
Gypsio III
Dirty Filthy Perverts
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Posted - 2008.07.29 15:42:00 -
[1]
Some thoughts. I'm glad that speed is being examined, because it's been getting silly and has been killing diversity. However, this fix is too much all at once - it makes it very difficult to obtain balance when so many things are changed. For example, by changing webs and speeds we now have problems with blasterboats' mobility and tracking and missile effectiveness that may require further tweaks.
Fortunately, not every idea needs to be implemented at once. Let us start by looking at the problem, defined somewhat vaguely as "ludicrous speed". I'm going to define this here as speed that not only lets you disengage at will, but also speed that, in combination with a solid enough buffer and the ability to disengage, pretty much makes you immune to incoming fire - a combination that is clearly overpowered.
By this rationale, "ludicrous speed" is a product of four things: Snakes and other speed implants, polycarbons, gang bonuses/mods and MWDs. Rebalancing these items will be relatively easy to do and will not have any unintended consequences elsewhere. This may not fix the overall speed problem, but it will at least reduce it while broader rebalances are considered. In such a patch, simple and unrelated other fixes, such as the AF mass/speed buffs, could also be added.
With speed implants, polycarbons, gang bonuses/mods and MWD rebalanced, possibly largely as is currently on Sisi (although the MWD reactivation delay is silly and unnecessary), it will be then far easier to identify the effects of changing nanofibres and other speed mods and base speeds and masses - let alone the far-ranging effects of rebalancing webs and scramblers.
TLDR summary:
1. Sisi has too many changes. Incremental implementation is far more sensible from a game balance POV. Getting things right slowly is better than getting things wrong quickly.
2. Fix "ludicrous speed" by implementing changes to speed implants, polycarbons, gang bonuses/mods and the variations in MWD speed boost amount with metalevel.
3. Examine the consequences of 2) before deciding whether or how to fix speed further - such as the changes to nanofibres etc., and ship speeds/masses in general.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2008.07.29 15:57:00 -
[2]
Originally by: Haakelen Edited by: Haakelen on 29/07/2008 15:55:29
Originally by: Calculon Implement 7.5km warp scrambler change. Implement re-activation delay on MWD's
Maybe you don't care that this kills blaster boats, but I sure do. This breaks more things than it fixes.
Personally, I love the idea in principle, and it massively helps smaller ships with their limited midslots. But yeah, it screws blasterboats too much atm to be viable... 
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