Hey everyone its that time again, lets compile some data!
This is a post that I will update regularly to give the DEVS a better idea of what people think should be done to stats in the next patch. This is ONLY for patches, no new ships or elaborate concepts for the next expansion. This is for dealing with peoples’ concerns about balance. If there’s a balance idea you have that’s not on here, post it and I’ll put it up for voting if it seems valid. I love the fact that ICO pays attention to the forums and what people suggest, I’d like to make it easier for them. The idea is to have all ideas posted straight forward and ranked so the DEVS don’t have to sift through pages and pages to find popular ideas. SP and MP players are both welcome to comment. Post yay or nay for any idea you like or dislike (be specific please) or say no fix needed. If you’d like I’ll also insert specific values you may come up with. Some votes will be taken from other threads.
BUGS
Since the last patches release, the main complaint I've seen on the forums are in the form of bugs, so I'm compiling a list of the known ones, and will update the list as more are discovered. Some of the early bugs were fixed in the hotfix, and perhaps (fingers crossed) the Devs will release another hotfix to address the rest, rather than a whole new patch. So here it goes:
- Nano Weapons Jammer autocast AI casts continuously
- AM Recharger autocast AI casts continuously
- Illuminator causes mystery damage between shots
- Phasic Trap research Level 2 still has no effect.
- Orkulus Phase Stabilizer does not work on stars.
- Random Map Bugs:
- Single Phase lane starts
- No connected Asteroids
- Overlapping Gravity Wells
- Backwards Dunov Icon
- Pathing Improvements (specifically dealing with stationary obstacles)
- Orkulus commands cancelled when trade ships dock
- No wave cannon sounds on Kortul
- Resource extractors on HWs produce income before they're constructed.
- PAWELOS BUG HUNTING
- Siege Militia/pirates run from turrets before construction is complete (exploit).
CAPITAL SHIPS
This will be a large section that will continue to evolve through out the life of this thread so check back often for new topics. Consensus seems to think now that carrier caps have all been buffed, many of the other caps need to be brought up to par with them.
Buff Battleship Class(Kol/Radiance/Kortul)
Increase hp/shields/armor?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon Hrabandur CrazyElectron Ryat Arthanis Warlord Mike Onigiri
Nay-
Increase DPS?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 MindsEye Swordsalmon CallenExile Hrabandur CrazyElectron Ryat Arthanis Warlord Mike
Nay- Onigiri
Buff Gauss Rail Gun?-
Yay- Volt_Cruelerz(800/1200/1600) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon CrazyElectron Ryat Arthanis Warlord Mike
Nay- Hrabandur Onigiri
Re-work Animosity?
Yay- Volt_Cruelerz Darvin3 Deceiver_0 MindsEye Swordsalmon Ryat Arthanis Warlord Mike
Nay- CallenExile Hrabandur Onigiri
No Change needed- CoBBQ
Colonizer Caps(Akkan/Progenitor/Jarrasul)
Buff Jarrasul Evacuator's colonize?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike Onigiri
Nay- CallenExile MindsEye
No Change needed-
Carrier Class Caps(Sova/Halcyon/Skirantra)
Buff Scramble Bombers?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 MindsEye Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike
Nay- CallenExile Onigiri
Buff Replicate Forces?
Yay- Arthanis Warlord Mike Onigiri
Buff Support Class Caps(Dunov/Antorak/Rapture/Revelation)
Increase AM regen?
Yay- Darvin3 Hrabandur CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Nay- CallenExile Mindseye Onigiri
Increase maximum AM?
Yay- CallenExile Darvin3 Hrabandur Mindseye Volt_Cruelerz CrazyElectron Juletron Arthanis Warlord Mike
Nay- Ryat Swordsalmon Onigiri
Increase Dunov EMP range?
Yay- CallenExile Mindseye Volt_Cruelerz CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Allow Dunov shield restore to be self targetable?
