As I'm sure anyone who reads my stuff will know, I've been vocal about hit point inflation since early 2016.
Hence my puzzlement/indignation that you would propose adding *more* of it.
However, there's still the question of balance within whatever hit point model is applied.
Furthermore there's the question of carrot'n'stick.
What I'm saying is:
(1) Pretty much all hp should be reduced across the board, to return ED to its glory days when a 5 minute duel was an epic and a 3 minute duel the norm, as opposed to an epic being 40+ mins and the norm approaching 20 mins ... with all the excitement and threat and uncertainty and pilot-driven outcomes of the former. I remember when one guy using 4 pips to Eng in one turn could make a difference because when 4 rails hit you they actually did something.
Base hitpoints aren't the problem, though. It's entirely being caused by HRPs and shield boosters (which is only made exponentially worse by Engineer blueprints).
Concerning wings: It should be borne in mind that all three seasons of the PvP League have been fought unengineered (*one x g1 mod in S3) and the consequence of the above is not to make 4v4 too quick by any means, provided everyone knows what they are doing.
(2) However, whether (1) happens or not, base shield hp are currently preposterously inflated compared to hull hp, particularly taking into account the legion counters to hull, which ofc include high yield cannon shell, super penetrator rail, corrosive and missiles to externals. Hence either way a shield/hull rebalance is desirable.
I'd remove SCBs and shield boosters too - perhaps retaining SCBs only, but adjusting how it works significantly to something like what Frenotx has described in multiple threads; less heat, less regen, no ammo restriction (so just 1 per ship, like shield generators/fuel scoops).
(3) Looking at carrot'n'stick and kind of returning to the point of this thread: rather than being forced to give up their shields, Cmdrs should be incentivised to do so. Players are not as risk-averse as we all seem to think. Give a guy a really high alpha build which basically only works with limited defence and many will actually take it. This touches upon the points made earlier about power management and the FdL, or about big ships and lack of DPS. Basically Frontier should be making us want to fly more higher risk builds. At least sometimes.
I don't think it's possible to 'incentivize' players to give up overpowered, poorly balanced tools. It's too late for that, we've gone too far down the rabbit hole.
It just has to be done whilst gritting one's teeth. Assuming one is successful in the task and thereby creates a much better-balanced, and therefore *fun* combat system, anybody who does actually have interest in the game would get over their feeling of loss and embrace the change.
The least Fdev could do, of course, is compensate CMDRs for the credits & materials they've invested into their equipment - that would only be fair. Like they should be doing with the grandfathering mess they're pulling in 3.0.
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I don't think it's necessarly true.
- Issue#1 is internal modules can get sniped while the ship is at 100% HP. stacking hull does not help.
- Issue#2 is external slots get murdered by missiles very easily. And the start to fail early with damage taken.
- Issue#3 bulkheads don't do much for their price.
Here is what could be done easily :
[*]HRP's and bulkheads increase hull hardness rating.
Making them even more of an obvious choice than before? Great, exactly what we need....
[*]HRP's hit points go first when taking damage. Once a HRP hit point pool hit zero, the hardness bonus is gone.
Sounds unintuitive and overly complicated for little benefit, to me.
[*]Bulkheads hardness bonus is always on. Make reactive/Mirror offer strong hardness bonus vs kin/therm respectively.
I don't think hardness and damage type are related.
[*]Buff the big three base hull hardness (not as much as what was tested, but still).
But what for? The power gaps we have now are already far too wide, it doesn't need to be widened further still.
[*]Weapons can only breach the armor if their penetration exceed the armor hardness rating.
Which just invalidates a lot of small/medium weaponry from being effective. Again, why try to *increase* the power gap?
[*]Auto field maintenance unit will start repairing external modules automatically without turning them off. Maybe add repair priorities, like for the power.
This would be really neat, and would at first glance be how one would expect it to work, wouldn't it...? *coughs and looks at Fdev accusingly*
[*]Make external module malfunctions start at 50% instead of 80%.
Totally agreed here. Malfunctions are obnoxious and too strong as it is, and having them occur so soon is far too punishing.
[*]Add multiple soft counters to shield tanking*
Wouldn't be necessary if shield boosters and SCBs didn't exist/weren't nearly so powerful.
[*]Maybe (?) add a "bouncing" mechanic, i.e. if your pen is much lower than the armor, the weapon is ineffective. Eg : small laser vs mirror bulkheads and large amount of HRP's => no effect.
Again with widening the power gap, which is the opposite of what we want. Plus it sounds like World of Tanks, which is full of jankiness and RNG and is absolutely not what I want to see duplicated anywhere else.
Frag cannons vs hull tanks would be very ineffective (bounce off).
And praytell what the point of frag cannons would be, then? To me they seem like an infighter weapon akin to the Mechwarrior LBX cannons.
Missile disabling externals would act as a temporary debuff is you pack AFMU's.
This wouldn't be as necessary if point defence was actually effective....
[*]Make reverb damage boosters first, then generator. Add a long boot time for the boosters.
Just makes it even more obvious to stack boosters.
[*]When taking heat damage, boosters take damage in priority. Firing several SCB's => fry your booster. Unless you have heat sinks (then you don't have as much boosters). Heat weapons => boosters get damaged first.
I don't like this, and I already think it's stupid that taking an SCB effectively *requires* using a heat sink.
[*]Phasing change : can damage shield boosters through shields by targeting them.
Can't phasing target internals anyhow?