01-22-2009, 08:13 PM
Note that we are talking about fighter class missiles here
Changes that are being done to fighter class ships and equipment in 4.85
(these are necessary for balance among fighter class ships and balance towards caps)
Possible changes to damage done by explosives
Lately (last 4 months) use of explosives on the RP server has increased dramatically. Due to the changes above the explosives are in 4.85 much more user-friendly, so there are some concerns that the trend might continue or even get worse. Of particular concern are "missile boats" (mounting often 4 or more missile launchers), specially when it comes to coming HFs
There are several possible ways to avoid the "overuse" of explosives.
Possible ways to limit overuse of explosives
Vote for the options above or combinations and add comments related to the numbers. Results will directly influence what comes in first 4.85 public beta.
Changes that are being done to fighter class ships and equipment in 4.85
(these are necessary for balance among fighter class ships and balance towards caps)
- - vanilla ships take as much damage from explosives as non-vanilla ones
- all equipment (guns, thrusters, cm, shields ++) was made more explosion resistant (basically you loose lvl 9 guns in a VHF right as you run out of bots)
- CMs are one of the most explosive-resistant components (they are the last thing left)
Possible changes to damage done by explosives
- - generally explosives can have about 80% more damage than in 4.84
example:
Nukes 17k instead of 10k => every LF dies to one Nuke (as it should be imo)
Cannonball 7.8k instead of some 4.6k
Now in 4.84 for example Cannonball does the 4.6k damage to non-vanilla, while to vanilla it does about 18k damage (depending on ship).
In 4.84 it takes some 3 nukes to blast all guns off a non-vanilla ship, with these changed it takes about 8 nukes.
Lately (last 4 months) use of explosives on the RP server has increased dramatically. Due to the changes above the explosives are in 4.85 much more user-friendly, so there are some concerns that the trend might continue or even get worse. Of particular concern are "missile boats" (mounting often 4 or more missile launchers), specially when it comes to coming HFs
There are several possible ways to avoid the "overuse" of explosives.
Possible ways to limit overuse of explosives
- 1. Introducing cargo space requirements
- Ammo would take some cargo space as well, for example 0.2 per one missile, leading to 70 of them taking 14 cargo space.
- The max. 70 limit would stay active as well
- Armor upgrades (universal) take different ammount of cargo space so you can spare space by using lower upgrade (example: MK8 (2.5) - 20 cargo, MK7 (2.35 - not decided yet) 12 Cargo)
- another ways to spare cargo is for example use new rippers (10k damage) instead of nukes
Here off course the numbers can vary a lot, but in general we have come to numbers that allow the following (they are not final)
LFs - mk8 armor, 70 Nukes, 70 Train CD
VHF - mk8 armor (20 cargo) , 70 Nukes (14) , 70 Cannonballs (21) , 70 Firestalkers (14) = 67
Bombers - mk8 armor, 70 Nukes, 70 Train CDs, 70 Nova torps
Pros
- relatively simple to implement, only some small cargo space balancing might be needed on some ships
- introduces choices even for people that do want to use a lot of missiles, they just have to sacrifice something
Cons
- "full" load takes whole cargo space limiting carrying of RP commodities or looting of commodities in fight
2. Limiting number of slots that can carry missiles as well as guns
- make missiles use a separate gun class (or 2-3) and remove all guns that use the current class (for example classes 4-6 might be used)
- change hardpoints on all ships so that only 2 per ship can mount this class (missile one) as well as other gun classes, while others can mount only gun classes
Pros
- ships keep same cargo space no matter what they mount allowing more commodities to be carried
Cons
- doesn't take torps and mines into account
- needs relatively extended editing (all ships in game (hardpoints and infocards), all missiles, removing the guns that use the slot)
- missiles would need to be "squeezed" into only 1-3 classes, which might possibly allow low level ships to mount missiles of formerly much higher level (example Starblazer with Cannonball)
3. Reducing refire rate of explosies
Most explosives have 1.0 refire (torps 0.5). This can be easily reduced a bit
Pros
- easy to implement
Cons
- limited effect ("uber/useless" effect), even with 0.2 refire you can fire/drop one per each joust (so basically no change), refire even lower than that might keep people from ever using them
4. Making explosives use energy when fired/dropped
This is already done for Nukes to keep starfliers and similar from using them, some much higher energy use can be included
Pros
- easy to implement
- easy to diversify between different explosives (nukes, torps, missiles)
Cons
- controversial effects: if the energy use is high enough to keep VHFs from firing more than 2 it would need to be around 6k, basically keeping LFs from ever using them, so it turns out as most limiting
Vote for the options above or combinations and add comments related to the numbers. Results will directly influence what comes in first 4.85 public beta.