Yay- Mindseye CrazyElectron Juletron Arthanis Deceiver_0
Nay- Ryat Volt_Cruelerz Warlord Mike Swordsalmon Onigiri
Allow Antoraks subversion to effect SC?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Onigiri
Nay- Ryat Swordsalmon
Buff Phase out hull?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Swordsalmon
Nay- Ryat Onigiri
No Change Needed-
DELIVERANCE ENGINE
Without a doubt the weakest of the superweapons, there is little point in seeking it. For too long its been sitting in a dusty box on the shelf, to weak to be worth its tremendous costs. Lets consider some buffs to at least make it functional as a weapon. The one buff thats been suggested that I like is an instant allegiance drop, which will aid Advent in cultural takeovers of border planets and with enough, could possibly overthrow an enemy planet (though Id say it should require many more than the fearsome novalith)
Buff Deliverance engine-
Cause an instant decrease in allegiance?
Yay- Deceiver_0 Kitkun Greyfox2 anteachtaire Mow Mow Warlord Mike Hrabandur Arthanis
Nay- Howdidudothat
No buff needed- Qu4r Darvin3 CallenExile
EMPIRE TREE
As I feel that the devs decision to put "Phase Jumping" ships at the top of the tree was purposeful and not a bug, I think most of us agree that the constant movement it creates (especially with phase monitoring!) makes the empire tree difficult to use. Move it to the bottom?
Adjust Empire Tree-
Move "Phase Jumping Ships" to the bottom of the tree?
Yay- Deceiver_0 Darvin3 SwordSalmon JSW_Ballz Mindseye Agent of Kharma Ryat 52500 Mow Mow Fuzzy Logic EadTaes Warlord Mike Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Arthanis
Nay- CallenExile
FIGHTERS
Some are unsatisfied with fighters with regards to surviving flak. I urge everyone to read the points of debate between Mindseye and myself starting on page 10-11, to get a better understanding of why fighters should or should not be adjusted. Below are a few suggestions
Buff Fighters-
Increase armor/hp?
Yay- Mindseye Mow Mow Greyfox2 Qu4r Arthanis
Nay- Deceiver_0 Darvin3 Ryat Top Vasari Warlord Mike EadTaes Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Agent of Kharma CallenExile CrazyElectron
MAPS
Raging Amish has proposed some modest changes to maps that I think we could possibly have implemented with enough support, so lets get a vote to see what people think of them. Magnetic clouds are huge wastes of space as their is nothing terribly beneficial about them. People with ability heavy fleets and caps would opt to fight you somewhere else (and can do so without much penalty). They make awful chokepoints because you can't put starbases or mines there, and they offer no economic value. I'd like to hear some ideas on how to improve them (beyond removing them completely from the game as RA has suggested). If we can come up with some good ones I'll put them up for a vote. In the meantime, I think one should at least be able to construct Starbases here, so I'll put that up as a topic. Also, all too often we see Ice and Volcanic planets (which require research to colonize) offering you only 2 resource mines for the trouble of colonizing them. Personally I don't think that PLANETS should have less resources to offer than an asteroid. What do you think?
Magnetic Clouds-
Allow starbase deployment?
Yay- Deceiver_0 Darvin3 Hrabandur Juletron Howdidudothat Warlord Mike DirtySanchezz Kitkun Qu4r CrazyElectron
Nay- Ryat CallenExile EadTaes DesConnor -Ue_Carbon Chaotic Magician
Ice/Volcanic planets-
Change minimum mines to 3 (currently 2)?
Yay- Deceiver_0 Swordsalmon Ryat Darvin3 Juletron Mindseye Mow Mow EadTaes JSW_Ballz Howdidudothat Warlord Mike Kitkun Ovi_187 -Ue_Carbon Chaotic Magician CrazyElectron
Nay- CallenExile DesConnor DirtySanchezz Hrabandur Agent of Kharma Qu4r
No Changes needed-
ORKULUS STARBASE
This topic is going to be heavy on the debate, and will likely be updated several times with NEW votable options throughout the life of this thread. Now, I think it's safe to say that we're beyond the point of the DEVS making a Vasari Assault cruiser and making the Orky stationary. So if thats what you think should happen thats fine, but it would be more useful for everyone if you hada second opinion on the Orky and voted on the issues below.
