Currently we see many threads and suggestions based around combat and the combat system. The problem that I see is that generally they seek to modify only one area, often things like armoring subsystems or removing/reducing Shield Cell Boosters. Without looking at the whole picture though, it's difficult to make this work. What I suggest is a complete overhaul of multiple areas of the combat and wings system. This can be phased to an extent, but it needs to be done largely as a set of changes in order to prevent additional imbalance. Much of this is a rehash of some of the suggestions I've already expressed, but condensed and modified based on feedback.
The current system of 4 ships per wing is simple and allows for easy hotkeying and UI design. It also means that either the most effective wing is one using only the largest ships that are individually powerful. A better solution is to allow wings of varying sizes based on the ships within them. In order to achieve this, each ship would be assigned a point value based on size and combat effectiveness. These values could be individually assigned or based on the pad size that they use. As an example, the Wing point value would be 26, and a Viper would be worth 4 points, Asp worth 6, and Anaconda worth 12. This would mean that you could have an Anaconda with two Vipers and an Asp as escorts, a large wing of 6 Vipers, or a smaller wing of 2 Anacondas. The maximum wing size would therefore be 6, and minimum 2. If you attempt to change ships into a ship that cannot fit into your current wing size, you would have to drop the wing prior to changing in the shipyard.
By implementing this change, you'll create a bit more dynamics in the choice of what you want in your wing. No more will four Pythons be a standard wing; instead you'll be best served setting up a wing with a mixture of large and small ships. This then leads into the next phase.
- Phase 2:
- Subsystem protection and targeting
Currently, the most effective way to destroy a large ship is to bring down it's shields and target the unprotected power plant. I would suggest that subsystems be broken into two categories; internal and external. Internal modules (power plant, power distributor, life support, for instance) would be protected by armor and any hull reinforcement upgrades that have been fitted. External modules (Weapons, utilities, shield generator, drives) would be partially protected, receiving only half the value of the armor and hull reinforcement upgrades. This should make disabling ships take less time than destroying them, which encourages taking a ship out of the fight until you've dealt with other threats by targeting drives and weapons, and gives the pilot of a large, expensive ship more opportunity to escape or reboot/repair.
[*=1]Shields and Shield Cell Boosters
The previous change would increase the survivability of large ships once shields are down. This change would decrease the longevity of shield systems to allow for a more dynamic combat model. Shield Cell Boosters would be limited to one per ship, while passive regeneration of shields increased based on the power distributor. Currently large shields take so long to regenerate that the supercruise trick is often used, and SCBs are used to have any chance of getting shields back up when low. Though a single SCB would still allow for this, an increase to a percentage system (where the percentage per tick is based on the base value of the shield prior to accounting for Shield Boosters) where someone with an A-rated Distributor would regenerate a shield at a rate of somewhere around 1% a second, which will allow a shields to fully regenerate in approximately a minute and a half if no shield boosters are fitted. This is much different than the current 25 minute rate. If firing at a large ship with two small fixed pulse lasers, the output will be 18 DPS with the regeneration rate being around 10 MJ. This means the small ship would require about 3 minutes of continual firing on a large target with an A-rated Distributor and a 7A Shield Generator to bring the shields down.
These changes result in a situation where large ships have overall the same amount of survivability on average, but reduces the effectiveness of shield cell boosters to prevent the large ship from taking damage at all. It increases the vulnerability of large ships to damage while not increasing (actually, decreasing most likely) their risk of outright destruction provided they retreat from battle before losing drives or FSD, or have enough time to reboot/repair before any escorts they may have are destroyed.