Ok, here i got too…
In general i don’t understand how setting values is not possible yet, i was sure it was… Its a basic for server owner. Anyhow…
Here are different notes and tough i had since 5.0. I hope you gind this usefull. I’ll go on 3 subjects - thrust rebalance, blokcs rebalance and guns rebalance.
1. Thurst:
One of the most important parts in my opinion. I will be proposing both simple things (such a limiting backward speed) and more complicated ones (such as max speed being highly dependant on accelearation, mass and size of the vessel.
SV:
First thing we need to do is limit the speed SVs can go backward, by around 40 to 50%. It will limit the problems with dogfights going one sided as soon someone starts backing while firing at a chasing enemy who will never reach him.
Then we can start going to fine tuning. Right now combat SVs are going pretty much in only one direction - the bigger the better as long it stays class 1. Smaller vessels have no place to be, having no real edge over heavier vessels, and having the weakness of being softer.
This can be compensated by limiting max speed and acceleration based on a few factors:
- Limiting max speed based on the weight and size of the SV (a heavier ship can’t go as fast as a small, light fighter).
- Limiting max speed based on acceleration (if a ship can’t have enough acceleration for its weight, it can’t reach the max speed “allowed” for his weight).
- RCS are pretty much in a good place.
- Top speed when going backwards no more than 60% of forward max speed, no matter the acceleration of it.
- Make the weight of the ship lower the acceleration exponentially instead of linearly (PvE people won’t be happy).
For that last point we may need a new line of stronger thrusters for biggers SVs to still be reliable, however i’d put a class gate (automtically puts ship on class 2+) or cost gate on those.
CV:
CVs overall speed should be brought down, but i don’t feel like this should be an overall nerf to max speeds, but then, once more, like for the SVs it should be dependant on the size and weight, and backward speed should be limited no matter what.
As with Svs, the first things that should be done are finally fixing the dual vector bug (yes, CVs can still go 115m/s) and limiting the backward max speed to no more than 50% of the forward max speed.
And then the fine tuning should be along those lines. Big CVs should be hulking behemots - impenetrable but slow fdrednaughts, while other might be nimble frigates:
- Highly limiting max speed based on the weight and size of the CV (a heavier ship can’t go as fast as a small, light ship). A 2k blocks CV should retain actual parameter, while a 10k blocks one should be down by 90% acceleration and compared to whats now.
- Limiting max speed based on acceleration (if a ship can’t have enough acceleration for its weight, it can’t reach the max speed “allowed” for his weight).
- Lowering RCS turn ratio exponentially for heavier/bigger vessels.
- Top speed when going backwards no more than 50% of forward max speed, no matter the acceleration of it.
- Make the weight of the ship lower the acceleration exponentially instead of linearly (every additional ton, lower the max speed and acceleration more than the previous).
HV
I feel like HVs are in a pretty good place right now, i’d however like in previous case increase the thrust needed for heavier ships, and decrease the backward thrust.
The jump-boost also needs additional power, i barely notice any effect of it right now.
- Reduce the speed of boost loading
- Increase boost power by 500-1000%
- Make the weight of the vehicle lower the acceleration exponentially instead of linearly (every additional ton, lower the max speed and acceleration more than the previous).
- Top speed when going backwards no more than 70% of forward top speed.
BA
- I wonder what happens if i stick a thruster on a BA…
2. Blocks Rebalance
In general ships should be softer. Right now only combat steel and armored concrete is isued for construction, as their ratio of HP to cost make any alternative absolete.
- Reduce combat steel HP by 20-25% (1600/800 hp - 1500/750 hp)
- Increase comabt steel cost - increase ammount of iron needed and include rare material such as gold, ere, zasc or neodymium (i’d suggest neodymium is a good candidate, given its underused right now. Magnetic material use can be justified as needed for joining armor plates or such).
- Reduce the HP of armored concrete by 15% (to around 2000/1000 HP) and its damage resistance.
- Increasie drasticly armored concrete price - its dirt cheap (literally) now
- Reduce slightly the armored steel price to make it viable again.
- Other rebalances may be needed for standard concrete (hp up by 40% to 1000/500?) and other lower tier building blocks in order to balance them right.
- In general blocks should have lower (or none, simply, they have enough HP) damage resistance, right now blocks other than components only take partial damage (no clue how its calculated but it works - a combat steel block takes 3 shots from the debug assault rifle (10k damage) to be destroyed, while it has 2000 hp).
- Last but not least - hardened steel blocks (HV/SV) should have its HP doubled, in order to keep up with guns damage increasing, and SV mobility being nerfed. If feel it would put them in a good spot, where SV/HV might feel a bit weak with gun boosts
- Start using blocks ammount in the structure class calculation, separetly from the equation. Set so that every class has a limit of block ammount, and if gone over that, the class increases, no matter if it hits this class with the calculation. Example - any structure over 2000 blocks will always be class 2, any structure over 4000 will automatically be at least class 3, etc…
3. Guns rebalance
Most people will agree - latest patch about CVs that lowered guns range was a disaster. I will try to make a proposition for every type of vehicle’s weaponry, in order to get everything back on track.
