RC3 Armor Balance

Post ideas & suggestions you have pertaining to the game here.
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Wurmish
Militia Lieutenant
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Ok, this isn't exactly about the new statistics for armor, but it does have to do with appearance...

I was mining and happened to come across 12 (!) units of orthosteel ore in Eridani. Next system I had a Tinker. Hello 50 credit Orthosteel Armor at level 8 in Groombridge.

Next system (lately I've been getting early systems that have an abundance of armor dealers, 2 to 4 until Rigel) I had a dealer sell me 2 light orthosteel sections. Coupled with some good ceralloy, I have a good armor and my monopole deflector means little.

Case in point - I have level 7 and 8 armor before getting near Rigel... Uhm... w00t?
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
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Arisaya
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Location: At the VSS Shipyards in the frontier, designing new ships.

:? orthosteel in eridani...?
Suddenly mining just became essential.

CURSES! :evil:
*wishes to unhear what he heard*
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Atarlost
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This is exactly the sort of thing that would push out other strategies. It may have been okay in 0.99 when shields dominated, but nearly free high level armor is a very big problem with the new balance. Either tinkers must no longer convert ore to armor or mining must be severely nerfed.
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Aeonic
Militia Commander
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Location: Designing his dream ship.

I just encountered that worldship scenario in my current game. I stumbled upon 3 worldship plates a little before Charon, and fortunately I just happened to be flying my custom Stalwart ship which has 3 broad armor segments up front and one narrow segment in back. So I purchased some heavy orthosteel for the back segment and stuck the worldship plates up front, and I've been mostly immune to everything ever since. (Stalwart has a 15 ton armor capacity, just enough to equip worldship plates, it turns out.)

When I finally found a trading station, I ordered four barrels of regenerating nanos and now all my worldship plates and my heavy othosteel are regenerating. I can ignore most enemies since either the worldship plates are immune to their weapons or the orthosteel is simply too high level to care about them. Any enemies that can damage me can't damage me fast enough to beat my regenerating armor.

I'm now encountering the Ares and the Luminous, which are mildly threatening with their powerful ion weapons, although it would take them around 75 shots to actually defeat a segment of my worldship plate. Typically I just take some damage, blast them out of the sky, then let me ship regenerate while I continue exploring. The Ranx can't even touch my ship with their blast weapons, so I don't care much about them. Oddly enough the Dwarg Behemoths are mildly threatening because they use Thermo.

Actually the scariest thing I've encountered while equipped in worldship armor was my customized Foomerian fleets, because it turns out those ion pulse cannons mow through worldship plate like butter. Scary. I'll be posting them in Xelerus once I decide on some decent names for their shields.

So in my opinion, worldship plates should definitely be higher level, even if their damage adjustment level is lowered, because appearing before Charon is way too early. I'm almost inclined to say they should be heavier too, since a Stalwart-class gunship is hardly the equivalent to a worldship in mass.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
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Vastin
Commonwealth Pilot
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Joined: Tue Dec 04, 2007 8:15 pm

Just wanted to chime in on the mass element of armor.

Tying mass to the basic class of armor (light, standard, heavy, world) makes sense, but what's the goal of increasing it with level?

Wont that just make all ships move gradually slower as the game advances, regardless of what class of armor they equip?
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