We have a few mechanics that seems...broken.
- Interdiction forces a target to stop
- Once stopped they can be hindered by object mass
- They can always high-wake
- Multiple ships mass lock have no effect
There was some ridiculous example of a X4 corvette wing attacking another corvette and they fought for about 10 minutes without breaking the targets shields and then it high waked.
- First issue is of course the surviveability of a corvette against four times the firepower
- Second is the ability to high wake out of danger so, well, easily.
So, a few thoughts
- Have ship mass affect the frameshift drive charge up timer by +25% per ship size +0/+25/+50
- Have mass lock factor be a additive from all ships within range
- This promotes wing gameplay
- This promotes smaller ships being able to engage a larger ships (small pirate gang against T9)
- Allow mass lock factor higher than the target to disable the ability to jump (X4 eagles can then mass lock a T9)
- Mass lock factor below the targets mass lock works as a percentage speed reduction to jump charge (6 mass lock vs 12 mass lock adds 50% more charge up timer).
This would mean that outnumbering or outmassing a ship would stop a ship from jumping while smaller ships can work together against larger targets.
Additional Idea:
- Increase overall range on larger vessels by say, +25% per size class
- Increase the charge up timer for frameshift drive by +25% per size class
Larger ships travel farther, but require more computation time for jumps and supercruise. Smaller ships have usually shorter range but are quicker to jump.
- Interdiction forces a target to stop
- Once stopped they can be hindered by object mass
- They can always high-wake
- Multiple ships mass lock have no effect
There was some ridiculous example of a X4 corvette wing attacking another corvette and they fought for about 10 minutes without breaking the targets shields and then it high waked.
- First issue is of course the surviveability of a corvette against four times the firepower
- Second is the ability to high wake out of danger so, well, easily.
So, a few thoughts
- Have ship mass affect the frameshift drive charge up timer by +25% per ship size +0/+25/+50
- Have mass lock factor be a additive from all ships within range
- This promotes wing gameplay
- This promotes smaller ships being able to engage a larger ships (small pirate gang against T9)
- Allow mass lock factor higher than the target to disable the ability to jump (X4 eagles can then mass lock a T9)
- Mass lock factor below the targets mass lock works as a percentage speed reduction to jump charge (6 mass lock vs 12 mass lock adds 50% more charge up timer).
This would mean that outnumbering or outmassing a ship would stop a ship from jumping while smaller ships can work together against larger targets.
Additional Idea:
- Increase overall range on larger vessels by say, +25% per size class
- Increase the charge up timer for frameshift drive by +25% per size class
Larger ships travel farther, but require more computation time for jumps and supercruise. Smaller ships have usually shorter range but are quicker to jump.