Pilot Archive
Thread: Simple idea to fix a lot of space problems
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Electro5
Tue Aug 02, 2005 3:49 pm
#1
Simple solution..... change droid commands so they are actually limited in some way. As it is right now, there is pretty much no limit on what droid commands you use. Literally anyone can use Reactor, Capacitor, Weapon, and Engine overload 3 with no fear of decay, and no chance that anything negative is going to happen. Add in a slightdecay, and you can run 1-2 overload 4's too. Then of course you have Shield Shunts, which again you can use with absolutely no risk at all. A good majority of what is making a lot of the PvE content to easy, is because everything is too good. You can move at much higher speeds, fire constantly with overpowered weapons, and when you take damage you hit a key and recharge your shield instantly. Quite a few ways this can be changed, really (aside from of course fixing weapons overload 3)....
1.) Impose limits on how many droid commands you can be running at1 time, based on ship tonnage. Lets say, all ships can run 1 droid command, and then every 70k of mass you can run 1 more command. Light fighters (anything below 140k) get 1command, heavy assault type ships (140-210k) get 2, and the absolute heaviest (210k+) have 3. POB's have no limit to the amount of commands running at once. That means if your flying a light ship, you can choose what 1 thing you want to improve (using Cap-Shield shunt also counts, even though its not a permanent thing). So you can choose to enhance your engine, but you get hit, and you need to recharge your shield. You hit CtSS, your engine speed returns to normal and your shield gets a boost. Now if you want to up your engine again, you'll have to use the command again. Logically, you can think of it as the fact that heavier ships are able to take more stress from overloading than small ships.
+ Simulates advantages between different ship classes, with heavier ships having better capabilities
+ Reintroduces the need for a fasterinterface for switching enhancements on the fly, rather than just how often you CtSS
+ Gives a better simulation-type feel, since you have more to manage during flight, matching enhancements to the situation
+ Gives some risk to using these commands as well, since you will incur decay by using commands repeatedly
+ Succeeds in removing ships from perpetual "god mode" in PvE situations
+ Easy enhancement for POB ships as well
- More difficult for new players to grasp changing buffs than just "buff when you launch, and go"
- Some ships that are arguably not light fighters (TIE Aggressor, Kimogila, to name a few) are shy of the 2 command mark,
while the Vaskai, which is a light fighter by all accounts but mass, does get 2 commands
- While it does help PvP, heavier ships still would likely not have much chance against ships harder to hit
2.) Greatly increase the reactor multiplier of all overloads other thanReactor Overload, so that even running Reactor Overload 4 you can have at most 1 other tier 3-4 overload, 2 tier 2 overloads, or all of the other tier 1 overloads. Doesn't really make much logical sense.
+ Removes ships from god mode in PvE
+ Allows pilots to choose to enhance 1 thing greatly, or spread the enhancement over multiple systems
- Doesn't help anything dealing with balance between light, heavy, and POB ships at all
- Still allows unlimited use of CtSS, though not as well if not running capacitor overload as well
- Does not really change the "buff when you launch, and go" thought
- "Uber" reactors, with 30k or more generation, would break the system and allow more programs to be run
3.) Add in a chance of failure to overload commands, and make them timed rather than "last forever until you repair". Logically, overloading your components should not be something you do constantly without thinking, it could cause serious problems.
+ Adds some risk as to whether you fail or not
+ Time limit gets rid of simply overloading when you launch
+ Decay incurred by repeated use will mean that you only overload when you really need to
+ Gives reason for wanting to have a faster droid interface
- Still allows for a period of "god mode", if you are lucky with not failing and you have an interfacethats fast enough
- Doesn't solve anything between different ship classes
- The whole idea of failing might piss people off (though the special abilities pilots get fail too)
Personally, I like idea #1 the best (which is why it's number 1
), but any of these would be a definate improvement from what we have now, IMO.
Washell
Tue Aug 02, 2005 5:24 pm
#2
I like number 4: Fix weapon overload 3 first. Currently it increases damage and decreases drain and energy/shot. It's supposed to increase damage and increase drain and energy/shot.
What'll happen when it's fixed:
- Ships need a bigger reactor to power all components
- Or people switch to lower level overloads
- Or lighter guns
- Multi gun heavy ships get hit harder by this then single/2 gun light ships
- Capacitor actually drains now so cap to shield shunt is less effective
- L10 guns on heavy ship are going to be real hard to keep running
- Heavier cap needed/wanted
All in all, less god-mode, not able to power your guns with 4k mass (1k reactor/3k cap), less shield shunts, no unlimited fire, lighter guns.
Decay is bogus anyway, most Ace pilots either fly exclusively in deep space or drop by at the end of their flight for a decay free repair.
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