I personally feel that the armour upgrades do need a counter effect. The best 'balance' comes from having to make a choice. If I choose this big armour upgrade, this will also happen. The idea is to customize your ship to a fighting style. Some people like to tank damage, others prefer to stay away from it.
I think that having armour affect your speed negatively is a good counter effect. The only problem is how to actually do it.
' Wrote:Jimmy has some medical trouble that can't allow him to type very decently. Not his fault...
In any event, the armour as they are now are quite fine...
I had no idea. Apologies to Jimmy.
Agreed.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
' Wrote:I personally feel that the armour upgrades do need a counter effect. The best 'balance' comes from having to make a choice. If I choose this big armour upgrade, this will also happen. The idea is to customize your ship to a fighting style. Some people like to tank damage, others prefer to stay away from it.
I think that having armour affect your speed negatively is a good counter effect. The only problem is how to actually do it.
seconded. This would be the best solution for the armor problem. Either highly armor-plated or ... well. Speed ?
Power? Cruise activation time? Maybe a slower turning rate to make it a pain in the ass to fly. If possible...
Less Bots/Bats?? Actually there seem to be lot of reasonable sounding ways to balance them.
For the bomber balancing problem:
I thought the role of bombers would be a bit altered in 4.85 ?
' Wrote:seconded. This would be the best solution for the armor problem. Either highly armor-plated or ... well. Speed ?
Power? Cruise activation time? Maybe a slower turning rate to make it a pain in the ass to fly. If possible...
Less Bots/Bats?? Actually there seem to be lot of reasonable sounding ways to balance them.
...first I thought you were right. Then I thought about it again and came to following conclusion:
The thing is to move MASS. Because adding further armor to a ships adds mass and makes it heavier.
There may be no friction in space, but as far as I know this force called inertia works there just as well as on earth.
:P
' Wrote:...first I thought you were right. Then I thought about it again and came to following conclusion:
The thing is to move MASS. Because adding further armor to a ships adds mass and makes it heavier.
There may be no friction in space, but as far as I know this force called inertia works there just as well as on earth.
:P
Weight of fighter armor is imponderable in that case. Inertia is based more on centre-of-gravity position than on mass (in space). So no, still no :P
Actually, a heavier object travelling in a zero-gravity environment will require more force to be applied to change its motion (try stopping a spaceship).
However, this is neither here nor there, as objects in space do not exist in a zero-g environment, even if the only other mass for miles is the enemy...
RL physics cannot be applied to FL.
And, back on topic, adding a downfall to armor upgrades will wipe them out completely, as most people will just use the unarmored versions because they are 15 mill (75%) cheaper.
or in FL language: capships stick with them because slower turning cant harm them, fighters stop using them because slower turning kill them = capshis 1, fighters 0.
' Wrote:And, back on topic, adding a downfall to armor upgrades will wipe them out completely, as most people will just use the unarmored versions because they are 15 mill (75%) cheaper.
Then make them cheaper....
And mybe add another downside instead of turning rate. Or leave it turning rate for fighters and make it something that harms Capships. Power supply e.g
:blink:wait...
maybe that might be extreme.... but what about making the cap armor upgrade a lot more efficient and use the shield slot for it ?
What about making all armor upgrades muche more efficient but use the shield slots ?