
Garion Avarr
Amarr Zero Zero Traders YTMND.
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Posted - 2008.07.26 02:24:00 -
[1]
I have to disagree with CCP's first point, "Speed must never reach ludicrous speed, which is defined as speeds where missiles and drones don't intercept the class of ship they were intended for."
Speed for most ships should never reach ludicrous speed, yes, but a few ships specifically designed to use that tactic should be able to reach ludicrous speed (and without being insanely expensive -- it should be the ship that allows use of ludicrous speed, not the ISK) -- primarily interceptors should have 'ludicrous speed' as their main defense, but also a few specific other ships -- the Vagabond and Stabber, possibly some faction ships, too.
Being able to reach ludicrous speed is the whole point of certain ships -- but it shouldn't be something you can make any ship do if you have enough ISK.
Aside from that, the whole warp scrams turning off MWD sounds very cool, will mean people have tough choices to make regarding using a MWD or AB, a disruptor or scram. Might want to ensure that they have different icons in the EW part of the overview, so you can see who's turning off your MWD, and who's merely preventing you from warping.
It does seem like you're overdoing things, though -- though I haven't studied things in-depth, my gut feeling is that there does need to be a little balancing, but that it shouldn't be quite as drastic as what is proposed. Certainly polycarbons need to be brought in line with their module version, that isn't even completely just because of balancing speed, but it should be in line with the relationships other rigs have with module versions. I do hope, however, that you'll reduce the cost to make them to be in line with other rigs!
I don't know about making all MWDs give a 500% bonus to speed, I think the faction/deadspace ones need to be balanced a bit better, but I don't think a flatt 500% is the way to do it. I could be wrong, though, I'll have to look at the changes on SiSi.
I'm not sure about changing modules that affect mass to have them instead affect speed and agility, it doesn't seem quite right, but I suppose it makes balancing things easier. Would this mean that they now improve your speed even when you don't have a MWD or AB active? It seems like they should, if they're going to stack with modules that improve regular speed.
You mention that boosters like X-Instinct aren't used much -- if this is so, I would think that they should be left exactly the way they are, to make their use more attractive, instead of making them far less likely to be used. Changing them really doesn't make much sense.
Overall, it seems like you are going in a good direction, but going a bit too far. I'll withhold judgement until I can try things on SiSi, though.
PS: As an interesting tidbit regarding 'utopia': the word literially means a place that doesn't (or cannot) exist. More had an interesting sense of humor. ________________________________ This is not a signature. |