In general all guns damage and range should go up, while decreasing some guns Rate of Fire in order to limit lag.
All guns should also have massively increased HP to avoid cases like now where a ship loses all guns faster than it dies. Core targetting should also be restored.
I also like the idea below ALOT:
HV:
- Increase all guns range by 20%.
- Replace minigun turret by canon turret equivalent. Damage up by 40%.
- Add more options as to mounted weapons (i’d suggest plasma cannon and maybe pulse laser).
- Mounted minigun ROF down by 50%, damage up by 150%.
- Make drills able to damage? Just a fun addition.
- Reduce plasma ROF by 30%, increase damage by 50%, increase splash damage by 30%.
- Reduce rockets ROF by 20%, increase damage by 40%, increase splash damage by 50%, increase missile speed by 30%.
- Increase projectiles life duration (especially missiles) by 100% when fire by autoturrets (prone to over-range abuse when fired manually).
- Artillery increase damage by 100%, increase splash by 150%, increase projectile speed by 20%.
- Increase all weapons (not counting drills, drill turrets and multiturrets) health by 200%.
- An additional possible option would be reducing the ammount of guns like follow, but increase damage by 50% all over the board: turret types allowed to up to 4 guns → 3 guns; turret types allowed to up to 6 guns → 4 guns.
BA:
- Increase all guns range by 20%
- Increase projectiles life duration (especially missiles) by 200% when fire by autoturrets (prone to over-range abuse when fired manually).
- Replace minigun turret by railgun turrets. Reduce ROF by 90%, increase damage by 600%, increase range just under artillery range.
- Rocket turrets reduce ROF by 40%, increase damage by 200%, increases splash by 80%, incraese projectile speed by 30%.
- Plasma turrets reduce ROF by 10%, increase damage by 180%, Increase splash by 150%.
- Pulse turrets reduce ROF by 30%, increase damage by 210%.
- Flak turrets reduce ROF by 20%, increase damage by 200%, increases splash by 100%, increase projectile speed by 40%, reduce graphical load of the projectile.
- Arti turrets increase damage by 200%, increases splash by 200%, incraese projectile speed by 30%. Reduce artillery turret damage by 90% against other bases.
- Cannon turrets reduce ROF by 40%, increase damage by 230%.
- Increase all weapons (not counting multiturrets) health by 400%
- An additional possible option would be reducing the ammount of guns like follow, but increase damage by 50% all over the board: turret types allowed to up to 4 guns → 3 guns; turret types allowed to up to 6 guns → 4 guns.
CV:
- Increase all guns range by 50%
- Increase projectiles life duration (especially missiles) by 300% when fire by autoturrets (prone to over-range abuse when fired manually).
- Replace minigun turret by railgun turrets. Reduce ROF by 90%, increase damage by 600%, increase range just under artillery range.
- Rocket turrets reduce ROF by 40%, increase damage by 200%, increases splash by 80%, incraese projectile speed by 50%, make rocekt turrets unable to target SVs/reduce targetting range for SVs by 50%.
- Plasma turrets reduce ROF by 10%, increase damage by 180%, Increase splash by 150%.
- Pulse turrets reduce ROF by 30%, increase damage by 210%.
- Flak turrets reduce ROF by 20%, increase damage by 200%, increases splash by 100%, increase projectile speed by 60%, reduce graphical load of the projectile.
- Arti turrets increase damage by 300%, increases splash by 400%, incraese projectile speed by 30%.
- Cannon turrets reduce ROF by 40%, increase damage by 230%.
- Mouted rocket launcher increase damage by 100%, increase splash by 100%, increase projectile speed by 50%, increase projectile lifetime by 300% when fired at a target in range.
- Mounted pulse laser increase damage by 100%.
- Increase all weapons (not counting drill turrets and multiturrets) health by 300%
- An additional possible option would be reducing the ammount of guns like follow, but increase damage by 50% all over the board: turret types allowed to up to 4 guns → 3 guns; turret types allowed to up to 6 guns → 4 guns.
SV
- Increase all gun ranges by 30%.
- Monuted rocket launcher increase damage by 50%, increase splash by 60%, increase projectile speed by 30%, increase projectile lifetime by 150% when fired at a target in range.
- Mounted plasma cannon increase damage by 60%, increases splash by 40%.
- Make drills for it that work both on ground and in atmo? Just a little additional tought. Drills could damage in point blank.
- Increase mounted pulse laser damage by 40%.
- Increase mounted railgun damage by 40%.
- Increase mounted unguided rocket damage by 40%, increase splash by 80%.
- Mounted minigun ROF down by 50%, damage up by 150%.
- Increase all mounted guns HP by 300%.
- Increases ammount of guns by 2 for each type (just a tought).
Hope this wall of text helps the discussion.