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weapon balancing suggestion(from concern)


cy414

Suggestion

im slightly worried that the way turrets work here are going to end up very mmorpg in nature. ie, an utter complete failure of any attempt at game balance. where people just go and make "top level uber rare win button" that is just better.

 

would it be possible that the quality levels, while applying greater bonuses as you get higher quality, can only apply those to fewer stats?

hopefully in a way that would make rare or exceptional technically the the strongest. then after that exotic and legendary would be degrees of specialising.

 

i really hope this game can avoid the mmorpg balance issue of "this one just works better, dont bother with the others" making other options a waste of resources.

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  • Boxelware Team

The game was intended to be Co-op, where those mmorpg-style weapons would not matter. As more and more players suggest that they would like to play PvP the balancing gets way more important. The devs are aware of that and are working on it :)

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PVP could be atleast somewhat balanced, it just need pvp tiers :)  When you would like to have PVP "arena style" combat, easiest way to do, is make some easy rules, lets say "naonite levels only" or "ships under 500k tons" etc...

 

This way you can easily create somewhat "competitive" pvp, and for those who doesn´t like such things, lets just make servers for fighting for world dominance - alliance wars, resource and stations control and so on. There is lot of potential, if only those crafted turrets were little bit more balanced :D

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Yes, a very difficult task, that will most likely never be achieved fully without crippling the game (which we won't do). But we can at least try.

i hope i can help with ideas, even if i cant do anything on a technical level.

different perspectives etc.

 

thats the thing with any multi-player game. people found a way to 'pvp' even in nationstates.

and even if a game is just single player, it kills replayability if you figure out the win button.

 

pvp balancing how O.o we can make ships the size of small stars...

quantity has a quality of its own. while one big ship could be crippling to the sector its in, its not going to be guarding its supply chain. which a player with a fleet could take advantage of.

not to mention, AI fleets in future may not take too kindly to having a deathstar on their border.

 

the ability to build 'limpet' type small ships that land on big ships hulls and eat them with salvage lasers could be devastating to a ship that had any blindspots in weapon coverage. there is already a foundation of an rts mode in the game to support such actions.

 

though i havnt played it, i have been told that in X3 the npc factions would build up fleets to try and match other factions. on their border.

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The game was intended to be Co-op, where those mmorpg-style weapons would not matter. As more and more players suggest that they would like to play PvP the balancing gets way more important. The devs are aware of that and are working on it :)

 

Currently pvp would be a disaster with how broken turret factories are. Takes no effort really compared to fighting and finding good weapons. Seriously I started a game with a turret factory already making 150dps chain turret. Yet I don't start getting that until tech 25+ from found stuff. I sure hope in the future found items can be better than turret factory stuff. We got aliens yet drop vastly inferior items to what we can make lol. I was hoping they were more advanced

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