Commander
Join Date: Jan 2013
Posts: 336
# 1 Ship inertia
03-05-2013, 01:28 PM
Make inertia figure more strongly into gameplay

That is the main concept of this suggestion.

Simply put, inertia is just something that doesn't really have an impact in the game, other than contributing to the manoeuvrability of some vessels. I want to make it so that inertia value has more of an impact on overall gameplay mechanics for both purposes of realism, as well as help level off the inherent advantages of higher inertia by presenting some degree of disadvantage, and vice versa.

Link the Inertial Dampeners skill together with inertial ratings

Establish an inverse relationship with Inertial Dampeners skill and starship inertia wherein the lower the inertia, the more effective benefit derived from the Inertial Dampeners skill. The way it is right now, it seems that cruisers always receive less benefit from this skill than escorts, primarily because of their slower turn and movement rates.

Effectiveness of some abilities varied by level of inertia

Make inertia values figure more strongly into the effectiveness of abilities like tractor beam holds and repulsors, gravity well, and photonic shockwave. Vessels with higher inertia values have their movement affected to a higher degree by such abilities, while vessels with lower inertia values are less subject to them. At present, it seems like cruisers (which always have lower inertia ratings) are far more affected by tractor beams and the like than escorts.
Empire Veteran
Join Date: Jul 2012
Posts: 5,544
# 2
03-05-2013, 02:50 PM
Well part of it doesn't really lie with the ID skill, though that is part of it. Honestly it's mostly that most escorts are gonna run Attack Pattern Omega, which makes them immune to a lot of nasty things, including tractor beams.

There is the rough equal to Attack Pattern Omega in the engineering skill of Aux to ID, which is really nice because of all the buffs it gives, but it generally isn't slotted as often due to the fact that you could still slot an RSP, or an aux to SIF or Aux to batteries. Plus of course Aux to ID shares cooldown with the other two aux powers.

Don't misunderstand, it's a good ability, but generally looked over due to other powers. It also gives immunity to disables and repels if memory serves.

Captain
Join Date: Jul 2012
Posts: 1,273
# 3
03-05-2013, 03:08 PM
This sounds like another 'suggestion' thread to add ways to boost the turnrates of cruisers. . .which isn't needed. There's plenty of ways to turn your space whale.

The Inertia rating has more of an effect on maneuverability than you think. A 10 point difference in the rating can mean quite a bit. . .it doesn't matter what ship you're using.
Captain
Join Date: Sep 2012
Posts: 3,641
# 4
03-05-2013, 03:18 PM
zero class related inertia.
give all ships ingame an inertia value based on their size.
remove the class based speed & turn modifiers, base that on ship weight, engine & rcs spec.

Quote:
Originally Posted by mimey2 View Post
There is the rough equal to Attack Pattern Omega in the engineering skill of Aux to ID, which is really nice because of all the buffs it gives,
AtID isnt even close to apO.
its tractor resist is sketchy at the best of times where as apO = instafree
its movement buff isnt near that of apO and the damage resist only works for kinetic.

which makes it useless against players due to moar dakka cannon spam boats being the prevalent choice,
and useless in PvE since the npc's either arent going to kill you even if you just park & go walk the dog or they kill you with some 100kdps ability that you need a heal to recover from if you arent just sunk there and then.
Commander
Join Date: Jun 2012
Posts: 289
# 5
03-05-2013, 03:35 PM
Quote:
Originally Posted by travelingmaster View Post
The Inertia rating has more of an effect on maneuverability than you think. A 10 point difference in the rating can mean quite a bit. . .it doesn't matter what ship you're using.
QFT.

I switched from my D'Kora to my Chel Grett for this reason. (And the Boff layout, but this is besides the point.) Even though the D'Kora had a better turn rate while in Battle Mode, it's inertia was inferior to the Chel Grett, causing reaction time vs. turn rate to make the turn rate moot. This was even using ID on the D'Kora, and not using it on the Chel Grett.

A simple example of how to view it, is to load up your Odyssey with RCS consoles, go full impulse, cut it to 50%, and make a hard left or hard right. You'll end up doing a powerslide, because even though you're turning, you're simply spinning on the ship's axis while still carrying forward inertia, rather than going in the actual direction you're turning.

If this was taken a step further, it could be really useful so that one could actually spin the ship on its axis and travel forward, while facing backward. That much needs to be addressed as far as inertia rate, and RCS, IMO.
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Captain
Join Date: Jun 2012
Posts: 1,916
# 6
03-05-2013, 03:38 PM
Quote:
Originally Posted by eraserfish View Post
Make inertia figure more strongly into gameplaySimply put, inertia is just something that doesn't really have an impact in the game, other than contributing to the manoeuvrability of some vessels.
The inertial value has a significant impact on all ships, the stated value is essentially inversely proportional of the ships mass, the larger the ship the lower the number, the lower the number the less maneuverable.
Inertial damping as a skill and console is somewhat mislabeled as it has no bearing on a ships innate inertia but only on it's resistance to outside forces that affect it's inertia, but there are other skills that can be of benefit to a ships maneuverability to overcome some of it's liability to it's inertial value.
That said, every ship class has advantages and disadvantages, we don't need cruisers that can turn like escorts or escorts that can take the damage of a cruiser. If you must have a high turn rate then you shouldn't be flying a cruiser.
Commander
Join Date: Jan 2013
Posts: 336
# 7
03-05-2013, 06:05 PM
Lots of comments here on the same subject, so I'll just address this response to all posters in general.

I know that inertia can significantly affect the overall manoeuvrability of your vessel, but I feel that this property is just simply too one-dimensional. It doesn't really accomplish much that turn rates already accomplish, especially since ships can no longer slide as much. My opinion is that this property should work in more than one way by introducing a sort of dichotomy: lower inertial value would also mean that a ship is less susceptible to movement debuffs/disables, while a higher inertial value would also mean that a ship is more susceptible to movement debuffs/disables.

And as for Attack Pattern Omega, the ability to be completely immune to all movement debuffs/disables is kind of stupid and another thing that I would like to see changed. However, my suggestion is based on my observation that abilities such as Tractor Beam and Gravity Well are pretty ineffective against escorts with some modicum of resistance, while cruisers and heavier vessels come to a dead stop regardless of whatever resistance they have on. It just seems to me as if any vessel with a lower movement speed will naturally suffer more than a vessel with a higher movement speed, which I believe should not be the case.
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