I've been running this through my head, balance-wise.
Total values for resist and pool:
First off, limit ships to one each of hull and module reinforcement modules. It's more which size you want than just filling every available slot with bulkheads. That makes it WAY more important what you put on it and the armor, rather than having invincible builds with stacked resists and sheer points. You have the armor adding in too, as well.
And in the same vein, shield boosters are limited to 2 per ship as well. So you have to choose between patching resist holes and augmenting sheer points. More hardpoint variety, instead of just overcharging and running shields galore.
This would reduce huge HP values of combat ships. And it makes sense, as well, how many layers can you even slap on things before your ship is a flying brick of solid metal?
TTK:
Invincibility. No less than that. Every time you lose a ring of shield, you become immune to weapon fire for 5 seconds, including a shot that would have taken out the shield entirely- you will never lose more than one ring every 5 seconds.
Same deal with bulkheads. Either at 50%, or every 33% the hull "energizes" or something. *waves hands* This does the same thing- you never lose more than 33% or 50% of your life in 5 seconds. Maybe 50% for 8 seconds for one module, and 33% and 5 seconds for the other?
And also modules. It protects from disastrous module damage by self-sacrificing, and tamps down massive module hits in the same way as bulkheads do hull.
FSD charging is paused while shield/hull is invulnerable. Fair's fair.
This does not protect against ramming damage with non-ships. Probably should protect against ship ramming, though. So, you can still crash with planets and stations.
Projected gameplay effects:
Hopefully? You won't even notice the TTK thing unless your whole combat schtick revolves around one-shotting people. This is intended to give people enjoyable dogfights. It's not fun to get one-shotted, and it's not super fun for attackers either. Unless their gameplay revolves around upsetting others, and in that case, they can __ my __.
And reasonable ship builds wouldn't notice, either. Traders and explorers won't see the slightest change. The only ones who will, are people who DO want ships that are basically flying bricks of reinforced metal.
The problem is that boosting tank to maximum has absolutely zero effect on DPS. In EVE, you can do that as well, but the modules that boost DPS use the same slots. So you have choices: maximum tank with unboosted DPS, maximum DPS with paper tank, or somewhere in the middle. Meaningful choices, instead of just filling optional slots with engineered bulkheads, and every hardpoint with shield boosters, and STILL having the exact same weaponry.
Total values for resist and pool:
First off, limit ships to one each of hull and module reinforcement modules. It's more which size you want than just filling every available slot with bulkheads. That makes it WAY more important what you put on it and the armor, rather than having invincible builds with stacked resists and sheer points. You have the armor adding in too, as well.
And in the same vein, shield boosters are limited to 2 per ship as well. So you have to choose between patching resist holes and augmenting sheer points. More hardpoint variety, instead of just overcharging and running shields galore.
This would reduce huge HP values of combat ships. And it makes sense, as well, how many layers can you even slap on things before your ship is a flying brick of solid metal?
TTK:
Invincibility. No less than that. Every time you lose a ring of shield, you become immune to weapon fire for 5 seconds, including a shot that would have taken out the shield entirely- you will never lose more than one ring every 5 seconds.
Same deal with bulkheads. Either at 50%, or every 33% the hull "energizes" or something. *waves hands* This does the same thing- you never lose more than 33% or 50% of your life in 5 seconds. Maybe 50% for 8 seconds for one module, and 33% and 5 seconds for the other?
And also modules. It protects from disastrous module damage by self-sacrificing, and tamps down massive module hits in the same way as bulkheads do hull.
FSD charging is paused while shield/hull is invulnerable. Fair's fair.
This does not protect against ramming damage with non-ships. Probably should protect against ship ramming, though. So, you can still crash with planets and stations.
Projected gameplay effects:
Hopefully? You won't even notice the TTK thing unless your whole combat schtick revolves around one-shotting people. This is intended to give people enjoyable dogfights. It's not fun to get one-shotted, and it's not super fun for attackers either. Unless their gameplay revolves around upsetting others, and in that case, they can __ my __.
And reasonable ship builds wouldn't notice, either. Traders and explorers won't see the slightest change. The only ones who will, are people who DO want ships that are basically flying bricks of reinforced metal.
The problem is that boosting tank to maximum has absolutely zero effect on DPS. In EVE, you can do that as well, but the modules that boost DPS use the same slots. So you have choices: maximum tank with unboosted DPS, maximum DPS with paper tank, or somewhere in the middle. Meaningful choices, instead of just filling optional slots with engineered bulkheads, and every hardpoint with shield boosters, and STILL having the exact same weaponry.
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