Shipwright Archive
Thread: Ship Blueprints: Rush Job or Search for Equality?
Anyhow I'm working my way up the shipwright tree, almost at 3-2-2-2 now... and it really seems odd to me that all the BP per tier are identical for resources, regardless of mass. Doesn't this sound odd to you?
Message Edited by Sinikal_Munkey on 11-25-2004 03:29 PM
The LongProbe is much more similar to an aggressor, makes sense they'd be similar in resources.
The TIE is more maneuverable because it has less mass... so how can 30k units of ores add up to different masses? 30k = 30k, see what I'm getting at?
Doesn't look to me like any effort was put into it at all - you know, less dense metals in greater quantities in a TIE, denser metals in greater quantities in a longprobe, et cetera et cetera....
Red-Dwarf wrote:
You are only comparing one stat - mass. Chassis also affect how the craft moves in a fight. The TIE/In is a vastly more maneureavble craft than the y-wing and so there is balance.
Please note - the key component of balance is not that stuff is identical, it is that if two players both using the ships matching their playstyle they would be at a draw, it's not something you can just measure, you test it (like we did in beta and have been doing since then)
I disagree here. As 1st_Viduus stated, the tier 2 longprobe takes ~30k resources and has 170k mass. The Tie bomber, a tier 3 chassis at 190k mass, takes ~60k resources. Both handle the same, both have equivalent mass, yet the longprobe can be sold for considerably less than the bomber because it requires half the resources than the bomber.
We're not talking about handling characteristics in a dog-fight within the same tier.Maneuverabilityhas more to do with a players particular flying style. The exception for Imps would be the oppressor. It's a hybrid (of sorts) between the bomber and tie advance. It decelerates, has the mass, and manuevers much like the bomber. It accelerates and has the firepower of the advanced. It's not as fast as the advanced, but not as slow as the bomber. Should it take 150k resources to make a 170k mass ship? No. Should it be as cheap as the longprobe? No, because I think the longprobe should require the same amount of resources as the bomber. 150k resources is overkill for the oppressor. 60k resources for a 170-190k mass ship is fair.
Message Edited by Sinikal_Munkey on 11-25-2004 04:14 PM
You posted while I was typing, but thanks for the concession DexTrix. :}
Message Edited by 1st_Viduus on 11-25-2004 07:19 PM
Treychyyk wrote:
You guys are forgetting the biggest example of this. The multiplayer ships. How can a vt-49 have 5 million mass and take the same amount of resources as the tie oppressor which has 170k mass and the firespray which has, I think, 210k?
A few remarks:
Realism is one thing, game design another. While this decission might not be logical, it helps to keep ship prices for a tier the same. Which makes sense, as rewards are also the same.
And, the mass rating is not the mass of the ship. It is the amount of mass, you are allowed to add to a ship.
Otherwise, the mass of a ship would need top increase, if you equip a heavier reactor. And the mass would not be 0, when you remove all components.
This value is more of a payload rating. Therefore, it is conceivable, that those ships require about the same amount of resources.
Regards
Niacia