power creep issue and solutions
Posted: Sun Oct 05, 2014 3:12 am
So basically as you progress through the tech tree you just build larger and larger ships, there's absolutely not point in having smaller ones. It is always better to have one ship with 200DPM and 200HP than to have 2 ships with 100DPM and 100HP each because:
1. One of the smaller ships will be destroyed first and there will be one less gun firing.
2. Certain modules like Warp Drive and Command Center do not scale with the ship size. The same warp drive will take a dreadnought and an escort to the same warp speed while taking up the same room on each ship, therefore it is always more efficient to build bigger ships. In the end, it is really dump that for ship design you just stuff everything in and destroy an entire fleet with one ship.
Solutions:
1. Since this game does not support module scaling like some other games, a way to do it is to either force the player to add multiple warp drives into one ship, or just make the warp drive less and less energy efficient with increasing ship size. So it will eventually come to a stage that a dreadnought is totally incapable of high warp travel not matter how much energy cores you squeeze into it.
2. Ships exceeding certain sizes cannot be built by normal stations, and they cannot dock on normal stations neither, making repairs/retrofit work difficult. You need to build a special station exceeding certain size to do so.
3. Bigger ships have more difficulty in staying stealth or avoiding fire. Clocking device and ECM generally dont work well on dreadnought class ships.
EDIT: Also changing the variety of weapons can help to make smaller faster ships useful. For example, phaser array can fire 360 degrees and has longer range, however it is bigger and less energy efficient, therefore it is only good for big slow ships. Phaser cannon can only fire forward, and has much less range but a lot more energy efficient, so you can build some fast raider ships that are good at hit-and-run.
Of course bigger ships should also suffer from mobility punishment, that they are always slower for acceleration and turning, and that cool down times should be added for warp drive. When you warp into a system, you should have a cool down time for like half a minute before warping again, so that you really have to rely on thruster.
1. One of the smaller ships will be destroyed first and there will be one less gun firing.
2. Certain modules like Warp Drive and Command Center do not scale with the ship size. The same warp drive will take a dreadnought and an escort to the same warp speed while taking up the same room on each ship, therefore it is always more efficient to build bigger ships. In the end, it is really dump that for ship design you just stuff everything in and destroy an entire fleet with one ship.
Solutions:
1. Since this game does not support module scaling like some other games, a way to do it is to either force the player to add multiple warp drives into one ship, or just make the warp drive less and less energy efficient with increasing ship size. So it will eventually come to a stage that a dreadnought is totally incapable of high warp travel not matter how much energy cores you squeeze into it.
2. Ships exceeding certain sizes cannot be built by normal stations, and they cannot dock on normal stations neither, making repairs/retrofit work difficult. You need to build a special station exceeding certain size to do so.
3. Bigger ships have more difficulty in staying stealth or avoiding fire. Clocking device and ECM generally dont work well on dreadnought class ships.
EDIT: Also changing the variety of weapons can help to make smaller faster ships useful. For example, phaser array can fire 360 degrees and has longer range, however it is bigger and less energy efficient, therefore it is only good for big slow ships. Phaser cannon can only fire forward, and has much less range but a lot more energy efficient, so you can build some fast raider ships that are good at hit-and-run.
Of course bigger ships should also suffer from mobility punishment, that they are always slower for acceleration and turning, and that cool down times should be added for warp drive. When you warp into a system, you should have a cool down time for like half a minute before warping again, so that you really have to rely on thruster.