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Author Topic: Give Weapons / Hull Mods Mass Effects  (Read 2932 times)

xenoargh

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Give Weapons / Hull Mods Mass Effects
« on: December 17, 2016, 05:36:38 PM »

...just a random thought here, not a fully-developed balance opinion. 

Essentially, make Weapons and Hull Mods slow acceleration and turn-rates a little.

But:

1.  It'd give a good balance reason behind evening the OPs for ships, which the game needs (half the ships are basically just wallpaper because they lack enough OPs to be viable, not because their base stats are so bad).

2.  It'd encourage another form of min-max; keep mass loads light to keep a ship speedy, or accept more mass in return for firepower.

3.  It'd provide another balance stat that might help make the out-of-sequence weapons balance better (in particular, it'd help balance Mass Drivers, Light Needlers, etc.- the weapons with absurd range bands and overall combat power for their slots).

4.  It'd discourage players from simply piling on lots of guns and Hull Mods at the high end, where Skills compound the power.  I think that, no matter how Skills get re-balanced, that they're going to still provide that heroic edge (if they aren't nerfed into useless noise) so it'd be nice to have a factor like Mount Blade's weight system for equipment, where more is better, except when it's a foot-race or you're trying to close on a castle without becoming an arrow-filled pincushion.
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King Alfonzo

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Re: Give Weapons / Hull Mods Mass Effects
« Reply #1 on: December 18, 2016, 02:42:41 PM »

Could be an interesting idea Xeno. Actually...perhaps instead of just hullmods and weapons, why not OPs in general doing the same? That way there's an incentive to keep OPs down and not stick all of them willy nilly into vent and capacity, while also keeping the use of overly powerful weapons restricted, and also preventing hullmod stacking. Additionally, it's not going to matter much for battleships and cruisers, because they're slow anyway.

Gothars

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Re: Give Weapons / Hull Mods Mass Effects
« Reply #2 on: December 18, 2016, 02:56:26 PM »

How is this different from saving weapon OP and spending them on maneuvering thrusters and the like? Just seems a more roundabout way to do the same.
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Sy

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Re: Give Weapons / Hull Mods Mass Effects
« Reply #3 on: December 18, 2016, 03:15:56 PM »

i don't think the game needs to encourage leaving weapon slots empty and spending as many OP as possible on flux stats even more than it does already. i do like that both of these are good choices, but i feel further discouraging players from using lots of weapons and hullmods would be taking balance in the wrong direction, if anything.
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Megas

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Re: Give Weapons / Hull Mods Mass Effects
« Reply #4 on: December 18, 2016, 03:43:25 PM »

This is just punishing those who get more OP and use it!  Filling weapon mounts or otherwise using OP should be encouraged, not punished.

This said, a way to implement the idea is to make maneuverability as accessible and adjustable as capacitors and vents.  Auxiliary Thrusters would be the bulk purchase for maneuverability much like Adjunct Flux Coil is for capacitors and Flux Distributor is for vents.  That way, if you want your ship more maneuverable, just spend OP in maneuverability than in weapons and hullmods.  (Of course, Onslaught with OP to burn will want maneuverability maxed to turn on a dime.)
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Linnis

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Re: Give Weapons / Hull Mods Mass Effects
« Reply #5 on: December 18, 2016, 05:00:09 PM »

Megas is right. There are quite a bit of hullmods that deal with speed and maneuverability allready. Might as well just have a third "engine" in addition to vent and capacitor.
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jamplier

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Re: Give Weapons / Hull Mods Mass Effects
« Reply #6 on: December 19, 2016, 04:33:21 AM »

Might as well just have a third "engine" in addition to vent and capacitor.

That actually sounds kinda spicy.
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