A couple of months ago I posted in a thread that was denouncing damage reduction in space combat. I tried to reason why it would actually not be a bad thing but was shouted down in a big way and accused of being a newbie and not thinking things through. Then I realised that this was something I could test myself and in fact already had done without realising it on several occasions.
I am now an experienced master pilot with a LOT of deep space PVP under my belt and I have done specific research into Damaged Reduced PVP
First of all, any master pilot that tells you "one-shot" doesn't happen that often, hasn't PVP'ed that often. It happens a lot. If its not a single shot then its a single pass. If fact can remember very fewpvp fights where I needed to (or was able to) turn and fire after the first head on pass. This is realistic but not conducive to huge ammounts of fun (it IS fun, but not nearly as much as it could be).
What usually happens in a deep space PVP fight is this - you enter deep space, space is big so you fly around for 3 or four minutes constantly clicking your key or stick button bound to "/targetNearestEnemyPlayer" or whatever the actuall command is. With luck you here a beep as your target switches to say "JonDoe" in his Z-Wing (used to be an X-wing but he crashed it lots) Jon is doing exactly the same thing as you so at 3km out you are both aware of each other and can see the little red box. You now fly directly at each other, sometimes you might jog side to side but more often than not that just makes you an easy target for a broad side. There is now a 30 second wait while you close in to firing range. As soon as that green cross appears you are on the trigger (if not before) and the blaster bolts fly. At this point the winner is usually one of these people
1) the person that was on target because the other is a hopless shot
2) the person that hit the trigger first
3) the person whose guns do the most DPS (Damage Per Second)
4) the person who started firing before the green cross appeared and whos gun timing got them closest to the max effective range of their guns.
5) nobody, one ship survived the other exploded but the survivor is so badly crippled they have to hyper out or eject anyway, this happens a lot too.
6) the third person who was watching these two go head to head and pops the winner of the original joust because the target nearest enemy continues to target
the exploded ship until it fully despawns.
for the loser and often the winner too the journey continues with a loading screen followed by starting droid programs an 8k trip (about) to the deep space station and another load screen.
on a 10 second droid interface the program times are:
Reactor Overload 3 50 seconds
Weapon Capacitor overload 3 25 seconds
Engine Overload 3 50 seconds
Weapons Overload 3 50 seconds
usually a pilot will have all these running before entering deep space so thats about a 3 minute turn around in normal space followed but the usual (lets be generous) 2 minutes in deep space , so a total turn around of 5:30 seconds on average between bouts of PVP which last (when you get in range ) between 1 and 3 seconds.
There is _some_ skill involved in this but not a lot (even so the fact that the player has control over whether you hit or not makes it infinitely superior to ground PVP(JMO

)).
Right then On to my testing.. This simulated the typical PVP fight were we start at around 1.5km appart to save time and make a single pass at each other.
both ships were using the 2443 reward shields with similar armour, engines do not come into play in this scenario as its a pure "joust" running is pointless because theres nowhere to hide.
1st test -
both ships running the normal compliment of guns and programs that we would choose to use in PVP
not sure what my opponents layout was but it didnt matter as the results were as expected 50/50 wins on one-shots and single passes. Only 3 runs were done because of the turn around time.
2nd test -
My ship had 4 identical crafted guns doing 1.4k -2.8k damage at 0.48 vs shields and armour with 0.34 refire rate. this means that each gun does ((1400+2800)/2*0.48)/0.34 = 2960 (nearest 10) Damage Per Second (DPS) before overcharge - I loaned one of these guns to my opponent and removed all but 1 from my ship. We jousted using single guns and overcharge 3. Again over multiple jousts we were getting single pass kills, 2 or 3 hits tore through shields and armour and rendered opposing players crippled or exploded. Again the surviving ship although mobile in many cases was in a non combat viable condition and had to hyper out for repairs anyway.
3rd test -
same configuration on weapons (single gun) but this time no overcharge program. several passes again most of the time single pass kills but on 2 occasions it was necessary to turn and finish the opponent off (this is where engines and player skill finally come into play properly) In these instances ships were stillbadly damaged in the first pass.
I was able to shield trick one time only before the duel was over, with a 10speed droid interface there is a 10 second turn around before you can do it again, andduring that time you have limited firingcapability (not too bad tho with only 1 gun) and in 10 seconds my cap would not recharge fullyusing overcharge3so being able to use it again would still not fully replenish my shields, this explodes the myth that Cap-shield shunt 4 will make you invulnerable in DR PVP space combat - it most certainly will not. My opponent was able to turn and fire destroying me easily in 2 more hits.. maybe 3
On the otherduel where both ships survived the first pass I tried to shield trick but my droid interface had been destroyed. I was then able to get the upper hand by turning and finding a firing solution to destroy my opponents ship. I suspect that his engines had been damaged and certainly his weapon had as he mentioned it afterwards.
