After a look to the blocks' basic stats (durability, density, energy consumption, and so on), I would say that it is time to a revision and a rebalance. Some are old issues, and others may be result of the recent game changes, that have hadn't time to be revised yet.
I will use this data to compare the numbers:
Abstract Block values compared with the abstract hull values as reference:
And a long table with particular values compared with the Trinium Hull Block values as reference, here are some screenshots:
1. The Durability/Density Issue.
Under my point of view, armor and chassis blocks should be the most efficient block in terms of durability/density.
Why? Well, these are the main functional stats of chassis. If other block types, like solar pannels, have better stats, players may use it instead of chassis (armor and hull) blocks; and I don't know about you, but I would not like to see that situation into the game. I would like to armor to be used as armor (compact and efficient barrier), and hull to be used as hull (efficient filling material).
Maybe in real world other blocks should have better dur/den than a tipical armor material, like the recorder block, for example, but I would not like to see a ship using recorder blocks as armor in the game :/. Price is also a variable to have into account, but players will not care to pay in order to have the best material performance.
If we see the numbers, we find some odd data, like that solar pannels have the top values:
As we see, armor and chassis are far away from the top:
Game balance importance: 2/10
Game aesthetics importance: 8.5/10
Fixation difficulty forecast: 2/10
2. Energy Consumptions.
While some blocks, like chassis, have an energy consumption, other ones, like hangars, lights or holos consume 0 energy. Assembly blocks aso do not consume energy!
Game balance importance: 3/10
Game aesthetics importance: 5/10
Fixation difficulty forecast: 1/10
3. Other individual balances:
-Right now, thrusters, for example, have a ridiculous durability (12,5% compared with an abstract hull), having into account that sometimes they need to be placed in the edge of the ships, and thus, sometimes exposed; with not doubt, more exposed than engines. I think that their Dur should be increased at least to 50%.
Suggestion
xisec
After a look to the blocks' basic stats (durability, density, energy consumption, and so on), I would say that it is time to a revision and a rebalance. Some are old issues, and others may be result of the recent game changes, that have hadn't time to be revised yet.
I will use this data to compare the numbers:
Abstract Block values compared with the abstract hull values as reference:
And a long table with particular values compared with the Trinium Hull Block values as reference, here are some screenshots:
1. The Durability/Density Issue.
Under my point of view, armor and chassis blocks should be the most efficient block in terms of durability/density.
Why? Well, these are the main functional stats of chassis. If other block types, like solar pannels, have better stats, players may use it instead of chassis (armor and hull) blocks; and I don't know about you, but I would not like to see that situation into the game. I would like to armor to be used as armor (compact and efficient barrier), and hull to be used as hull (efficient filling material).
Maybe in real world other blocks should have better dur/den than a tipical armor material, like the recorder block, for example, but I would not like to see a ship using recorder blocks as armor in the game :/. Price is also a variable to have into account, but players will not care to pay in order to have the best material performance.
If we see the numbers, we find some odd data, like that solar pannels have the top values:
As we see, armor and chassis are far away from the top:
Game balance importance: 2/10
Game aesthetics importance: 8.5/10
Fixation difficulty forecast: 2/10
2. Energy Consumptions.
While some blocks, like chassis, have an energy consumption, other ones, like hangars, lights or holos consume 0 energy. Assembly blocks aso do not consume energy!
Game balance importance: 3/10
Game aesthetics importance: 5/10
Fixation difficulty forecast: 1/10
3. Other individual balances:
-Right now, thrusters, for example, have a ridiculous durability (12,5% compared with an abstract hull), having into account that sometimes they need to be placed in the edge of the ships, and thus, sometimes exposed; with not doubt, more exposed than engines. I think that their Dur should be increased at least to 50%.
Game balance importance: 5/10
Game aesthetics importance: 1/10
Fixation difficulty forecast: 1/10
-Any other desired changes.
Thx for reading, see u guys o7
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