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Starsector 0.98a is out! (03/27/25)

Author Topic: What if Reaper dealt 8k HE damage but cost 4 OP (50% current ammo in med/large)  (Read 59 times)

Killer of Fate

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Atropos in the past dealt 2k damage per projectile, it cost 6 op per 2
And I was thinking...

That does make sense that a High Tech missile does this much damage. Because a Hammer torpedo does 1500. So why would Atropos... A non-jury rigged state of the art projectile do only 1k?

It'd be like Paragon had a 0.9 shield
Might be a bit of an extreme comparison, so ignore it

Now, I know. Atropos has a guidance system. And the game does state that the projectile has a slightly smaller payload to make room for it. But still...
It's a *** nuclear bomb.
Same with Reaper.
These things should be able to blow up the entirety of New York and turn the surrounding area in like a 10 mile radius into a freaking Van Gogh painting

But that would obviously not be very balanced, wouldn't it?

What if... We doubled the OP and brought back that strange old Atropos.
And doubled the OP cost of Reaper. Halved the ammo capacity of all launchers. Maybe even bring back old Cyclone, in that it had 20 in the past. And now it would have 10. And then allowed it to do 8k damage.

Then we would like increase the explosion range. And make it so our ships would constantly blow up their allies on accident.

I mean, hell... Imagine the Cobra with such firepower.
The Dagger used to be 20 OP if I'm reading the wiki lines correctly. And the Trident was 28 OP. So I assume we would have to maybe do some readjustments to make these fighters balanced.

Decrease the Perdition's OP cost too.

A lot of stuff.
So this is why I'm not really posting this under suggestions.
I just wanted to ask about... How would you imagine the game to be if such a change were be made?
What would Gremlin be like for eg.
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ThirdBrother

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On the defensive side, I imagine that PD would be even more important than it is now, especially for Low-Tech ships.  A maxed-out Onslaught can take a Reaper, it just may lose all its armor and take a bit of hull damage, not enough to stop it.  With 8k damage and a bigger radius, I can see a single Reaper being extremely crippling.  On the other hand, I think it doesn't do much against High-Tech ships unless their shields are down.  Easier to get the overload on their shields though.  I think it would probably drive the Reaper into more of a "player" weapon: with double the OP cost and half the ammo (except for the small, I reckon), it's double the investment for an AI that might fire at the wrong time.  With shield manipulation, I think it would make the Doom an even more powerful cruiser/capital killer. 
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happycrow

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I have a hard time figuring out how non-player-driven ships use these weapons appropriately at the fleet level and what gives them a use-case better than a Harpoon. On paper the use case should be very clear -- in practice the Harpoon seems wholly superior.

Without a good sense of "what makes a torpedo a torpedo," particularly with the Atropos being guided, I'm fuzzy on where the better balance/variety might be.
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