Nerf Orkulus-
Increase build penalty in hostile wells? (currently 2.25x unupgraded)
Yay- Greyfox2 Raging Amish(3x) Mindseye Arthanis
Nay- Deceiver_0 Cykur Howdidudothat Top Vasari Swordsalmon Ryat anteachtaire LordMechanoid JSW_Ballz Warlord Mike Agent of Kharma DesConnor DirtySanchezz Kitkun Qu4r 52500 Hrabandur -Ue_Carbon Chaotic Magician Qu4r CallenExile
Other-
SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")
Yay- Mindseye Deceiver_0 Howdidudothat Top Vasari Cykur LordMechanoid Warlord Mike DirtySanchezz Kitkun 52500 Hrabandur -Ue_Carbon Chaotic Magician CallenExile CrazyElectron Arthanis
Nay- JSW_Ballz DesConnor Qu4r
SCOUT FRIGATES
A hotly debated topic right now on the forums, none can deny their increased presence on the MP battlefield. As the cheapest buildable unit in the game, as well as being tier 0, its utility against long ranged frigates has been thoroughly exploited. The question remains, is it balanced? This topic will be split into two sections, a general section for a blanket nerf and a more specific section for interspecies balance. The reason for this is that some think scouts need to be weaker in general, whike other think they need to be balanced on par wtih TEC scouts.
Nerf Scouts-
Decrease hp/shields?
Yay-
Nay- DirtySanchezz Cykur Arthanis
Decrease DPS?
Yay- DirtySanchezz Greyfox2 Mindseye Arthanis
Nay- Cykur
Increase Cost/supply?
Yay- Mindseye Cykur Swordsalmon
Nay- DirtySanchezz Arthanis
No Nerf Needed- Deceiver_0 Wingflier Howdidudothat Darvin3 Ryat CallenExile Chaotic Magician Agent of Kharma Sivcorp 52500 JSW_Ballz LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron
Balance Scouts-
Decrease Seeker Vessels Hp/shields/armor?
Yay- Deceiver_0 Wingflier Mow Mow Swordsalmon Darvin3 Ryat Greyfox2 52500 JSW_Ballz Cykur Top Vasari LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- DirtySanchezz Howdidudothat CallenExile
Decrease Seeker Vessels DPS?
Yay- Swordsalmon DirtySanchezz Howdidudothat Greyfox2 Hrabandur Qu4r
Nay- Wingflier Darvin3 Ryat CallenExile 52500 JSW_Ballz Cykur LordMechanoid Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Jikara Navigator cost/supply?
Yay- Deceiver_0 Wingflier Howdidudothat CallenExile 52500 LordMechanoid Hrabandur Qu4r
Nay- Swordsalmon DirtySanchezz Darvin3 Ryat Chaotic Magician JSW_Ballz Cykur Greyfox2 Kitkun -Ue_Carbon CrazyElectron Arthanis
Increase Jikara Navigator DPS?
Yay- Mow Mow Swordsalmon Howdidudothat Ryat Chaotic Magician 52500 JSW_Ballz Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- Wingflier DirtySanchezz Darvin3 CallenExile Cykur Greyfox2 LordMechanoid Kitkun
Increase Jikara Navigator hp/shields?
Yay- Mow Mow Darvin3 Ryat Chaotic Magician Sivcorp Top Vasari Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- CallenExile JSW_Ballz Cykur LordMechanoid
No Balance Needed- Agent of Kharma EadTaes DesConnor
RAVASTRA SKIRMISHERS
While the most expensive light frigate in both resources and supply, these ships have the worst DPS per supply. With the recent buff to all light frigs, Cobalts and Disciples are now delivering on the tasks they're meant to, yet skirmishers are still struggling. So what should be done?
Buff Skirmishers-
Increase DPS? Yay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes DesConnor Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- LordMechanoid
Decrease Supply cost?
Yay- Raging Amish LordMechanoid Hrabandur Qu4r
Nay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Resource cost?
Yay- 52500 Warlord Mike
Nay- Darvin3 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat DirtySanchezz Raging Amish CallenExile Mindseye JSW_Ballz LordMechanoid lbgsloan Kitkun Hrabandur -Ue_Carbon Qu4r Arthanis
Adjust Reintegration autocast AI to activate earlier?
