huge damage buff to make them "capital killers", where as medium speed projectile weapons such as autocannons, plasma, bolters could get a slightly lesser buff. Hitscan weapons could remain the same or even lower damage if needed making them great for dealing with fast agile ships without instantly destroying them. Just my 2 imperial space cents...
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