Pilot Archive
Thread: why are Star Destroyers so easy to kill?
Basically, the ISD is vulnerable without fighter support. I'd personally blame the ease in taking it out on the lack of playerImperial escorts in the area (though I can undsertand why there wouldn't be any, since the Rebel station is bugged invulnerable right now).
All it would take is one player hounding me while I'm trying to take out the ISD and the difficulty would increase exponentially.
It does become immeasureably more difficult when there are PC Rebels around to harry you, but these things need to be a little more complex on their own right.
Raptor2k1 wrote:
I'd personally argue that a big part of the problem is with cap to shield shunt. The way it was implemented makes combat perhaps a bit too forgiving, in that you can instantly recharge your shields if you mess up for some reason.
If your are piloting an A Wing (or Eta2, TIE/f, 1 weapon slot/and few mass ships) you shoudnt be able to generate the necessary firepower (1 weapon slot) to destroy a capital ship yourself. That could make that there were Ship Roles. If you fly a B-Wing you can destroy "easily" the Shield Generators of a Star Destroyer, but we know that this ships are not so fast an manouverable, so it adds a challege.
Is just a quik thought.
Washell wrote:
Raptor2k1 wrote:
I'd personally argue that a big part of the problem is with cap to shield shunt. The way it was implemented makes combat perhaps a bit too forgiving, in that you can instantly recharge your shields if you mess up for some reason.
Actually CtSS is so powerful thanks to WO3. I frequently fly with WO4 and it makes quite a difference to dump 500 cap energy into your shields instead of 2000.
When WO3 get's fixed all the pilots that spray fire and shunt away their damage are going to have a hell of a time adapting.
Yep. I converted to WO2 because of this. Had enough of that bugged program heh.
A few ways that could make it harder would be to have on cue, when acomponent is destroyedhave the SD launch some defense fighters. AI wise, they would target biased towards whom has done the most damage to the ship weighed against distance (perhaps following up to 2k). The fighters would have to be able to update their priorities to prevent easy 'turn taking' at handling the wave, and they'd either split into a pursuit group and a defense group or recall quickly should the SD come under new attack.
If you don't deal with the fighters and get back on the job, they could repair the components you are working down, but they should only be working on the last component damaged until its fixed, because it would be impossible to destroy if the first component you destroy is back up you can take the bridge.
For a real challange, put the whacko gunboat pilots that like to do dounuts in charge of the ISD's navigation. Another thought, if you get too close to the engines (while they are in use) they could do damage and/or force you back. They are some pretty big engines afterall.
I think it's actually pretty hard to come up with a large, partially- or un-maneuverable object that's supposed to be too hard to effectively solo, but not so hard that it basically destroys you as soon as you get within range--particularly when we have access to such fast, small, well-built ships as we do. I've been thinking about this for a while now, especially since the whole player-controlled capital ships thing came up, and it just seems like a very tricky balance to strike.
The one thing that's occurred to me is to make capital ships be able to "heal"/repair injured parts, so long as they're above 0 condition. If the numbers were tweaked right, you could maybe at least force a stalemate situation where one A-Wing/Vaksai/Crimson TIE couldn't put out enough firepower to knock out a cap ship part before it could repair itself--not if they were doing "charge in, boost out, shunt your shields back" strafing runs, anyway. If you could find the right numbers, you would force them to either stick around and land a lot more shots at once, in turn leaving themselves open to the (presumably superior) firepower of their target, or find a few wingmen to help them take it down.
This is all pointing back to one problem with PVE in space: if you can survive one pass, you can solo it. Unless there's something else around you putting pressure on you--a time limit, constant fighter spawns, cap ships that actually chase you, etc.--your own shields are effectively infinite over time. Any solution to the problem of a lone pilot being able to solo anything has to be built with that condition in mind.