Lt. Commander
Join Date: Dec 2007
Posts: 120
I've seen a lot of threads lately talking about space combat being too fast, and everyone needing to use 100 weapon power to compete, and the other power systems not being as important.

There's one little change that could be made to address (not necessarily fix, mind you, but at least help) this situation.

Right now, 100 weapon power doubles your energy weapon DPS over the standard baseline of 50 power. Compare that to your other systems... 100 shield power triples your shield regen rate, but such a regen rate does not significantly increase your survivability the way double your damage output increases your odds of survival. 100 engine power and 100 aux power do have noticeable differences on speed and maneuverability, but again, they don't enhance your chances of success to such a degree either.

While I like a lot of the suggested changes, we're all overlooking one easy change to bring weapon power closer to the others.

Make 100 power grant only 50%... or even 30% DPS bonus over 50 power, instead of 100%. Everyone's DPS would be proportionately effected the same, it would slow down the battles a little, and make weapon power less important. Yes, many would still use 100 power, but you wouldn't be as gimped if you didn't. At a 50% DPS boost, that would also mean you'd only lose 25% from the baseline to go down to 25 power, doing half the damage of 100 power. Whereas currently, you do a quarter the damage of 100 power.

I think right now that's one of our biggest problems with power system balance is that weapon power means so much more to your success than any of the other three.

Thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-27-2010, 08:26 AM
This would neuter Cruisers.

Escorts have seven Tac BOff powers to boost their damage output. Science Vessels can do great things for their team running full Aux, even if they never fire a shot. Cruiser damage is based almost entirely on energy weapon damage from running at near-max (125) or higher weapon power from the extra ENG consoles, EPS Power Transfer, and other abilities available.

This would turn Cruisers from formidable threats to any ship into lumbering, sturdy, totally impotent ships that you just ignore until everything else is dead.

No.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-27-2010, 08:38 AM
Quote:
Originally Posted by wildfyre010 View Post
This would neuter Cruisers.

Escorts have seven Tac BOff powers to boost their damage output. Science Vessels can do great things for their team running full Aux, even if they never fire a shot. Cruiser damage is based almost entirely on energy weapon damage from running at near-max (125) or higher weapon power from the extra ENG consoles, EPS Power Transfer, and other abilities available.

This would turn Cruisers from formidable threats to any ship into lumbering, sturdy, totally impotent ships that you just ignore until everything else is dead.

No.
And isn't it a bit screwy that cruisers, which are supposed to be the kings of balanced and sustainable power output, need to stack weapons power bonuses nigh unto the heavens or be ineffective in this system? The way the weapons power stat applies to combat effectiveness is way out of whack to the others.

Escorts can still sit pretty at high base weapons power output with withering cannon firepower going (I have an RA5 tac/escort captain so I'm not talking from a 'grass is greener' perspective here), wheras a cruiser needs to focus to absurdity to just keep decent output going with beams.

Putting diminishing returns on high weapons power would also hurt the Escorts and cruisers would have a little easier time keeping up by being able to devote a small amount of their capabilities to staying in a decent-return zone. If this were combined with a mechanic that scales weapon energy drain to weapon power level (in the same way as damage), flexibility would be increased immensely. As it stands, if you're not running weapons at 100 or more you may as well not be firing at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-27-2010, 09:28 AM
Quote:
Originally Posted by wildfyre010 View Post
This would neuter Cruisers.

Escorts have seven Tac BOff powers to boost their damage output. Science Vessels can do great things for their team running full Aux, even if they never fire a shot. Cruiser damage is based almost entirely on energy weapon damage from running at near-max (125) or higher weapon power from the extra ENG consoles, EPS Power Transfer, and other abilities available.

This would turn Cruisers from formidable threats to any ship into lumbering, sturdy, totally impotent ships that you just ignore until everything else is dead.

No.
But everyone would be proportionately affected, as all energy damage types would be confined to a narrower DPS range. The only thing that would not be reduced would be torpedoes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-27-2010, 09:58 AM
Quote:
Originally Posted by NecroBones View Post
But everyone would be proportionately affected, as all energy damage types would be confined to a narrower DPS range. The only thing that would not be reduced would be torpedoes.
The point is that Escorts and Science Vessels have bridge officer abilities to boost their damage, where Cruisers get it almost exclusively from power settings. I know that my Cruiser has so many different abilities boosting power that even with everything balanced I usually have 70 to 100 power in weapons.

I do think that your core concept is correct though -- power to weapons has disproportionate value. I think maybe a better solution would be to increase the value of powering other subsystems.

For shields, the shields total health ought to vary along with regeneration rate. At 50% power your shields have 100% of the listed strength, at 25% they get 75% strength, at 125% they get 150% strength. The numbers should be tweaked depending on how it plays out, but the main point is that both regeneration and capacity ought to scale.

Engines are tricky, since going faster doesn't usually matter. The only thing I can think of to make engine power more valuable would be to have it influence acceleration and deceleration. In canon ships generally run at low engine power in combat, so I don't mind leaving engine power valuable for moving around out of combat but not very important in combat.

Auxiliary is already very important for Science ships, and on my Cruiser I'm careful to leave it at no less than 50% so I can turn occasionally. Really I don't think Aux needs a change, except perhaps to increase it's value on non-Science ships. That would mean improving the midrange performance while leaving 125% and 25% settings alone.






I'm especially bothered by how much more valuable DPS is than defense. In cannon, focussing a ships power into shields is a viable tactic, but it's virtually worthless in game. That's why I think increases in shield power ought to have the biggest change.
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