Thanks for the feedback so far guys! Keep them coming.
Can you please do me a favor and summarize this topic here from time to time into one post?
What should be done exactly?
What is the part of the limits and what part of our HWS Config?
This would increase lags by XXX. I would rather reduce splash even more for more FPS.
My vision of Empyrion ship PvP is similar to shooters:
You lose or you win. No stalemate etc.
You also don’t have a savegame you can just load if you failed (except from the repair template maybe).
So SV vs SV should be skill based. The better builder AND pilot wins! And a win should be achievable in most cases!
Since we now have basically a separation of SV blocks and HV blocks, this can be balanced completely independent.
Overall this means though: (PvP) SV are declared as fighters. They are only effective against other SVs. Really effective.
Most weak against BAses and CVs. In disadvantage at least against HVs.
HVs are bit effective against SVs, but more effective against BAses and highly effective against other HVs.
BAs are most effective against SVs, then HVs and least CVs.
CVs are most effective against BAses, SVs and HVs. CV versus CV should be again rather skill based in terms of building and piloting.
To achieve this “effectiveness system” (maybe known from elementar games as pokemon “Water is effective against Fire” etc.) we have to change couple of things.
CV mounted weapons for example are allowed on planets again with high burst power against Bases - the “breaker”.
SVs have more variety strength in their guns.
HVs will get properly aligned again against others with their own HV blocks now.
I am just not sure when I want to tackle this because Alpha 9 might implement different ship classes as freighter / fighter / scouter etc. ?
Not sure…
Just to point out my point of view that I don’t like the current gameplay overall, as many don’t. We need “classes” for ships with advantages and disadvantages to make the game more interesting.