
Contusia
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Posted - 2007.10.16 11:42:00 -
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Originally by: Goumindong Before I start, i would like to list a few Axioms that I am operating under. If you do not feel that these axioms are at least close to the truth, then we will have differences of opinion that are unable to be worked through. These are - The maximum speed of ships is relativly balanced when dealing with ships fitting a single bonus type and no, or few unstacking bonuses
- The maximum speed of ships is not balanced when dealing with ships fitting multipule bonus types and no, to large numbers of unstacking bonuses
- Stasis Webifiers represent, even to the fastest ships, an "on/off" switch for a speed tank.
These factors combine to make some ships more or less invincible, and the rest of the ships dependant on their total number of hit points to keep them alive. I am of the inclination that this situation is not in the best interests of the game, and believe, with some simple, yet widespread changes, that we can change all of this for the better.
The first part of the problem revolves around webs. Even a single web will take a 10km/s target down to 1kms[providing the web is applied long enough], and with a microwarpdrive running, 1km/s is within the full damage potential of most cruiser weapons, even for ships with low signatures such as interceptors. As such, ships that speed tank typically base their speed on how fast they have to go to avoid being webbed instead of how fast they need to go to avoid enough damage to keep them alive[either to tank with a repair unit, passivly, or long enough to do the job and bug out]
The second part of the problem revolves around the number and stacking of speed modules. If webs werent so strong, large numbers of speed modules wouldnt be necessary to avoid enough damage to do the jobs required, and so the strong unpenalized bonuses could be brought into line.
The New Webs
The first thing we need to do to webs is stop making webs a one size fits all module. Webs need to work at different lengths and different strengths. This nullifies the singular question of fitting for frigates. Which is "do i want to get close?" At the moment this is always no, because every ship has an 85-90% web and once you close you stop miles from your optimal and then get destroyed by battleship or cruiser sized guns. With longer range webs that web less, it becomes important to get close again, and to be able to make the determination about when that is or isnt a good idea.
So, without futher adeiu:
Frigate Sized Webs: Strength: 75% tech 1, 80% tech 2 Fitting: Same as current Range: 10km Thread Resolution: 80m
Cruiser Sized Webs: Strength: 50% tech 1, 60% tech 2 fitting: Same CPU, 50 PG Range: 20km Thread Resolution: 240m
Battleship Sized Web: Strength: 25% tech 1, 40% tech 2 Fitting: Same CPU, 500 pg Range: 40km Thread Resolution: 800m
"Why the variation between the tech 1 and tech 2 webs in each size?", you say. Well, the difference between the tech 1 and tech 2 variations is now 20% final velocity accross the board. Previously the difference was 60%. Someone who was webbed with a tech 1 web was 2.5 times faster than somone who got webbed with a tech 2 web. Imagine this discrepency between tech 1 and tech 2 guns or propulsion mods?.
Signed!
Although some effects should be limited. It is too easy to st ack speed and slowdown effects. It would be balance for 1 weber and 1 speed bouns active, but it would still be unbalanced if several boni/mali affect the target.
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