On the topic of combat balance, here are some suggestions on how we could fix modules.

SORRY ABOUT THE FORMATTING I pasted this straight from my reddit post (on the bottom of this post) with minimal editing :/

So with all the SCB fuss right now, lets all remember that as soon as we fix that, this will be the next issue people come to that will need to be addressed. I really like module targeting and I think it adds a really good dynamic to combat other than just "shoot them until they die", but in its current state, it is a broken pile of **** forged in the depths of the underworld by Hades himself.


So here are some ways that we can fix this while also adding even MORE dynamics to combat as a whole. We'll start out simple and work our way up:


(all numbers are just for example, some should probably be more or less than what I have listed)


* Increase hull and module integrity with armor (overall armor buff)


* Have modules be affected by armor (systems can still be targeted, but the more armor the more module integrity)


* Don't have all modules completely die


* Instead of all modules being able to be completely disabled, have certain modules malfunction more and more the closer they get to 0%, 0% being the maximum. For the power plant for example, this could take away 50% of the players power total power availability. Modules will not start losing functionality until below a set integrity, for power plant in particular it could start as 50% integrity, and for most other modules something similar to where they start malfunctioning currently at around 75%. This means shooting the power plant a couple times will not completely screw up someones power distribution if they are in something with very limited power, e.g. a Viper.


* For other modules, like thrusters, FSD, or weapons, have the same thing where they malfunction more and more until they hit 0% but at that point they can be disabled.


* A better compromise for modules like the ones mentioned in the last point (using thrusters as an example) could be at 0%, they keep malfunctioning instead of being completely disabled, BUT they switch between malfunctioning and being completely disabled. At 0% they would be disabled 75% of the time and the other 25% they are malfunctioning but operational, PLUS lateral thrusters could get disabled completely (or just keep them following the same pattern, just an idea but it might be a little much). This means players can still effectively immobilize ships, but they cannot render them completely useless. If this compromise is the case, you could have FSD when in normal space charge slower, have it randomly stop charging (keep the charge it had but does not gain any), or have a combination of both where it charges slowly and randomly stops every once and a while for a few seconds. For weapons, well, you probably get the idea at this point.


This also increases the combat dynamics when targeting modules because you will not *need* to bring a module all the way to 0% to get a useful effect, and encourages players to target more than just one module and to switch to another module without having to worry about not completely disabling the last, because for one they can no longer completely disable it (meaning one module is not your only priority because before you basically won the fight if you got it to 0%), two, they still benefit from having done the damage they did, and three, they gain a bigger advantage from doing the same to as many different modules as possible.


That is really the core aspects of what I think would help, but here are some more random ideas that could be interesting:


* Have a module that decreases the efficiency of debuffs caused by low/0% module integrity, so for example an A-grade class 5 version of this unit could could be the best one available and make it so that thrusters (for examples sake) malfunction less, or if at 0% it would make them be disabled 50% of the time and malfunctioning 50% of the time instead of disabled 75% and malfunctioning 25%, and MAYBE keep lateral thrusters operational or semi-operational (if what I mentioned earlier about them is a thing). For power plant it could decrease the amount of power loss from low/0% integrity, so maybe instead of 50% power loss only 30%, and so on.


* Have an AFMU-like module that is always enabled (no need to power off modules to repair them) but repairs modules at a much slower and more passive rate, and probably has much less ammo as to not be TOO overpowered. (not sure about this one, just a possibility that popped into my head)


* Have an armor that specializes in protecting modules but is, for example, only as effective as medium-tier hull instead of military.


* Much like hull reinforcement packages have module reinforcement packages.


* Give modules different armor classes on top of their already present size class and grade. (this would add so much more variety to outfitting without having to completely overhaul it, although I still think it needs more than just this imho)


* Have a module like a passive always-active chaff but that is MUCH less effective, mostly only for making it harder to target specific modules with turrets/gimballed, but wouldn't effect how much you hit the ship as a whole nearly as much. If necessary it could also scale with distance so that it doesn't make it too difficult to attack from afar, but still enough so that you can't hit specific modules as easily, but if you get closer it scales up to where it is still difficult to target specific modules.


And that's pretty much my thoughts right now! In my opinion this would really help combat, especially PvP, a lot. Obviously SCBs need to be fixed as well, but while they're at it they should just get it all over with. So what does everyone else think about the matter? Discuss away!


I posted on reddit about this as well if anyone wants to check that out:
http://www.reddit.com/r/EliteDangerous/comments/389011/on_the_topic_of_combat_balance_here_are_some/
 
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