Lugh Crow-Slave wrote:well problem is the things he pointed out are areas things are balanced. amarr has more cap their guns need more and its a racial advantage. shields have less base resists and less total hp because shields are a burst tank armor is a buffer tank. shields also have passive recharge to make up for it.
he says he can't get the rokh to have the same level of resists as an abaddon but a rokh can get far better resists with heat and active shield boosters are far stronger than armor reps.
abb has more PG because armor and lazors take more pg than shields and hybrids
yes the game has imbalance but he went to an area where it is not
his system wouldn't work any better than what we have now
1% to capacitor is not = to 1% structure ect
No, you could not do it on a literally 1 for 1 basis. You would have to weigh various traits and assign relative balance.
At the risk of boring you, I will provide an example from generic tabletop RPGs, specifically the Hero System.
In that game, all characters begin with the same starting points, and everything has a certain cost. A damaging power is 5 points per die, while passive defense is 3pts for 2 defense. Making an attack armor piercing increases the cost of the attack by 50%, making a defense hardened against armor piercing increases the cost of that by 25%. There are many advantages and disadvantages that can be applied to alter costs, all of which in theory make each attack unique, but more or less equal in power relative to cost.
There are many other offensive powers that do other things than just basic damage, comparable to Ewar and such. They all have costs weighted against the basic energy blast so that at the end of the day a character purchased for a given point value is more or less equal in power to any other based on the same number of points
It would take work to figure out where those base costs and adjustments need to be, but once that work was done and all your various traits had a baseline for cost then designing ships (and really everything else) would be much simpler to balance and when adjustments got made it would be easier to see how that would propagate through all the various items in game.