I suggest a radical change, that would probably need to be beta tested, namely that there are no combat items in internal compartments, with the sole exception of the shield generator.
That means no SCBs, and no Hull Reinforcements.
Obviously, damage would have to be balanced at this point (I'll get to that latter) but ignoring that for the moment, what does this mean? It means that multi-role ships are truly multi-role, you can't just pack them with Hull Reinforcements and SCBs to make them combat ships.
If you want a combat ship, you'll have to get one.
The issue is that, currently large ships are ridiculously expensive, and their survivability against more agile (and often much cheaper insurance bill) foes is based on SCBs, which provide significant shield strength.
So to compensate for this, first, put all ships in the following classes:
Also, increase the current weapon damage penalties like the following: Half damage against hull for each weapon class lower than hull class. That is:
So you effectively double a huge ships hull against large weapons, and quadruple against medium weapons. This is to compensate against losing the SCBs.
As this is a damage penalty, it also applies to reduce module damage.
What does this mean? Well, big ships are protected against small nuisance ships, which makes sense, an Anaconda hull costs 140 million credits, whereas the Sidewinder hull costs only ten thousand credits. The Anaconda is made out of advanced armor which small pulse lasers and multicannons bounce off, whereas the Sidewinder is made largely of scraps of metal and duct-tape.
The FDL really comes into it's own as a combat ship, and so it should, it's not cheap. Whereas currently it has trouble taking a SCB stacked Python, the FDL with it's huge mount will become the big ship killer, although it still has got weaker shields/hull than the cutters/conda/corvette, so they will be able to defend themselves.
Does this reduce ship customisation? Of course, but I feel like currently the level of ship customisation is too high and reducing variety, as the general approach is just to fill up on shield cells, and try to increase alpha damage to match that, no matter the ship. Without being able to put combat items in internals, you'll be limited to customising weapons and utilities, which are much more limited and will lead to some interesting design tradeoffs, as well as more diversity between ships.
I'd really like to see a test server set up with this approach, perhaps after Horizons goes live, but before the crafting expansion. I think with some balancing it would work quite well. The number of changes that have happened to SCBs and now Hull Reinforcements suggests to me that maybe they're not the right approach, and there's other ways to make combat interesting and balanced.
Any comments appreciated.
That means no SCBs, and no Hull Reinforcements.
Obviously, damage would have to be balanced at this point (I'll get to that latter) but ignoring that for the moment, what does this mean? It means that multi-role ships are truly multi-role, you can't just pack them with Hull Reinforcements and SCBs to make them combat ships.
If you want a combat ship, you'll have to get one.
The issue is that, currently large ships are ridiculously expensive, and their survivability against more agile (and often much cheaper insurance bill) foes is based on SCBs, which provide significant shield strength.
So to compensate for this, first, put all ships in the following classes:
- Small: Sidewinder, Eagle, Hauler, Adder, Imperial Eagle, Viper, Cobra Mk III, Viper Mk IV, Diamondback Scout
- Medium: Cobra Mk IV, Type-6 Transporter, Diamondback Explorer, Imperial Courier, Keelback, Asp Scout, Vulture, Asp Explorer
- Large: Federal Dropship, Type-7 Transporter, Federal Assault Ship, Imperial Clipper, Federal Gunship, Orca, Fer-de-Lance, Python, Type-9 Heavy
- Huge: Anaconda, Federal Corvette, Imperial Cutter
Also, increase the current weapon damage penalties like the following: Half damage against hull for each weapon class lower than hull class. That is:
- Large Weapon vs Huge Hull = 50% damage
- Medium Weapon vs Huge Hull = 25% damage
- Small Weapon vs Huge Hull = 12.5% damage
- Medium Weapon vs Large Hull = 50% damage
- Small Weapon vs Large Hull = 25% damage
- Small Weapon vs Medium Hull = 50% damage
So you effectively double a huge ships hull against large weapons, and quadruple against medium weapons. This is to compensate against losing the SCBs.
As this is a damage penalty, it also applies to reduce module damage.
What does this mean? Well, big ships are protected against small nuisance ships, which makes sense, an Anaconda hull costs 140 million credits, whereas the Sidewinder hull costs only ten thousand credits. The Anaconda is made out of advanced armor which small pulse lasers and multicannons bounce off, whereas the Sidewinder is made largely of scraps of metal and duct-tape.
The FDL really comes into it's own as a combat ship, and so it should, it's not cheap. Whereas currently it has trouble taking a SCB stacked Python, the FDL with it's huge mount will become the big ship killer, although it still has got weaker shields/hull than the cutters/conda/corvette, so they will be able to defend themselves.
Does this reduce ship customisation? Of course, but I feel like currently the level of ship customisation is too high and reducing variety, as the general approach is just to fill up on shield cells, and try to increase alpha damage to match that, no matter the ship. Without being able to put combat items in internals, you'll be limited to customising weapons and utilities, which are much more limited and will lead to some interesting design tradeoffs, as well as more diversity between ships.
I'd really like to see a test server set up with this approach, perhaps after Horizons goes live, but before the crafting expansion. I think with some balancing it would work quite well. The number of changes that have happened to SCBs and now Hull Reinforcements suggests to me that maybe they're not the right approach, and there's other ways to make combat interesting and balanced.
Any comments appreciated.