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Thread: MULTI ships, soft targets a simple solution
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Eme
Mon Jan 24, 2005 12:38 pm
#1
HI,
this came up in the chimeara forum and i posted it there, but a common problem with multi ships is they go down with one shot,
the reason and solution is surely easy enough for the devs to fix..
the problem being, there are NO DECENT RE level 10 shields being dropped,
in comparison, i have a post RE shield L8, has a total of a little under 6k protection,,, but every Level 10 loot has a shield total ( that i have seen so far) of an equivalent level 6 shield ( comparing to my L8), totals around 4k..
All the devs have to do is 'raise the level 10 shield totals in loots, maybe make then around 9-10k total, too heavy for anything else to use, but for level and size has a proportionate value..
This would avoid rebalancing damage and everything with a simple ' make level 10 shields higher in value !
col Eme
SanRa_Ledav
Mon Jan 24, 2005 3:26 pm
#2
They just need to add level 11/12 MP Only parts. level 11 is shipwright craftable, and L12 is looted. make the mass on the parts into the hundreds of thousands
MP ships need to be able to take a pounding in order to balance them against single seater ships.
Not like the repair conduits inside the ship do one bit of good. by the time you get to them you are DEAD
MP ships need to be able to take a pounding in order to balance them against single seater ships.
Not like the repair conduits inside the ship do one bit of good. by the time you get to them you are DEAD
S-1-l2-H-C
Mon Jan 24, 2005 3:28 pm
#3
all the high level shields need a buff. my awing can mount a 1900 f/b shield easily while the b est you can hope for in a bwing is 2500. i also think there should also be a lvl11 cert or something like it that is for ultra heavy components, like a lvl11 shield with 10k f/b and 200k mass.
also i would like to see two weapon mounts per turret.
also i would like to see two weapon mounts per turret.
Message Edited by S-1-l2-H-C on 01-24-2005 02:29 PM
VolvoSsixtyTsix
Mon Jan 24, 2005 11:59 pm
#4
I agree. Master ships really do suck with protection and their size makes them....well practice targets for enemy fighters. Master pilot ships should have at least 10k shield/armor.
Ramona_Garcia
Tue Jan 25, 2005 6:41 am
#6
I think adding schematics for "Heavy shields" with 250K+ mass would be the easiest way to solve this. No tinkering with loot tables, no problems with people reverse engineering some monsters for fighter use. Just add the schematic to master shipwright, and the certification to master pilot.
sillyrack
Tue Jan 25, 2005 8:14 am
#7
I'd say that increasing lv 10 shields would be abit exstream instead why not give the MP ships a bonus to the shield you put on eg 10x the front and rear outputs. Then you can still put any shield in an MP ship and still have a nice amount of protection. Maybe this would also increase the RR rate of the shield also..
Col Reise Lyoka.
WTS
Tue Jan 25, 2005 8:31 am
#8
what about stackable shields? give MP ships the slots to equip 2 (or more) shields like on the gunboats and corvettes.
Ramona_Garcia
Tue Jan 25, 2005 8:39 am
#9
WTS wrote:
what about stackable shields? give MP ships the slots to equip 2 (or more) shields like on the gunboats and corvettes.
Unless you can stack up to ten shields - and I'd like to see the crafted reactor able to handle the energy demands of that number - it won't suffice to make the multiplayer ships efficient compared to putting the crew in single seaters.
DarthScin
Tue Jan 25, 2005 8:40 am
#10
Stackable shields? That might be hard to code for MP ships. I think it'd be easier/better just to include, as suggested, ultra-high level components for MP ships only.
sillyrack
Tue Jan 25, 2005 8:53 am
#11
Stacking Shields will increase the energy lv's required while increasing mass and output to lv 10 equipment excludes it from being used on ships like bwings.
As I posted the only way to do this is to add an additional output to the shields from the ships basic stats like they do on the engines ( even though they cap these instead of increasing them) So eg 10x out put on the shield install with a doubled rr. soooo
lv 2 shield is day 200 front/rear with rr 8 , once install on an MP it in then 2k front/rear with and rr of 16, for a lv 2 shield that is the basic lv we get from and MP at the moment.
Soo on at lv 10 is will be 2k front/rear with and rr 15, once install on the MP it is then 20k front/reat with and rr of 30. This seems a fair number for a ship of its size.
This system can also be used in future ships, the large the ship the larger the increase in output.
Dru_McNasty
Tue Jan 25, 2005 11:56 am
#12
There are two problems at work here:
1. PvP is out of balance and needs to be fixed so that it is not a one-shot kill zone. Damage reductions is just a quick fix and does not truly balance it.
2. Loading an MP ship is no different than a starfighter. The only difference is that you have alot more mass to play with. I suggest fixing this as stated above. Give MP ships modifiers to the shields in some form of inceased recharge rate and/or HP capacity.
And, yes, the Level 10 shields need to be given more HP capacity relative to the increased weight. Most SWs don't make them because they know that they will be inefficient compared to a Level 8 shield.
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