Weapon balance for the future
Posted: Mon May 03, 2010 2:52 pm
Having read through some of the other threads and seeing that it is something that is going to be addressed soon, how do you think weapon balance should be adjusted. Taltamir has posted some interesting numbers.
I'll try to keep my own ideas simple and within the current game mechanics, so here are some semi-random thoughts.
Torpedoes are king.
As it stands, torpedoes are king. Load up enough and you can demolish an enemy easily.
What are torpedoes? Per the in-game description, they are a bolt of energy that homes in on their target. I have a problem with any bolt of energy homing in on anything, but I can see some ways that might be plausible.(static discharges) I'd prefer to think of them as some sort of plasma ball that just moves in a straight line. Especially considering how slow they are.
Some ways I can think of to counter is are to make them easier to evade. Smaller ships get a bonus to evasion and vector thrusters would also affect it.
This obviously would not apply to stationary objects like bases and deployed resupply ships so they would need some sort of point defense. Said point defense would spit out tons of chaff which disrupts the torpedo's cohesion and destroys it before contact. Point defense could be fitted to ships as well, but should have a large static energy to encourage use only on larger vessels.
Beam weapons would then recover some desirability as they are more effective against smaller vessels and point defense while torpedoes are more effective against larger vessels and stationary objects. The extra range of torpedoes would still allow long-range bombardment, but it would be more of a softening-up and distraction than complete win.
Implement damage types.
This gets a little more outside the current mechanics that I've seen, but it's something to consider. Make a change so that torpedoes are more effective against shields and less effective against armor so that you need to use beams to finish off the target.
Ultimately, I'd prefer to see both solutions as well as a future implementation of mass drivers.
Hard points and hull restrictions.
I like the freedom of defining what an escort or a frigate should be for myself. On the other hand, I can see where implementing restrictions on the number of each weapon type based on the role, as is currently done for freighters in 1.0.4.4, would be a simple patch for the issue. It wouldn't fix the problem though as players would just avoid building the more restricted ships.
Ship evasion based on role/size ratio.
I think this may already be in place, but perhaps could be emphasized a bit more. This would allow escorts and frigates to be far more nimble and able to avoid the slower beam and torpedo weapons.
Just some thoughts for now. We'll get into ship design later. It's time for my DW fix now. [:D]
I'll try to keep my own ideas simple and within the current game mechanics, so here are some semi-random thoughts.
Torpedoes are king.
As it stands, torpedoes are king. Load up enough and you can demolish an enemy easily.
What are torpedoes? Per the in-game description, they are a bolt of energy that homes in on their target. I have a problem with any bolt of energy homing in on anything, but I can see some ways that might be plausible.(static discharges) I'd prefer to think of them as some sort of plasma ball that just moves in a straight line. Especially considering how slow they are.
Some ways I can think of to counter is are to make them easier to evade. Smaller ships get a bonus to evasion and vector thrusters would also affect it.
This obviously would not apply to stationary objects like bases and deployed resupply ships so they would need some sort of point defense. Said point defense would spit out tons of chaff which disrupts the torpedo's cohesion and destroys it before contact. Point defense could be fitted to ships as well, but should have a large static energy to encourage use only on larger vessels.
Beam weapons would then recover some desirability as they are more effective against smaller vessels and point defense while torpedoes are more effective against larger vessels and stationary objects. The extra range of torpedoes would still allow long-range bombardment, but it would be more of a softening-up and distraction than complete win.
Implement damage types.
This gets a little more outside the current mechanics that I've seen, but it's something to consider. Make a change so that torpedoes are more effective against shields and less effective against armor so that you need to use beams to finish off the target.
Ultimately, I'd prefer to see both solutions as well as a future implementation of mass drivers.
Hard points and hull restrictions.
I like the freedom of defining what an escort or a frigate should be for myself. On the other hand, I can see where implementing restrictions on the number of each weapon type based on the role, as is currently done for freighters in 1.0.4.4, would be a simple patch for the issue. It wouldn't fix the problem though as players would just avoid building the more restricted ships.
Ship evasion based on role/size ratio.
I think this may already be in place, but perhaps could be emphasized a bit more. This would allow escorts and frigates to be far more nimble and able to avoid the slower beam and torpedo weapons.
Just some thoughts for now. We'll get into ship design later. It's time for my DW fix now. [:D]