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tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
2
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Posted - 2012.03.13 20:59:00 -
[1] - Quote
Okay,
Now that you somehow managed to land on this topic, let me post first the disclaimer, and a tl;dr:
Disclaimer: All of this is my idea of how the ship rebalance should be done. It may have some flaws but I will amend those flaws once solid points are made. I will disregard any post stating GÇÿbaah this sucksGÇÖ without some valid points being made. You have been warned.
TL;DR: ships in my system are balanced based their respective race, and NOT across the board. Some ships may be discarded some ships added. I began work with the Amarr, and will work on the other races once I have enough time for them (placeholders will be inserted GÇô watch for updates!). The balance here is my idea and how _I_ see the races respective fleet doctrines!
The special matrix used for the balance are the following: 1: Ships are balanced against Tier (I called them Generations because it resonates more with the big picture I have in my mind) 2: against size 3: against heritage (producing factions) 4: against roles 5: against damage dealing package (lasers, missiles, drones)
Note: image is *work in progress*, I will update it as we go!
What should (also) happen: Ships should be rebalanced around a basic fitting principles. What does this mean? Slot layout, CPU and PG values are to be rebalanced around a basic idea of what the ship should do and what role it should fulfill in PvE/PvP situations and not to compare them against ships of other races (like: omg the Minmatar have 5PG more, ZOMG ZOMG!). And based upon this a basic fitting value is given (probably with a margin). This way we should be able to avoid situations where I have to employ PG rigs to squeeze in that last module for the perfect fit. (I mean, take a step back and think: Isn't it kind of stupid to buy an T2 Guardian and then you have to outfit it with Meta2-3-4 modules because the CPU/PG can't handle a T2 fit on a T2 ship? Srsly? Wouldn't it be better to HAVE the bloody PG to have another Large Remote Armor Repairer II, and tinker with the rest of the fit!?). You might argue that this will dumb down the game but I don't think that useless complexity is good for the game (or any game if you think about it). Complexity that is there for the sake of being there (because it was like soGǪ for eons!) is useless and damaging and takes away valuable resources where they are really needed: to *play* and *enjoy* the game!
Ok what do I see here / how should I interpret this jumble?
First: Look at the picture this way: the line between the noobship and the titan is the separator between mayor PvP roles for tech 2 ships. Above the line are ship needed (but NOT exclusively!) for large scale fleet warfare. Ships below the line are for large scale support (lockdown, RR, EW) and clandestine movements and for small scale gang warfare (ie. the whole Black Ops line).
Second: Tech3 is really the odd one out and I had literally no idea (and no place left) where to place it. Same is with battle cruisers. Both destroyers and battlecruisers are a kind of a loose ends IMHO the destroyer line needs 2 more ships (and therefore 2-4 T2 variants too) and the other two BCs need Tech2 counterparts but I find it hard to find additional roles for those hulls as there are now not many roles additional destroyer hulls could fulfill and on the battlecruiser line. The Oracle for example in the Amarr line recently filled the role and the place where I would have placed the HarbingerGÇÖs Tech2 version (being fully damage dealers, much like the Zealot is in respect to the Omen-Maller). But even without adding additional ships the lines below battleships are sorely under-utilized (Sentinel, anyone?) and should be either purged or totally re-designed.
Third: Ships are placed there on the skill requirement for them (for example lvl1 for Augoror, lvl2 for Arbitrator, lvl3 for Omen, lvl4 for Omen Navy Issue, etc) from left to right.
Fourth: Ships GÇôfor now GÇô have an almost arbitrary level of performance and hence performance is as follows: Gen1 ships are the old tried and true warhorses of the navy. They may be old and their performance is modest in comparison to the others but they still pack a punch. Gen2 ships perform better, have better fitting abilities and therefore perform acceptable. Gen3 ships are where the doctrines splits (in all races) to halves: for example in the Amarr line's case it splits to a damage dealing ship and a tanking ship.
Fifth: I added couple of roles here and there where I thought really roles were missing.
Sixth: Faction ships are placed one skill level (and consequently one performance level) above the original hull. This should help with the sales (and the kaboom!) muhaha!
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tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
2
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Posted - 2012.03.13 20:59:00 -
[2] - Quote
AMARR |

tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
2
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Posted - 2012.03.13 20:59:00 -
[3] - Quote
CALDARI |

tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
2
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Posted - 2012.03.13 20:59:00 -
[4] - Quote
GALLENTE |

tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
2
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Posted - 2012.03.13 21:00:00 -
[5] - Quote
MINMATAR |

tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
2
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Posted - 2012.03.13 21:17:00 -
[6] - Quote
What got lost from the Amarr line: Transport ships: Consequently the Prorator will lose the ability to field Covert Ops Cloack but will gain the +2 warp strength.
WaitGǪ a second dread? Uhmm yeah, it SHOULD be there as the carriers get a super-duper SUPER tag in front of their names, something similar should happen on the other end: A SUPERdreadnaught tailor fit for SUPERcapital bashing, and generally tearing stationary structures apart faster. (ps. it might be used for a FLAGSHIP role too!)
Placeholder for further |

Leto Aramaus
Grimm Hounds
11
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Posted - 2012.03.13 22:13:00 -
[7] - Quote
Man I read your entire post and I honestly couldn't make heads or tails of it.
Were you explaining the way things currently are?
Or were you explaining how you would like to them to be?
I absolutely believe ships need rebalanced but... WHAT the hell are you talking about? |

Valea Silpha
Noir. Noir. Mercenary Group
43
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Posted - 2012.03.13 22:21:00 -
[8] - Quote
I can understand where you are coming from on all this, I really. I can even appreciate having some fairly similar ships in the same tech tree because of fleet doctrine. Amarr is the most obvious place for this, since they have the most blunt object doctrine.
I'd be more interested in what (if any) stats changed you have in mind rather than the more general tech-tree alterations tbh, but I'll be seeing how this works out. |

tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
2
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Posted - 2012.03.14 07:06:00 -
[9] - Quote
Leto Aramaus wrote:Man I read your entire post and I honestly couldn't make heads or tails of it.
Were you explaining the way things currently are?
Or were you explaining how you would like to them to be?
I absolutely believe ships need rebalanced but... WHAT the hell are you talking about? Sorry mate! give me a day, and I will re-write it to make things clearer. But yeah I wanted to show how I think things should be done... |

tasman devil
Pangalactic Punks n' Playboys HUN Reloaded
2
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Posted - 2012.03.14 07:07:00 -
[10] - Quote
Valea Silpha wrote:I can understand where you are coming from on all this, I really. I can even appreciate having some fairly similar ships in the same tech tree because of fleet doctrine. Amarr is the most obvious place for this, since they have the most blunt object doctrine.
I'd be more interested in what (if any) stats changed you have in mind rather than the more general tech-tree alterations tbh, but I'll be seeing how this works out. roger that!
I'll add those in about 10 hours, because right now I'm late for work (damn!) |
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