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General Discussion / Re: Nexus 1 Balance issues
« on: September 01, 2011, 05:22:15 »
GAMEPLAY ELEMENTS
1. Device Disabling
On a whole, certain devices are too centralized to make military or engineering sense (prudence requires that you have backups of every critical system that are hard to shut down). It is too easy to cripple a capital ship's engines/weapon power generators/shield generators etc. permanently with enough laser fire/gunboats/etc. Only the Angelwing can regenerate devices that have been completely destroyed.
Possible Solutions (in any combination):
-Certain devices are now indestructible and therefore can only be disabled, not destroyed. This list should include shield generators (since they are the only way many ships can restore at least some of their strength), backup weapon power generators (a component that for some reason cannot be mounted on anything larger than a destroyer in the original game, so it needs to be mountable on more ship classes), flak systems, normal class weapons, etc. This would allow a ship to be hobbled (until repairs are done) but no longer permanently crippled as is the case right now.
-Increasing power allocation to suppport devices will decrease the damage all devices (by a moderate amount at 150%, and a greater amount at 200%) take as long as that power rate is maintained, but this power allocation by itself won't repair damaged devices.
-Assigning a greater repair priority to a device will reduce the damage it takes from anti-device attacks (because the engineers are where they are needed most to deal with problems), as well as the usual repair rate increase.
-A balanced version might cause devices to gradually lose effectiveness as they are damaged (weapons become less accurate, engines become slower, shields take more damage, etc.)--they are considered disabled at 25% health, destroyed at 0% health, and cannot return to operation until they repair themselves to 50% health.
2. Focus Fire
The eventual bane of almost any ship, Focus Fire needs to be toned down a bit. Enemy AI on weaker ships don't handle focus fire very well. Battleships don't have much recourse (given their lack of maneuverability) other than to turn on ECM, Combat Engines, and set shields to 200%. The Combat Engines of Battleships are more for evading anti-device fire rather than anti-shield or anti-hull fire, so enough focus fire will take them out in very short order.
Possible Solutions (in any combination):
-Adjust AI routines on enemy destroyers/frigates to get them to turn on Deflection Engines, ECM, and 200% power on shields or engines to make them less like pushovers (since these measures make them harder to hit and more resilient). This would in turn make device destroying attacks or small craft more valuable in order to weaken them sufficiently for outright destruction, or in the case of small craft attacks, their increase maneuverability would not be very useful against small craft.
-Give battleships a boost to their maximum shield HP levels and support energy ratings to really let them absorb a beating and remain operational.
-Introduce a new gameplay element to let friendly ships transfer support energy/shield HP between each other, via new ship components at an efficiency rate that depends on the quality of the energy/shield HP transfer components.
-Add a new "Defend Ship" command that is applicable only to allied or neutral ships. This command will make a ship that has been issued this command attack the targeted allied ship's attackers, and if it has the shield strength, even block shots fired from enemies at that targeted ally by positioning itself in the path of those shots. Its own flak systems will also prioritize interceptible attacks targeting the ship its defending, rather than itself.
1. Device Disabling
On a whole, certain devices are too centralized to make military or engineering sense (prudence requires that you have backups of every critical system that are hard to shut down). It is too easy to cripple a capital ship's engines/weapon power generators/shield generators etc. permanently with enough laser fire/gunboats/etc. Only the Angelwing can regenerate devices that have been completely destroyed.
Possible Solutions (in any combination):
-Certain devices are now indestructible and therefore can only be disabled, not destroyed. This list should include shield generators (since they are the only way many ships can restore at least some of their strength), backup weapon power generators (a component that for some reason cannot be mounted on anything larger than a destroyer in the original game, so it needs to be mountable on more ship classes), flak systems, normal class weapons, etc. This would allow a ship to be hobbled (until repairs are done) but no longer permanently crippled as is the case right now.
-Increasing power allocation to suppport devices will decrease the damage all devices (by a moderate amount at 150%, and a greater amount at 200%) take as long as that power rate is maintained, but this power allocation by itself won't repair damaged devices.
-Assigning a greater repair priority to a device will reduce the damage it takes from anti-device attacks (because the engineers are where they are needed most to deal with problems), as well as the usual repair rate increase.
-A balanced version might cause devices to gradually lose effectiveness as they are damaged (weapons become less accurate, engines become slower, shields take more damage, etc.)--they are considered disabled at 25% health, destroyed at 0% health, and cannot return to operation until they repair themselves to 50% health.
2. Focus Fire
The eventual bane of almost any ship, Focus Fire needs to be toned down a bit. Enemy AI on weaker ships don't handle focus fire very well. Battleships don't have much recourse (given their lack of maneuverability) other than to turn on ECM, Combat Engines, and set shields to 200%. The Combat Engines of Battleships are more for evading anti-device fire rather than anti-shield or anti-hull fire, so enough focus fire will take them out in very short order.
Possible Solutions (in any combination):
-Adjust AI routines on enemy destroyers/frigates to get them to turn on Deflection Engines, ECM, and 200% power on shields or engines to make them less like pushovers (since these measures make them harder to hit and more resilient). This would in turn make device destroying attacks or small craft more valuable in order to weaken them sufficiently for outright destruction, or in the case of small craft attacks, their increase maneuverability would not be very useful against small craft.
-Give battleships a boost to their maximum shield HP levels and support energy ratings to really let them absorb a beating and remain operational.
-Introduce a new gameplay element to let friendly ships transfer support energy/shield HP between each other, via new ship components at an efficiency rate that depends on the quality of the energy/shield HP transfer components.
-Add a new "Defend Ship" command that is applicable only to allied or neutral ships. This command will make a ship that has been issued this command attack the targeted allied ship's attackers, and if it has the shield strength, even block shots fired from enemies at that targeted ally by positioning itself in the path of those shots. Its own flak systems will also prioritize interceptible attacks targeting the ship its defending, rather than itself.