Other non specific duels:
At pilot 1111 I dueled (and lost) a tie fighter who was 1211 and had better engines than mine. However the combat lasted for several hits and involved twisting and turning around the tatooine space station. it was FUN.
As Master Pilot, myself and a friend dueled using the rebel space station as cover. it took several seconds of maneuvering to get position on each other, both of us scored partial hits (when a gun is split into 2 wide appart emitters its possible to hit with the left and not the right thus doing less damage) before I finally got the upper hand and scored a more direct hit. I did however missjudge the ammount of damage I had actually done (against friends I try not to explode them) and his ship was not crippled and he exploded me when I turned my back (I wont make that mistake again) even so the entire duel lasted little more than 15 seconds and again shield trick did not help enough to keep me alive even against a badly damaged Xwing with only 1 gun left (my own fault admittedly I should have made surekilled him when I had the chance but it still proves my point)
As Master Pilot, I was happily crunching my way through the Imperial Star Destroyer when a Tie Aggressor Complete with gunner came to join the party. My rear shields were hit and I lost my rear armour and 1 weapon (I suspect this was a light gun on the turret for mass reasons) however I was able to turn and use the ISD itself as cover while I shield tricked and then managed to get that golden position above and behind the aggressor which then died in 2 hits ( at 0.34 refire rate thats 0.68 seconds remember) thankfully the gunner was able to turn and hit a movnig target from a fast moving aggressor. I then proceeded to finish the ISD. The same Tie Aggressor came back for another go and I managed to pull the same trick again but this time I spotted him first and was able to take cover and gain superior position before he could get a shot on me. At this point due to furthe damage from the ISD itself I called it a day and left it alone for that session

.
So, I firmly believe that Damage Reduction in space PVP combat will NOT unbalance it at all, shield trick will most definately NOT be a ticket to invulnerability and all that it will do is increase the ammount of time it takes to knock a ship down allowing for the twisty turny dogfighting which is what nearly every master pilot I have spoken to has said they would like to do. Some people have suggested that it would prevent non masters from taking part in PVP but to them I have the following things to say:
1) no it wont - they dont stand a chance against higher tiers anyway and against each other they would still have equal chance..
2) most non masters dont pvp anyway because they cant get in deep space for the no decay repairs and dont want to gank their ships
3) most non masters dont pvp anyway because its hugely difficult to tell if that dunelizard is a 1222 pilot or a 2111 pilot or a 2223 pilot or a 3333 pilot etc. at master level you can be confident that your equipment is at least in the same ballpark.
So here are my thought through and tested suggestions for improving PVP combat in space.
Drastically reduce damage - if you dont agree with me you can test this yourself. Go up against a friend with the best shields you can get (reward sheilds ideally everyone gets them) fit a low damage (I suggest level 2) cannon and no overcharge and see how much more fun it is (as long as a dead head PVPer with full load out doesnt come along during your test and pop the pair of you). If you prefer being able to win purely on firepower and hitpoints then I suggest you stick to the ground pvp because thats exactly how it works there.
More obstacles in deep space - anything that can be used to break the line of fire is going to be a good thing skilled pilots using asteroids / constructs to take cover _WILL_ be able to stay alive a lot longer, and thats what we want really, thats the way it should be.. as it is if 2 teams of 10 people went up against each other only 1 person would most likely come out on top. if you can decide your taking too much damage and then break for cover thats a good thing. It only adds to the value of the kill if someone manages to get you. at the moment a space PVP win is mostly meaningless.. it means only that they didnt spot you comming or that you were lucky. (most of the time)
A huge asteroid field in deep space with open channels for the cap ships (corvetttes and gunboats) to navigate through would be much better, the fighters can break off and engage in the field.. although the AI _IS_ pretty dumb and doesnt cope well with rocks.. but this would make the PVP a lot more interesting, even if there was (grudgingly) no damage reduction.
Finally and this I think is THE main problem with deep space and the most fixable:
when you add it up thereseasily a 5 minute turn around time for getting back into combat in deep space.
An immediate improvement here would be:
- Respawn at the entry point to deep space for your faction.
- Droid programs will still be up and running on respawn after death
- If you survive combat but are damaged and you are still mobile you can repair at the ISD or reb station.
With these 3 things alone I would be content with no DR as I can get straight back in the fight for another go. This works really really well.. Evidence http://www.subpsacehq.com download continuum (its free) and play in the trenchwars arena. Very sorry for the outside Link and promoting another product but I think its a valid point and you have somehting to learn from this game.
So thats my rant / non rant done. I am quite sure that I have thought things through and come up with some very valid points.