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Author Topic: On ruggedness: Reduce effects of D-mods on lower tech ships  (Read 523 times)

Helldiver

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On ruggedness: Reduce effects of D-mods on lower tech ships
« on: September 09, 2021, 10:26:01 AM »

Suggestion: Reduce the negative effects of D-mods on lower tech ships, with midline getting a small decrease and low tech getting a moderate decrease (adding note: a blanket reduction, different from the upcoming hullmod for special ships).

Reason: When you think low tech you think rugged, reliable. Something that's not cutting edge but will keep working when battered, like an AK for rifles. But right now, lower tech ships aren't any more rugged or reliable than higher tech machines, being affected by severe damage as much as them. Making D-mods less damaging the lower the tech level would help solve that both from a gameplay and "feel" perspective, giving lower tech ships the "ol' reliable" identity they dearly miss. And this should be an innate feature - not some "character skill" that you're pidgeonholed into and is detached from the ships.

For numbers (how much reduction per tech level, are the base numbers increased or not so they're not ignorable), that's up to the dev. Pirate fleets may need more D-mods per ship on average to stay "weak" if that's their place in the balance, but that's simple.
« Last Edit: September 09, 2021, 05:40:16 PM by Helldiver »
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Megas

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Re: On ruggedness: Reduce effects of D-mods on lower tech ships
« Reply #1 on: September 09, 2021, 03:33:16 PM »

Read the May 2021 blog A Tale of Two Tech Levels.  There will be a new built-in hullmod called Rugged Construction for some low tech ships, namely the new premium low-tech frigate Vanguard, plus Hound and Cerberus.
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Helldiver

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Re: On ruggedness: Reduce effects of D-mods on lower tech ships
« Reply #2 on: September 09, 2021, 05:37:07 PM »

Read the May 2021 blog A Tale of Two Tech Levels.  There will be a new built-in hullmod called Rugged Construction for some low tech ships, namely the new premium low-tech frigate Vanguard, plus Hound and Cerberus.

That's just one hullmod for some ships. It doesn't fix the issue for all ships and it doesn't tie to tech levels.
My suggestion is a blanket change to D-mod effect values based on tech level, with a small effect for midline and medium effect for lowtech.
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SafariJohn

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Re: On ruggedness: Reduce effects of D-mods on lower tech ships
« Reply #3 on: September 09, 2021, 06:10:28 PM »

I would instead suggest changing the d-mod effects so they affect high tech ships more than low tech ships. For example, a d-mod that gives a flat penalty to shield efficiency would affect high tech much more than low tech (+0.5 for example would nearly halve the shield strength of a 0.6 shield, but only take about 30% off a 1.2 shield).
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