While I haven't tested the new drag effect (boost blocking) yet, I've heard that it's quite overpowered.
Edit: I've heard that FD are temporarily reverting the new drag effect.
But here's some ideas to chew on!
I had some interesting ideas to apply some balance!
New idea, which I think is better;
This idea is rather than boost blocking, cause random control input failure for a second or two.
So you might not boost that instant, or you may not roll, pitch, or yaw as expected, or unexpectedly. Maybe even based on where you're struck. (Basically the shot bungs up a thruster for a bit).
Hitting boost could immediately clear the effect by overheating the thrusters to clear them out, and you will still boost, but not as effectively. So all it does really is waste capacitor, preventing perma-boost which is probably FDs intentions originally.
With a good sized cooldown obviously.
Another idea, is simply make small munitions (multicannons and frags), reduce target actual speed for a few seconds by a small amount, with a small cooldown. (Reduced by 30%, for 2 seconds, with 10 second cooldown.)
Missiles have a much larger, longer lasting effect, but with a much longer cooldown. (Reduced by 50%, for 5 seconds, but with a 30 second cooldown).
I'm full of ideas. Lol
Original thread below:
First is;
Ordinance needs to strike the thrusters to apply the boost blocking effect.
Pinging a frag round of someone's shields shouldn't magically effect their ability to boost. It could still apply the old effect of simulating zero pips to engines when striking shields, or hull. But to get the full effect, you need to hit the thrusters directly (zero pip effect is cancelled upon successful boost blocking).
Second is; Make the effect require a certain amount of damage to kick it.
There's no logical reason why a glancing multicannon round or single packhound hitting someone's flank should prevent boost. So make a minimum amount of hits to trigger it.
Or both. It keeps a very powerful effect, but makes it more difficult to pull off.
CMDRs trying to flee from pirates/murderers would still be able to boost, providing they outfitted to survive a few hits.
Or just increase the cooldown, but that's kinda dull. Lol
Edit: I've heard that FD are temporarily reverting the new drag effect.
But here's some ideas to chew on!
I had some interesting ideas to apply some balance!
New idea, which I think is better;
This idea is rather than boost blocking, cause random control input failure for a second or two.
So you might not boost that instant, or you may not roll, pitch, or yaw as expected, or unexpectedly. Maybe even based on where you're struck. (Basically the shot bungs up a thruster for a bit).
Hitting boost could immediately clear the effect by overheating the thrusters to clear them out, and you will still boost, but not as effectively. So all it does really is waste capacitor, preventing perma-boost which is probably FDs intentions originally.
With a good sized cooldown obviously.
Another idea, is simply make small munitions (multicannons and frags), reduce target actual speed for a few seconds by a small amount, with a small cooldown. (Reduced by 30%, for 2 seconds, with 10 second cooldown.)
Missiles have a much larger, longer lasting effect, but with a much longer cooldown. (Reduced by 50%, for 5 seconds, but with a 30 second cooldown).
I'm full of ideas. Lol
Original thread below:
First is;
Ordinance needs to strike the thrusters to apply the boost blocking effect.
Pinging a frag round of someone's shields shouldn't magically effect their ability to boost. It could still apply the old effect of simulating zero pips to engines when striking shields, or hull. But to get the full effect, you need to hit the thrusters directly (zero pip effect is cancelled upon successful boost blocking).
Second is; Make the effect require a certain amount of damage to kick it.
There's no logical reason why a glancing multicannon round or single packhound hitting someone's flank should prevent boost. So make a minimum amount of hits to trigger it.
Or both. It keeps a very powerful effect, but makes it more difficult to pull off.
CMDRs trying to flee from pirates/murderers would still be able to boost, providing they outfitted to survive a few hits.
Or just increase the cooldown, but that's kinda dull. Lol
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