
Domalais
Equilibrium LLC United Confederation of Corporations
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Posted - 2007.02.23 11:58:00 -
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Edited by: Domalais on 23/02/2007 12:29:45 Disclaimer: This is not a thread to whinge about nanoships, inertia stabs, etc. This is merely a few ideas I had regarding balance of MWDs suggested by Tuxford. Please do not ruin my thread with whining.
MWD balance:
I think an important factor is being overlooked: mass. Some have mentioned having velocity be a factor in the use of MWD, such that it becomes harder/impossible to go over certain speeds. I think the better solution is for MWD cap usage to be a function of both mass and velocity.
(Cap need = (mass / some constant) * velocity + some constant)
Cycle time would need to be faster (5 seconds or so), and with each cycle your MWD would automatically adjust the cap needed for the next cycle. This would mean a couple things:
- Your first cycle of the MWD would take the least amount of cap, likely less than what it needs now. As you go faster and faster with each cycle, more cap is needed, until at max speed you take max cap. This works and may even benefit close range ships (Gallente) who rely upon the MWD to close range but aren't using the MWD to maintain high speed.
- Ships which naturally have a low mass would have a built-in cap advantage to using MWDs. This eliminates any possible "Minmatar nerf", and depending on balance could become a buff for Minmatar. Also naturally takes care of low cap for interceptors, vagabonds, stabbers, etc.
- On the flip side of the above, ships that aren't designed to be fast and agile due to their mass will naturally discourage MWD use. You can still use it, of course, but you'll pay more cap for it than another ship in your class will less mass.
- Tacklers aren't hit that bad, because while you're orbiting you aren't at/near max speed. Your cap would only be hit hardest in a flat out run. Should be balanced so that cap is easily sustainable for an appropriate tackling frig/cruiser.
- Side benefit - Everyone has had a period of time when they're awaiting the arrival of a target and they're all queued up and ready to go. Holding still w/ your velocity at 0, your MWD would take virtually no cap.
Pros
- Conceivably balances speed by only affecting one module
- Works across all sizes of ships and MWD without ruining any end of the spectrum.
- Doesn't prevent blasterthrons, autotempests, deimoses, etc. from doing what they need to do. Might be used to help them, in fact, if the start cycle MWD cost is lower.
- Doesn't require ship bonuses to be shuffled - speed ships already have low mass.
- Gives ships that are supposed to be fast advantages over those that are not - Minmatar buff?
Cons
- More server traffic? (asking for velocities/cap amounts)
- Amarr/Caldari nerf?
Weird stuff
- Inertia stabs would reduce cap use for MWDs - Seems OK with the right tweaks.
- Plates would increase cap use - Makes sense to me, but will hurt some setups.
- Mass penalties/bonuses on rigs - Needs more research.
- Things like snake implants, etc. would obviously need some tweaking so that they are still useful.
Overall I really do think this would work. I've tried my damnedest to think of a way to exploit it (sit at 0 m/s, go fast, slow back down right away?) but I don't see a way to do it. I also can't think of any conflicts/combos with other mods for strange results. Finally, I think with the right adjustments it wouldn't "nerf" Amarr or Caldari, or buff Gallente or Minmatar. Just encourage use of MWDs on ships designed for the role.
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