Im really starting to wonder, is ship damage and module targeting working as you intended?
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1. Modules completely unprotected by armour - making armour modules useless against any competent player targeting modules unless you fight PVE...
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2. Hull upgrades that add armour points that are essentially useless the moment modules are targeted
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3. Reduced damage of a weapon because a ship is larger by 30% per size class to simulate bulk i suppose
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4. Cytoscrambler "balanced" due to the above reasons, since armour is useless the gun is not allowed to shoot straight to avoid it being "unbalanced"
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Let's go through the effects of this (IF i understand the mechanic correctly or have i missed something completely?)
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1- Armour Useless
As long as we can simply target a module and blow up a ship long before their hull breaks any kind of armour is useless unless it protects the WHOLE ship. What person would mount ANY critical module on the outside of a vessel? Most engines/reactors are INSIDE a car/ship/submarine etc and not on the outside.
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2. Hull Modules Useless
While some added buffer HP is added to the ship it also becomes more sluggish and the module offer no protection to the ship the moment a module is pinpointed.
.
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3. The reduced damage of weapons
When used against larger ships this punish users of a smaller vessel with the current shield metagame and the entire design could be removed if the above points were done right. A weapons effectiveness is already measured by it's size and armour penetration, would use further reduction.
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4. Cytoscrambler
Really? 1300 years in the future and we cannot design a short range laser burst that shoots straight? Why was it designed that way? Because shields right now is the ONLY way to tank a ship and the weapon would be "unbalanced" if done right.
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Thoughts on effects if this is changed:
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Battles would take longer as ships with armour and hull modules would add their protection/HP to the module, you would still do damage to them but they would have increased resistance and HP so you could actually TANK with shields down.
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It would also add a secondary way to fight - Armour tanking would be possible where you could SKIP shields entirely and suffer increased mass and reduced mobility.
.
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The reduced weapon damage when used against larger ships could be removed since they would have a lot more armour and would take longer to chew through.
.
.
Cytoscrambler could be useful if it could shoot straight but would be a tactical weapon to bring down shields but it would not be as useful when trying to kill someone due to armour actually having a point in the game.
.
.
Another money sink is also added (which might have to be modified) since armour damage would affect a lot of players and the repair costs.
.
EDIT: Another negative effect of this is that a lot of ships are ignored due to lower shield values compared to other ships regardless of their superior armour value which is ignored.
.
1. Modules completely unprotected by armour - making armour modules useless against any competent player targeting modules unless you fight PVE...
.
2. Hull upgrades that add armour points that are essentially useless the moment modules are targeted
.
3. Reduced damage of a weapon because a ship is larger by 30% per size class to simulate bulk i suppose
.
4. Cytoscrambler "balanced" due to the above reasons, since armour is useless the gun is not allowed to shoot straight to avoid it being "unbalanced"
.
Let's go through the effects of this (IF i understand the mechanic correctly or have i missed something completely?)
.
.
1- Armour Useless
As long as we can simply target a module and blow up a ship long before their hull breaks any kind of armour is useless unless it protects the WHOLE ship. What person would mount ANY critical module on the outside of a vessel? Most engines/reactors are INSIDE a car/ship/submarine etc and not on the outside.
.
.
2. Hull Modules Useless
While some added buffer HP is added to the ship it also becomes more sluggish and the module offer no protection to the ship the moment a module is pinpointed.
.
.
3. The reduced damage of weapons
When used against larger ships this punish users of a smaller vessel with the current shield metagame and the entire design could be removed if the above points were done right. A weapons effectiveness is already measured by it's size and armour penetration, would use further reduction.
.
.
4. Cytoscrambler
Really? 1300 years in the future and we cannot design a short range laser burst that shoots straight? Why was it designed that way? Because shields right now is the ONLY way to tank a ship and the weapon would be "unbalanced" if done right.
.
.
Thoughts on effects if this is changed:
.
.
Battles would take longer as ships with armour and hull modules would add their protection/HP to the module, you would still do damage to them but they would have increased resistance and HP so you could actually TANK with shields down.
.
.
It would also add a secondary way to fight - Armour tanking would be possible where you could SKIP shields entirely and suffer increased mass and reduced mobility.
.
.
The reduced weapon damage when used against larger ships could be removed since they would have a lot more armour and would take longer to chew through.
.
.
Cytoscrambler could be useful if it could shoot straight but would be a tactical weapon to bring down shields but it would not be as useful when trying to kill someone due to armour actually having a point in the game.
.
.
Another money sink is also added (which might have to be modified) since armour damage would affect a lot of players and the repair costs.
.
EDIT: Another negative effect of this is that a lot of ships are ignored due to lower shield values compared to other ships regardless of their superior armour value which is ignored.
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