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General Discussion / Re: I don't like the idea of build-in hull mods debuffs
« on: January 27, 2023, 03:56:37 PM »
I wrote this elsewhere but it fits better here.
Gamers instinctively know to make the biggest ruckus before something goes through as that's generally the only time they have. In my ~40 years of playing video games I can count on one hand the times a dev changed things "back" because they were wrong and the "gamers" were right (relatively speaking).
I also stand by my marketing comment.
If you are given the choice between adding 50% HP to all the enemies or taking away the equivalent amount of damage from weapons players already use - it's better to increase the HP of enemies even if the end result is the same. The perception will be more agreeable to the human psyche. Humans hate having something "taken away." In my head (and I think the naysayers) - its' like this. "the cheap S-mods get an even better bonus" "The mid S-mods aren't molested" - "The must have S mods (for some ships/builds) are being nerfed/penalized and we have to make trade offs."
Imagine for example we take augmented drive - it needs to be S-modded into a lot of civillian ships for "optimum" builds, Atlas, IIRC cannot fit both AD and Military subsytems. Yes, we could go back to Tug gameplay- but in my playthroughs (with the current build) I still use tugs- even with S-modded Atlases - I'll have 1 or 2 S-modded atlases for general fleet movements -saves a bit of busy work in the mid game - but I'll have a larger fleet of stock atlases when I'm tasking to make big moves - and with those I bring tugs. I also bring tugs for a main battle fleet as S-modding an AD on the biggest combat ships is a bit of a waste of an Smod slot.
well now lets say you added a penalty to Augmented drive to "re balance" its value if S-modded. Lets say if you S-mod it it increases fuel and supply usage by 50% - now it's practically a Dmod - and further wipes out any "gains" it as an Smod might bring as now you might as well bring a Tug. I'm making up the trade off to illustrate a point - not that I believe that would be the trade off or that they would be that harsh.
There is a similar *potential* conflict with combat S-mods - if the "penalties" are too great it will completely top-down cascade ruin some playstyles and builds. I don't know them all - I'm mainly an Onslaught low tech fan - but I'm sure there are some builds somewhere where any given penalty will shift the OP balance to the point that the "build" is unusable. Some builds are only possible because of one or two OP (usually in the frigate/destroyer range)-
Or take the poor shield performance of low-tech as an example - A nerf to Missiles S mod (which low tech is biased towards) may un-seat an entire flowchart of moving OP and mods around to the point that Low tech Cruisers and below become functionally dead weight. - because 20 or so OP are missing -
"I need to use vulcans instead of double light machine guns to free up OP - but the shorter range means reapers reach the shields before the PD can kill them - even though they wouldn't have reached the hull - The shield takes more hits - but Midline and High Tech dont' suffer as much, they both have the speed and/or better shields to be able to back off more easily than low tech. Do I now slot in hardened shields into builds I wouldn't have before to force this to work? No, lets just instead of Smodding missiles, eat the OP difference and go with [whatever] instead - but that leads to... " etc. etc. It's not *just* the actual trade off effect (and I don't even know what they are other than the 50% missile thing) - it's the potential forcing out of builds because of the trade off. There may be some "trade off" effects that actually make some current builds impossible.
I've noticed the most "strict" tweaking happens at the Destroyer level. (you would think frigate but I've found they have more latitude than destroyers in builds, chiefly because of their excess speed and maneuverability relative to most other ships).
I'll flatly be amazed if the changes go through and unintentional nerfs "further down the flowchart" aren't a result.
Gamers instinctively know to make the biggest ruckus before something goes through as that's generally the only time they have. In my ~40 years of playing video games I can count on one hand the times a dev changed things "back" because they were wrong and the "gamers" were right (relatively speaking).
I also stand by my marketing comment.
If you are given the choice between adding 50% HP to all the enemies or taking away the equivalent amount of damage from weapons players already use - it's better to increase the HP of enemies even if the end result is the same. The perception will be more agreeable to the human psyche. Humans hate having something "taken away." In my head (and I think the naysayers) - its' like this. "the cheap S-mods get an even better bonus" "The mid S-mods aren't molested" - "The must have S mods (for some ships/builds) are being nerfed/penalized and we have to make trade offs."
Imagine for example we take augmented drive - it needs to be S-modded into a lot of civillian ships for "optimum" builds, Atlas, IIRC cannot fit both AD and Military subsytems. Yes, we could go back to Tug gameplay- but in my playthroughs (with the current build) I still use tugs- even with S-modded Atlases - I'll have 1 or 2 S-modded atlases for general fleet movements -saves a bit of busy work in the mid game - but I'll have a larger fleet of stock atlases when I'm tasking to make big moves - and with those I bring tugs. I also bring tugs for a main battle fleet as S-modding an AD on the biggest combat ships is a bit of a waste of an Smod slot.
well now lets say you added a penalty to Augmented drive to "re balance" its value if S-modded. Lets say if you S-mod it it increases fuel and supply usage by 50% - now it's practically a Dmod - and further wipes out any "gains" it as an Smod might bring as now you might as well bring a Tug. I'm making up the trade off to illustrate a point - not that I believe that would be the trade off or that they would be that harsh.
There is a similar *potential* conflict with combat S-mods - if the "penalties" are too great it will completely top-down cascade ruin some playstyles and builds. I don't know them all - I'm mainly an Onslaught low tech fan - but I'm sure there are some builds somewhere where any given penalty will shift the OP balance to the point that the "build" is unusable. Some builds are only possible because of one or two OP (usually in the frigate/destroyer range)-
Or take the poor shield performance of low-tech as an example - A nerf to Missiles S mod (which low tech is biased towards) may un-seat an entire flowchart of moving OP and mods around to the point that Low tech Cruisers and below become functionally dead weight. - because 20 or so OP are missing -
"I need to use vulcans instead of double light machine guns to free up OP - but the shorter range means reapers reach the shields before the PD can kill them - even though they wouldn't have reached the hull - The shield takes more hits - but Midline and High Tech dont' suffer as much, they both have the speed and/or better shields to be able to back off more easily than low tech. Do I now slot in hardened shields into builds I wouldn't have before to force this to work? No, lets just instead of Smodding missiles, eat the OP difference and go with [whatever] instead - but that leads to... " etc. etc. It's not *just* the actual trade off effect (and I don't even know what they are other than the 50% missile thing) - it's the potential forcing out of builds because of the trade off. There may be some "trade off" effects that actually make some current builds impossible.
I've noticed the most "strict" tweaking happens at the Destroyer level. (you would think frigate but I've found they have more latitude than destroyers in builds, chiefly because of their excess speed and maneuverability relative to most other ships).
I'll flatly be amazed if the changes go through and unintentional nerfs "further down the flowchart" aren't a result.