07-26-2018, 07:42 PM
For yours-truly's 2cents, I'll try to keep this in as short an outline as possible:
Thoughts?
- Discovery's current balance design is misdirected. 'Tis my belief that instead of trying to focus on group-specialization, 'twould be healthier to emphasize balance towards 1v1's.
- This ethos in mind, 'tis my belief that an LF should be able to take down a BS if equipped to do so. Vice versa should also happen, that a BS can equip itself to be anti-fighter and easily beat LF's, but sacrifice defensibility towards other capital ships.
- Here's my thoughts on how the ship classes ought to have been designed from the get-go:
- All ships have access to both fighter- and bomber-type weaponry (SNACS, mortars, etc.).
- LF's are faster and more agile, but have lower armor, lower powercore (can fire a SNAC every several seconds), lighter shields, and lower bots/bats: perfect for adrenaline-filled playstyles.
- VHF's are bigger, slower, but have great armor, great powercore (can fire two SNACs comfortably), beefy freighter-like shields, and nice bots/bats: perfect for patient, trigger-discipline jousting playstyles.
- HF's are a healthy balance between the two above, good armor, good powercore (can fire two SNACs with the right power management) allowing for people who'd like to be flexible and have both playstyles.
- GB's will be the LF-equivalent of capitals. Can engage at ranges of 3km.
- CU's will be the HF-equivalent of capitals. Can engage at ranges of 6km.
- BS' are the VHF-equivalent of the capitals. Can engage at ranges of 9km.
- CA's... Well, ideally once Librelancer is up, we can code AI to be much better, and therefore CA's can gear their fighters to anything from anti-snub to anti-capital, or a fleet good enough for both.
- All ships have access to both fighter- and bomber-type weaponry (SNACS, mortars, etc.).
- If that's the case, then why would anyone wanna fly capitals, if a cheap LF has a fair chance at taking down an expensive BS? A few things, really:
- The larger the ship, the larger the margin for error due to being able tank hits far better. That means the fighter's on their toes more while the capital worries less what with their reliable shields and armor.
- The larger the ship, the farther their engagement range, but the slower their turret reaction is to close-range engagements; this means that larger ships ought to be able to snipe fighters from afar (imagine an LF trying to dodge 4.5km/s bolts from a BS), but once the smaller ship gets in knife-fight range the larger ship's slow turrets won't be able to react adequately.
- That is, unless the larger ship decides to purposefully equip faster, more agile-swiveling, but closer-range weapons. Specializing towards the fastest-moving turrets means they'll eat snubs for breakfast, but in turn if they meet sniper-capitals they'll have to painfully move in to attack, while the sniper rains alpha strike after alpha strike from a safe distance.
- Oh yeah... EVERY ship shall have a CD. Eyyup. That means even BS's shall have CD's that can swivel 360-degrees in any direction, making sure it's not that simple as cruising over to close range (unless they're distracted, of course).
- The larger the ship, the larger the margin for error due to being able tank hits far better. That means the fighter's on their toes more while the capital worries less what with their reliable shields and armor.
- Basing balance more on risk vs reward for setup, engagement ranges and playstyle would make for interesting battles:
- Same-class or similar-class fights will feel more balanced towards honing your kind of playstyle.
- Smaller ships fighting against larger ships will encourage a host of new tactics, ranging from trying approach from weird angles where their weapons won't be able to react in time, to cloaking, to maybe having a brawler capital fleet JD-ing on top of sniper-capitals, etc.
- Same-class or similar-class fights will feel more balanced towards honing your kind of playstyle.
Thoughts?