(10-27-2012, 11:46 PM)Timbuktu Wrote: Make fighter and bomber guns faster, cap guns weaker. That'll solve most problems.
Are there any particular problems with caps? Their survivability in large-scale engagements is lower then that of a snubcraft, be it fighter or bomber. They're also uncapable of escaping from engagement except for the use of cloaking device (and combined with Novas, it was a serious balance problem before the arrival of cloaking devices.)
The projectile increase solution is proposed to increase the speed of snubcraft fights.
It would also make all ships more deadly.
The operating cost increase and difference in death penalties is proposed to provide a balance between "cheaper & easier to operate" and "expensive & powerful" vessels.
(10-27-2012, 11:46 PM)Veygaar Wrote: Speed increase I'm not for.
But death penalties I'm all for. I myself purposed a system where you lose your ship/equipment if you can't pay up somewhere between a quarter-half of it's worth. So death will be far more costly. A sort of "insurance" system. Which would even allow for re-engagements so long as the player has money. (thus creating a money sink, making for more traders/less caps/etc)
By pushing it too far, you will basically create an EVE-like environment. I think I don't need to explain what does that mean?
Armor costs and ship costs have been taken out of equation due to their extreme prices. Costs of operating a fighter should not exceed 5-6 mil on death, preferably lower. (bombers might go over that number).
In general, cost of death should reflect the combat efficiency (which is a complicated factor, that includes survivability, amount of damage dealt vs various targets, etc) of the ship in low scale and large scale engagements.