hard problem item edition

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Charon Mass of Goo
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Betelgeuse wrote:so everyone will take a back up weapon just like they already do.
Also remember we can't equip weapons in flight so even if you have an enemy that is immune to every weapon you have equipped you would just skip them. It isn't fun to have every damage type equipped even if we could, it becomes a leveling your weapons problem (always equip the best of a damage type and that is a trivial decision)
But this also depends on how many "Backup" weapons you have, the Wolfen and the Sapphire Yacht both can take a good number of weapons. If some one is dedicated enough (and has enough time to waste) they could come up with three or four high level weapons. As rare as that may be, it would all lead back to just leveling your weapons. I say we put a FINAL Max Weapons limit on ALL player ships.

Edit: a limit of 2 or 3 on weapons :|
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Ttech
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Get the random thing in the iteams talbe to work in Weapons and evices. So you can have random weapons (that you pick) or random weapon levels and effects, and switches.
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Bobby
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Charon Mass of Goo wrote:FINAL Max Weapons limit on ALL player ships.

Edit: a limit of 2 or 3 on weapons
Why? the player ships already have a weapon limit- some players want more than that, and if you only want 2 or 3 weapons don't install more or change your ships to not allow more!

what about player superfrieghters or battle cruiser mods that are big enough to have many more and slow enough to need more?

EDIT: besides, more device slots leaves more room for experimentation with new weapons.
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Ttech
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Bobby wrote:
Charon Mass of Goo wrote:FINAL Max Weapons limit on ALL player ships.

Edit: a limit of 2 or 3 on weapons
Why? the player ships already have a weapon limit- some players want more than that, and if you only want 2 or 3 weapons don't install more or change your ships to not allow more!

what about player superfrieghters or battle cruiser mods that are big enough to have many more and slow enough to need more?

EDIT: besides, more device slots leaves more room for experimentation with new weapons.

Well said.
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F50
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I never use ammo weapons, because ammoless weapons are always better IMO (with the exception of the Akan 600 for CW fleet missions).

The problem is not so much lack of weapons, but lack of useful weapons. Generally, my weapon progression is clear-cut from mid-game when you start to have choice. particle->shuriken/omni particle->dual particle -> dual TeV/Katana -> Ion Blaster -> IM90 -> Lamplighter.

This is why it is a balance issue. These weapons stand a head taller than their peers (if they have peers). Sure, balance may not be everything, but it is the biggest thing here IMO.



weapons that I find useless: Multitarget cannon (uses ammo), Mark I and II howitzer (not good enough at basebusting in comparison to other weapons to be used at the point in game when they could be useful), Thermo Cannon (uses ammo), Slam cannon (not enough range), Hanzo Blaster (to much power consumption). All I can think of right now

Weapons that I will always use if I get them: Lamplighter, IM90, Urak Howitzer (only if I get it early), X-Ray laser, Particle beam, Omni particle, shuriken, dual particle, tritium cannon, Fusionfire, Katana/Dual TeV, Omni TeV, Ion Blaster.

Shields that I always use if I get them: Hull-plate-ionizer (almost kinetic immune) Yori-S100, Yori-S500, Plasma (comes early), Tailkon-200 (?).

Shields that I never use: Nephren B25, Trenton, Tailkon-50 (?), Mammoth line except for biggest one.
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FAD
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Interesting that you choose a Yoroi S100 over a Nephren P25.

Comparison check:
Both shields
Same level >5
Same HP's
Same regen rates

Yoroi S100
Price: $3000
20MW consumption
Balanced resistance/no vulnerabilities

Nephren P25
Price: $6000
30MW consumption
Particle resistant, Ion resistant, the rest is balanced/no vulnerabilities

I'll take the P25 over the S100 anyday. The additional 10MW consumption is nothing when it comes to gaining 2 important resistances which are needed by and directly after St. K's. And credits aren't a problem by then.
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Betelgeuse
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the problem F50 is who do we balance it for? Some people prefer one kind of weapon over a different one. I like the Hanzo Blaster and the slam cannon (even if I like lasers more) and if they where even more powerful they would seem overpowered to me.

As for your progression it seems you really like particle weapons. (I find most to be a waste of money) :D You will also notice that I never said anything about the Ion Blaster and the IM90, I don't care for them
How would you balance it so someone who doesn't really care for them would use them while at the same time encourage you to use something other than those?

You are forgetting personal preference I know some people find ammo weapons much more interesting than non ammo weapons and they are always more powerful.

I agree that some weapons are under/over powered but the question is how do we measure that? Even if we could if you are not measurement it would be the same as it is now (maybe even worse).
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Periculi
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the problem F50 is who do we balance it for?
Why not balance 'it' around models that appeal to you.

Of course, there could be variations- balance for the 30 odd system linear game is much different than a balance that would be developed for a 'epic' size game or a 'mini' version.

There is no single balance that would ever encompass the desires of everyone.

But that shouldn't be a block to developing ideas and testing them.
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Betelgeuse
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I am not saying that there can't be balance improvement but for the issue at hand it is useless (as I stated I don't care about most of your weapon choices and they would have to be improved for me to use them). Having a solution that only works for one or two people isn't a real solution. You can't ask people to balance it themselves ether, they can't make any real suggestions on the game if they do that. Variations wouldn't work well due to other than adding tons of work for each variation people will just pick the variation they like the most even if it isn't balanced for them.
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