Yay- Deceiver_0 Darvin3 52500 Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp Runesia DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
It depends entirely on how upgraded the starbase is, how upgraded the illums are and what support you have. SBs in general are a pain to take down with illums if they are fairly well upgraded. My point is that a lot of times I don't build illums much because they are killed quickly by cap carrier fighters and scouts. I don't see lrf in general built as much because of this due to this being a popular and effective rush. In this situation lrf are inefficient and will just lead to the one building lrf dying. Sure there are some situations where someone does NOT rush carrier caps with LF/scouts and illums get built to the point of spam. Eventually even the disc/halcyon rushers will switch to illums if the game gets that far.
On a side note, I thought you were not playing multiplayer anymore because you say it sucked so much, agent. I tire of seeing you gripe in an unproductive manner so it would be nice if you would refrain from it on this thread. You have many other threads to make your unproductive griping/comments known. Productive suggestions or comments are another matter though.
[_]-Greyfox
Actually 80 will prob kill anything of equal size.
Not if they get more flak and more fighters.Then their lrf will be protectec.Trick is to make fighters force players to build something other than ilums and win.
Just watched replay of a recent game. How many illums does it take to be a threat to capships? 23. I lost my cap, then my teammate lost his 2 caps to the same 23 illums, and my teammate was running from them. 3 caps killed from 2 different players in minutes to the same 23 illums. Can find a few more details here: https://forums.sinsofasolarempire.com/373346/page/2/#2501824
I said I was extremely careful and judicious about the games I played in, and who I played with, and thus it was extremely difficult for me to get games most of the time. I also said I had scaled back my involvement in multiplayer. But I did not say I was not playing multiplayer anymore.
I tire of you addressing me at all, in any capacity, ever.
On a new note whats everyone think about the celio.Its designate is awesome ability but its shield restore sucks at 2.5.I think it should be at least 5.Maybe 10.What do you all think?
So as far as LRMS go-
Can most of us agree that Anti-medium damage vs Cap ship armor should be reduced? (currently its 75% I believe) Which is the same as Bombers and Heavy Cruisers. Personally I'd like to see Cap ship armor take reduced damage from LRFs(anti-medium) and bombers (anti-v.heavy)from 75% to at least 66% (more than LFS, but less than heavies). Heavy cruisers should stay at 75% IMO because by the time HCs are common, Cap ships should be at higher levels and health and armor upgrades can and should have been purchased. But at the LRF/Bomber level (3 labs) caps are still low leveled and upgrades are likely unpurchased.
For Cielos: 5 would be fine, 10 I think is too much, dont forget it also reduces weapon cooldowns by 10%. Embolden Im not incredibly worried about cuz its kinda middle of the road. Its not GREAT, but it isnt terrible IMO either. Its got a quick cooldown and lasts for 60 seconds I think (for a total of 150 extra shields, 300(5) over 60 seconds would be pretty powerful, 600(10) over 60 seconds would be ridiculous). So Cielos have a middle of the road ability and an awesome ability leaving them pretty balanced to me.
The problem with LRF is a matter of scale, not of any static multiplier. All the LRF, even the infamous illuminator, are fine if their numbers are in the 10-20 range. In these smaller battles, reducing LRF vs capital ship damage may be a bad thing. The problem with pointing to heavies is that they do not appear in very great numbers early on. The problem with pointing to bombers is the best way to deploy them early game is with carrier caps, and the best way to counter them is also with carrier caps (set to fighters instead). This is only reinforcing the current reliance on carrier-class caps. I do think that LRF fulfill a very important role with regards to countering capital ships early.
The problem is that this role does not scale very well. Once you hit the mid-late game and LRF numbers grow very large, they just melt through capital ships like butter. We need a solution that scales well, that keeps capital ships alive in the late-game and keeps their counter functional in the early-game. I don't think tweaking the armour type modifiers is going to achieve this.
A Cielo buff sounds like a good idea.
