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[Suggestion] Rebalancing the Fleet. Add differend Module Sizes

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12 years ago
Jun 8, 2012, 12:39:45 PM
I know this suggestion wont be done over night but i think its the best balance between playability and compexity.

I have seen a few thread with suggestions and ideas to this but i havent see any good solutions or explaints.



This is my idea of rebalancing the units loadout and weapons to avoid destroyerspam, making other units useless and a bit more taktical advancement



1.every Ship has 3 panels for loadout

- small weapons – defence

- large weapons – defence

- huge weapons – defence



2.Supportmodules stay at the same size



3.New Command points Requirements

-small hull = 1

-large hull = 2

-huge hull = 5



4.the shiptypes can only hold a limited numbers of sizeloadout depeds on the Standard hullsize

- Corvettes (small hull): can hold: 100% small

- Destroyer (small hull): can hold 100% small – 25% large

- Cruiser (large hull): can hold 75% small – 50% large

- Battleship (large hull): can hold 50% small – 100% large – 25% huge

- Drednought (huge hull) : can hold 50% small – 50% large – 75% huge

- Support/Coloniser (large hull): can hold 50% small



I explain: you will setup a new loadout to an Cruiser with 600 Hull Points you can only pack a maximum of 450 Points in small weapons/defnece/ and a max of 150 in large weapons/defnece/



5.the different modulesizes have different wits and flaws



- Small Weapons (standart):



Kinetic:

Accuracy: 1

Critic multi: 2

max dmg: 5

min dmg: 1

rouds per salvo: 6

-

multiplier to small hull

acc= +-0%

critic= +-0%

multiplier to medium hull

acc= +50%

critic= -50%

multiplier to large hull

acc = +100%

critic= -100%



Beam:

Accuracy: 1

Critic multi: 3

max dmg: 9

min dmg: 2

rouds per salvo: 3

-

multiplier to small hull

acc= +-0%

critic= +-%

multiplier to medium hull

acc= +50%

critic= -50%

multiplier to large hull

acc = +100%

critic= -75%



Rocket:

Accuracy: 1

Critic multi: 3

max dmg: 10

min dmg: 8

rouds per salvo: 1

rounds to reach: 1

reload: 2

-

multiplier to small hull

acc= +-0%

critic= +-%

multiplier to medium hull

acc= +75%

critic= -25%

multiplier to large hull

acc = +100%

critic= -75%



- large Weapons (standart):



Kinetic:

Accuracy: 1

Critic multi: 2

max dmg: 10

min dmg: 2

rouds per salvo: 3

-

multiplier to small hull

acc= - 50%

critic= + 50%

multiplier to medium hull

acc= +-0%

critic= +-0%

multiplier to large hull

acc = +100%

critic= -75%



Beam:

Accuracy: 1

Critic multi: 3

max dmg: 18

min dmg: 4

rouds per salvo: 1

-

multiplier to small hull

acc= -50%

critic= +75%

multiplier to medium hull

acc= +-0%

critic= +-0%

multiplier to large hull

acc = +100%

critic= -50%



Rocket:

Accuracy: 1

Critic multi: 3

max dmg: 20

min dmg: 16

rouds per salvo: 1

rounds to reach: 2

reload: 3

-

multiplier to small hull

acc= -75%

critic= +100%

multiplier to medium hull

acc= +-0%

critic= +-0%

multiplier to large hull

acc = +100%

critic= -25%



- huge Weapons (standart):



Kinetic:

Accuracy: 1

Critic multi: 2

max dmg: 20

min dmg: 4

rouds per salvo: 1

-

multiplier to small hull

acc= - 75%

critic= + 100%

multiplier to medium hull

acc= - 50%

critic= +75%

multiplier to large hull

acc = +-0%

critic= +-0%



Beam:

Accuracy: 1

Critic multi: 3

max dmg: 36

min dmg: 8

rouds per salvo: 1

rounds to reach: 1

reload: 2

-

multiplier to small hull

acc= -75%

critic= +50%

multiplier to medium hull

acc= -25%

critic= +25%

multiplier to large hull

acc = +-0%

critic= +-0%



Rocket:

Accuracy: 1

Critic multi: 3

max dmg: 40

min dmg: 32

rouds per salvo: 1

rounds to reach: 3

reload: 4

-

multiplier to small hull

acc= -75%

critic= +100%

multiplier to medium hull

acc= -50%

critic= +75%

multiplier to large hull

acc = +-0%

critic= +-0%



- Small armor (standart):



deflector:

deflect small per round: 15

deflect large per round: 5

deflect huge per round: 0



shield:

-dmg small per round: 20

-dmg large per round: 10

-dmg huge per round: 5



Flak :

interception small per round: 100

interception large per round: 75

interception huge per round: 50



- Large armor (standart):



deflector:

deflect small per round: 20

deflect large per round: 10

deflect huge per round: 2



shield:

-dmg small per round: 40

-dmg large per round: 20

-dmg huge per round: 10



Flak :

interception small per round: 50

interception large per round: 100

interception huge per round: 75



- huge armor (standart):



deflector:

deflect small per round: 40

deflect large per round: 20

deflect huge per round: 5



shield:

-dmg small per round: 50

-dmg large per round: 40

-dmg huge per round: 30



Flak :

interception small per round: 25

interception large per round: 50

interception huge per round: 75



I explain: Huge Ships with huge weapons firing slower and cant track or hit smaller faster vessels. A balanced fleet is nessesary to win a fight because one hit from a Drednoughts huge Beam Weapon can easely destroy a Cruiser or a destroyer but if he misses they can take advantage and bring the beast down with hundrets of little stings.



Please tell me waht you think and sorry for my poor english.



greetings Doombringer
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12 years ago
Jun 8, 2012, 3:02:08 PM
I feel like there are some good ideas behind this, but it could use less arbitrary numbers and more explaining, ideally on concrete examples. I also get the impression that the resulting system is unnecesarilly complicated for what it does, but can't really judge it until I fully understand the rationalization behind it.



Doombringer wrote:
I explain: Huge Ships with huge weapons firing slower and cant track or hit smaller faster vessels. A balanced fleet is nessesary to win a fight because one hit from a Drednoughts huge Beam Weapon can easely destroy a Cruiser or a destroyer but if he misses they can take advantage and bring the beast down with hundrets of little stings.




So, what you're saying is I need large ships for big damage spikes and small ships for sustained damage over time? How does it help counter destroyer spam then? What would make a balanced fleet win againts an equivalent CP of destroyer spam?
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