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Showing results for tags 'complexity'.
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To keep it simple, the game as is can't be finely tuned enough to make mixed-size/design combat fleets reasonably viable, the combat system isn't complex enough. Every change to the existing numbers results in a lot of players sitting down, doing some math, putting some test shots down range to check their math, and then deploying fleets of copy-pasta ships built to the new mathematical definition of "best". They have no reason to deploy anything else because there is no counter to this best except more of itself. As this results in boring copy/paste fleets, this is an issue. To solve this I would suggest the inclusion of additional elements that are only permitted on one or two sizes of core, or elements that encourage people to build large/heavy to defend against (since avoiding conventional damage pushes people to build as small as possible) such as: -Bombs/Torpedoes: An exceptionally high damage short to mid range weapon with severely limited ammo, tracking, and firing cone that can only be fit to xs core constructs (perhaps also prevent it from being fired while docked to stop people from making docked-xs core turrets). -Targeting Computer: A device that substantially augments the effective range of weapons that can only be fitted to an s core construct, allowing it to better serve as a picket ship against xs bombers, and not be hopelessly out-ranged by m-core constructs. -Radar Booster: An element that augments the radar of the ship to which it is attached, such as by allowing it to spot targets at ranges longer than 2su, or having it display data on its target (shield hp, mass, ect...) -Shield Booster: A large element that recharges a target's shield (perhaps expending some manner of ammo/fuel in the process) and can only be fit to L cores. E-War: ---Radar Disruptor: A large weapon that has a chance to blind the target's radar for a short period (perhaps to all targets other than itself and other ships using disruptors) that. The chance to work is inversely proportionate to the target's mass. ---Tractor Beam: Applies a set amount of force to pull a target toward you or push it away from you. -Interstellar Drive? (can't hurt to ask): A large element that can only be fit to a large/XL core, and allows a craft to transport itself, its passengers, and docked ships between solar-systems. Uses a lot of fuel, ends up in a random location in the target system if it doesn't have some manner of beacon at its destination to lock on to. Rather obviously we don't need things to be these specific elements/ideas, just as long as whatever extra complexity we do get encourages diversity of fleet composition. Elements for larger ships should probably be quite large in size, or require large periphery items to help encourage people to not be flying the smallest thing they can fit a shield, guns, and engines to. Any thoughts/ideas?
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