|
Post by nerezzar on Mar 8, 2020 1:43:56 GMT -5
My Sword Battlecruiser has 100% capital Dodge. I can simply ignore enemy small craft. (Except shuttles but my crew combat crew loves free delivery)
While I understand that big ships could theoretically create a zone enemy small craft simply can't enter without dying from a flavor point of view, it is not so optimal from a balancing point of view. It completely invalidates an entire group of weaponry.
Instead I'd suggest limiting capital Dodge.
I'd either suggest a flat 50% or something like 50% for 9k mass scaling to 80% for 2400 mass. That'd be a slight upside for smaller ships.
|
|
|
Post by fallen on Mar 9, 2020 8:35:18 GMT -5
Thanks for the feedback. Perhaps it would benefit from a scale more like Armor or Shield where it grows with continually diminishing returns.
|
|
|
Post by drspendlove on Mar 9, 2020 8:52:12 GMT -5
I think that might be handy, but honestly you've got to find a way to make the accuracy of the small craft and the evasion of the cap ship opposing rolls. You can keep it as percents, but I think there needs to be a way to counter opposing "just spike your defense" with "ok then, I'll spike my offense"
|
|
|
Post by Aimstrong on Mar 10, 2020 23:21:21 GMT -5
Just my 2 cents Given the fact that one cannot repair while traveling in space and the time it take to repair can vary drastically tanking ship builds take a bit hit(apart from being super risky imo). Implementing diminishing returns on dodge can be cool but needs more support from other aspects of the game(which I can't quantify as to dev time): ship/component HP sustain talents(that are triggered by player whenever he wants not by events like landing), maybe map overall starport rating rebalance to name of few(just at first glance, I'm sure that there are more elegant ways to do this). As a side note : % wise dodge components need to be capped (e.g. 1-2 per ship) imo. And even supposing that all the above were in the game and working superbly : I kinda doubt that min-maxing players will choose to fly a tanking ship.
|
|
|
Post by cerseisadvocate on Mar 11, 2020 6:51:58 GMT -5
I think there should be a relation to the ship size. Bigger hulls should have a harder time to get caputal doge and a lower hard cap for it then smaller hulls. IMHO the aim should be a meta where stocking capital doge is something you would do in a smaller hull build while bigger hulls would tend to ignore capital dodge and prefer Point Defense Weapons and accuracy boosts as craft defense strategy.
|
|
|
Post by fallen on Mar 11, 2020 10:07:37 GMT -5
I think there should be a relation to the ship size. Bigger hulls should have a harder time to get caputal doge and a lower hard cap for it then smaller hulls. IMHO the aim should be a meta where stocking capital doge is something you would do in a smaller hull build while bigger hulls would tend to ignore capital dodge and prefer Point Defense Weapons and accuracy boosts as craft defense strategy. That is in the system already, via Engine Speed and Agility.
|
|
|
Post by drspendlove on Mar 11, 2020 11:28:11 GMT -5
|
|
|
Post by sparda4 on Mar 12, 2020 5:20:21 GMT -5
Just my 2 cents Given the fact that one cannot repair while traveling in space and the time it take to repair can vary drastically tanking ship builds take a bit hit(apart from being super risky imo). Implementing diminishing returns on dodge can be cool but needs more support from other aspects of the game(which I can't quantify as to dev time): ship/component HP sustain talents(that are triggered by player whenever he wants not by events like landing), maybe map overall starport rating rebalance to name of few(just at first glance, I'm sure that there are more elegant ways to do this). As a side note : % wise dodge components need to be capped (e.g. 1-2 per ship) imo. And even supposing that all the above were in the game and working superbly : I kinda doubt that min-maxing players will choose to fly a tanking ship. @aimstrong brings up a VERY good point. Dodge is just so integral to ship combat that everything else around it just SUCKS. Like armor builds don't work all that well already due to Cascade. Your comps start dyin. It's over no matter how thick your armor and shielding is. Like nearly the ENTIRE ship combat would have to be reworked ground up. Can it be done ? Yes. Is it worth it ? That answer is for the brothers to decide
|
|
|
Post by Cory Trese on Mar 12, 2020 13:49:23 GMT -5
Haha, wait wut?
Armor Builds work specifically due to cascade <3
|
|
|
Post by Cory Trese on Mar 12, 2020 14:09:35 GMT -5
I think there should be a relation to the ship size. Bigger hulls should have a harder time to get caputal doge and a lower hard cap for it then smaller hulls. IMHO the aim should be a meta where stocking capital doge is something you would do in a smaller hull build while bigger hulls would tend to ignore capital dodge and prefer Point Defense Weapons and accuracy boosts as craft defense strategy. Interesting take on the mechanics. We will discuss.
|
|
|
Post by cerseisadvocate on Mar 13, 2020 11:06:04 GMT -5
I think there should be a relation to the ship size. Bigger hulls should have a harder time to get caputal doge and a lower hard cap for it then smaller hulls. IMHO the aim should be a meta where stocking capital doge is something you would do in a smaller hull build while bigger hulls would tend to ignore capital dodge and prefer Point Defense Weapons and accuracy boosts as craft defense strategy. That is in the system already, via Engine Speed and Agility. Perhaps it should be pronounced more? I think it would be good for the game when hevy shipd woudl differ in their playstile more drastically from light ships. Imho Dodging (against craft as well as against normal attacks) is the primary defense strategy you have to aim for with everything else (like armor resistance and point defense) being nothing but nice to have. I would like to see that changed in a way that makes dodging pretty muche useless for 8k+ ships while other startegies become potent enough to make up for it.
|
|