Researchable? Idk.. I made another suggestion, amending Agent's idea for capping FF damage, but I don't like it. It would solve the problem, but only with tremendous sacrifices to the way the game is played, and I hate the idea. It would work, but my idea would cause so many issues that I don't think it would be worth it.
At this point, I think the only [realistic] option is to create a new bracket for capital research under the defense tree or something... At first the upgrades would be small boosts to health and whatnot, but the later ones (tier VII and VIII) would give boosts such as a weapons bank increase. That would help them cope with late game swarms of LRF. Also, these upgrades would have have to be moderately cheap. If not, no one would buy them and as such, capitals will become worthless things.
Really, I see no [working] option aside from this.
Ok, I see your point. Then what would you recommend? Perhaps a larger increase in stats at higher levels? Maybe an increase in max shield mitigation past lvl 6? The trick would be to buff them late game but not to the point where they're OP. THe probelm I have with the huge LRF fleet arguement is that they aren't extremely common for TEC or Vasari. TEC and Vasari fleets favor diversification especially in late game as the counters for lrfs for those two races function properly. Illuminators counters do not work properly so you do see large numbers of them. When the illuminators bug is fixed, im hoping we'll see more diversification in Advent fleets, which will sap the need for a major Cap ship late game boost ( though they'll probably still need a smaller one)
By the way to all the MP players, I'd recommend, if you haven't in awhile, playing a nice long SP game once in awhile to gain a little perspective. I played a nice long SP game over the last couple of days and it reminded me of the SP dynamic.
Okay, not necessarily a bug, but:
The color of the progress bar for TEC frigates being built needs to be changed. THe other 2 are fine, but unless you are at max fleet capacity, you can't really see the yellow on yellow unless you look really close.
I had another one, but i don't remember what it was anymore...also TEC tho...and i think i think of this every time i play. I'll have to write it down next time i guess.
-Exile(\/)
Edit- also, and i know i may sound like an asshole/moron here, but how long could it take to isolate the illum's damage bug? It's really messing with gameplay for me. I am steering clear of advent all around, just because i don't want to exploit, or be exploited by, the bug.
If it's more difficult than i think to fix, someone please correct me, and i appologize. But it's been there for too long i think, and i don't recall seeing a GM/Dev/Support?anyone in authority make a comment on it.
Its easy to find and fix, the devs know about it, my guess is that theyre so busy with getting Diplomacy ready that patching entrenchment for the MP people isnt at the top of their priority list. They'll get to it I'm sure, we'll just have to be patient. In the meantime I'd recommend making some games with "NO ADVENT" in the title and keep it strictly between Vasari and TEC.
But it effects both SP and MP people, and is absolutely ruining gameplay. I understand that they are busy, but you'd think they could put one person on such a massive, and easily fixed problem. It's made Advent unplayable. Unless your opponent uses advent. Though this isn't even a real fix, just a compromise. Nobody in their right mind would play against them in MP right now, and i feel like i'm cheating if i use them in SP.
Again, patience is key. Try playing a No advent game if its ruining the gameplay for you.
Perhaps.. I don't know.. I suppose high level scaling would work as well, though due to a lack of resource input, it might be too good. If we scale them, then idk.. You would just about have to make it special. Early game, capitals are just about right IMO. Late game is when ff starts shredding them. We need a way to keep them alive, but not invincible.
For this reason, I don't want you to be able to scare the daylights out of an enemy by suddenly bringing in a level 10 Kortul that you have been running around colonizing on a large map. One capital ship should not constitute a fleet. A level 10 capital should be very powerful, but it should not be invincible. Probably unupgraded SB is about the cap as far as health and shields go, but even that is not enough. Carrier spam can take down even the heaviest SB's with little effort at all. If you applied the same principle to capitals, then you end up with the same result.
Aim enough guns at something, and it is going to go boom. Or as one of the students in my Spanish III class once said, "If you get enough los boomos, anything will blow up." The point remains. And this point is commons sense, but how do you control it?
Late game (should you go with the idea of scaling), you will have an elect super-capital fleet that will be invincible and be able to stand against Illuminator spams, but any new capitals you attempt to build will get shredded. The "age" gap will be monstrous and should you lose your level 8-10 capitals, nothing you could do could save you.
