Boost Needs a Nerf

I think it's ok as is. If you want to perma boost while attacking/defending you have to juggle pips carefully around your distributor i.e. some skill is needed. It's not a free meal ticket unless you go shieldless.

I agree with this as well, but at the top they are all great pip fiddlers, it's not a skill separator, it's a basic requirement. Something does need to be done to cater to the best, while I don't consider myself among their ranks, I know how important a game's 'top players' are to it's long term success. If a game has a low skill cap, it's doomed in the longevity stakes. Some middle ground needs to be found, imo.
 
I agree with this as well, but at the top they are all great pip fiddlers, it's not a skill separator, it's a basic requirement. Something does need to be done to cater to the best, while I don't consider myself among their ranks, I know how important a game's 'top players' are to it's long term success. If a game has a low skill cap, it's doomed in the longevity stakes. Some middle ground needs to be found, imo.

Fair enough. Maybe if dirty drives ran hotter (as I suspect was originally intended), the heat penalty would be there for perma-boosters. For me though, it's quite low down on my 'plz nerf' list...a long way below missiles, heat cannons, gimbals...
 
Without boost-turns and boost-FA Off the large massive ships would be like shooting fish in a barrel. Just stay behind them and casually take them out.
 
I'd be happier to see Boost as Press-the-button, release-when-you-can't-take-the-heat-any-more. watch-yourself-go sort of thing.

I really like this idea, would give racing a very interesting dynamic.

Actually the hold-to-boost solution does present a better implementation in a lot of respects to balance. Especially if it generates more heat and drains not only capacitor but also fuel reserves.

Gunning your engine in a car is very similar... you risk blowing the engine with RPM generation. The only real difference here is the physics model between FA off/on and speed maximums being implemented in game. In "real" physics space, you'd generate infinitely more speed with applied thrusters without resistance. (until you counter them)

Action/Reaction.
 
I know people hate nerfs, but boost is absurd, especially after engineering a ship so you can just fly that way all the time. It's made anything other than an FDL and FAS seriously hamstrung in combat. Also, it makes no sense. Why would you be able to turn BETTER? What I suggest is this:

When you hit boost, during the acceleration phase, your ship goes effectively ballistic. You turn rate drops to nearly nothing. Boost is there to give you some distance and that's all it should be able to do.

Yes lets kill this game even more.
 
I wonder whether boost heat cost and power cost are constant, or if they couldn't be made to increase in some relationship to each other. I.e if engine efficiency decreased with ship heat, causing boost power cost to increase as the ship gets hotter.
 
I'm probably not the best person to present solutions to the permaboost problem, while I like the afterburner button idea (hold to boost release to stop), I wonder about revisiting the game design implementation of thrusters or power distribubtors.

Modifying power power management to give it 6 pips per section, and giving commanders an extra pip to allocate to their distributor, and 6 pips engines makes the ship fly like boost. Modifying thrusters into two sections, thruster nozzles and plasma propellant generators offers another option. That option is to give commanders the option to outfit ships with the appropriate size of plasma generator for their propulsion system, then fine tune their ships characteristics by selecting different thruster nozzle sets, one might be the best nozzles for manouvering (yaw / pitch / roll but not strafe or drift), another the best one for speed suited for racing. Yet another different set of nozzles might have less speed (both linear and rotational but also have the least drift and best strafe performances).

There's nothing saying that multiple solutions such as push and hold to boost couldn't be stacked with 6 pip per column distributors and the jigsaw thruster setup and or anything else suggested to rework the flight model / boosting paradigm to find a mutually acceptable solution to stop the farcical debacle that permaboost pvp has become, while not hamstringing large ships.
 
I thought this was a satirical thread till i read the OP. Fast ships are fast unless you dont have horizons, you're not locked from getting the same speed. While we're talking about nerfing ridiculous things, why not nerf lasers they do too much damage to my shields and it's not fair!
 
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