This is why I suggest researchables. They are static, not dynamic like level scaling. This way, getting a new cap doesn't mean that it will be blasted within 2 seconds of coming in range. It still has a shot and will give you a range of capital ship levels far wider than that which we currently have.
There are already researchables, in the form of health, armor, and shield upgrades. Yes they apply to all ships, but they still apply to Caps, and they still make them harder to kill. The more I think of it, the more I'm liking an increase in max mitigation, maybe to around 75-80%. Perhaps it could increase with level starting at lvl 1 and increasing 1-2% per level. Late game, new caps need levels purchased to survive anyway, and purchasing up to level 4 could put them with a around a 70% max mitigation to begin with. At the very least, higher level caps could take a FF beating for longer, allowing for more time to heal or retreat.
But your 30% boost in armor is negated by the Illum's 30% boost in beam damage.
I heard recently that capitals have mitigation caps that increase with level already, so idk.
30% boost in beam damage vs 30% more shields, 30% more hp and several more points of armor. One can buff survivability much more than one can buff a single ships damage. Plus you're dealing with much larger numbers with Hp/shields, where as a 30% buff to damage only adds a couple points to the base damage, so I'd say it doesn't quite negate the effects of the upgrades.
Ah your right they do increase per level, starting at 62% max and ending at 72% at level 10. I dont think this is enough. Since its already in place, that will make it easier to buff. Perhaps it should start at 65% and top at 80-85% at level 10. Increasing at a rate of 1.5-2% per level instead of just 1%.
Just so yall know once you start hitting the ~90% mark for migitation things become unkillable very quick. We learned this with DS. With the changed Cap stats and the Advent bonuses to migitation you had unkillable Advent Caps. It didnt effect the other races as bad b/c they dont get that bonus migitation...but it doesn matter what ship it is around the 90% can have invincable units. SB is another example...with their high armor and hp regen the little damage that got through the migitation was null.
Dont Captials have their armor stats anyhow? What if you just reduced the damage done to them by more Damage types slighty it would give you the buff you want with making bullet proof caps or other ships.
I knw this isn't the same kind of game, but in Fallot 3/Oblivion, the max out at 85% damage reduction, so why not here too? Seems like a gaming standard to me. and it'd make battles longer.
Idk... Buffing mitigation likely would be a good way to go, but as Carbon said, its best to stay below the 90% mark.
Idk, adding another complicated damage reducer on top of the current 2 sounds like trouble somehow. Its another thing that could end up being bugged or flawed and take a long time to get right.
I think with all the current methods of damage reduction and HP tweaks we can do now, it be alot easier to get what your looking for. Might I suggest you take a look at Distant Stars Caps. They last alot longer and feel more like the Caps everyone is looking for. To be honest though they might be too buffed in our mod right now, but try it out anyhow and see how simply adjusting the HP and such give you Caps that stand a bit more punishment.
Honestly, I've always been in favor of having mitigation be spread across different damage types, but seeing as how that will never happen, I don't think we should have a super-miti either. That would be difficult to balance and would just not end well in general.
Super mitigation would be nice, but I don't think its in the realm of a patch, same with separate tech tree upgrades. We need to figure out a fix to existing features to fix the problem, because the devs are not likely to create new ones. Mitigation would work, but Carbon is right, to high and the things become to tough. Certainly need to keep the max below 90%. Theres that or, increasing hp/shield increases per level or increasing armor increases per level. The problem I see with the latter two is the cap ships being too tough in general, and not specifically to FF (why i think max mitigation is the way to go). Perhaps the max at level 10 should be a base of 80 (advent upgrades could make it 84) so they take only 20% of the damage thrown at them upon FF at their highest level. IF they start out at 62% as they do now, it would put them at around 72-73% at level 6 (which is the current lvl 10 max).
Okay, that sounds good. Advent, being the shield experts, being the ones to reach the 84-85% mark...somewhere in there. And mitigation is certainly the easiest way to go for this fix. It makes sense that cap ships, having the strongest shields anyway, would have stronger shield emmiters capable of withstanding more stress before losing integrity.
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