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  1. Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together. Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun. Firstly Tanking. I will start this of by comparing the in-balance between shield and voxel tanking. When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment. How to balance this? Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect. Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit. Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise. Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly. Weapons. I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights. First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique. Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank. Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet. And there you have it, you now have counter play and can create a fleet composition. Conclusion. If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
  2. There are other topics about whether a single crew-member should be able to fly a large ship here and here. This is not about that. This topic is more about what actions a crew could make to benefit a ship over what a single person could do. These are... Things You Could Do On A Large Multi-Crew Ship The design idea is as follows: Players can "do actions" on specific elements to improve the effectiveness of a large ship. A single person would *not* have penalties to flying the large ship, but neither will that single person be able to activate all the different actions at the same time nor with the same effectiveness as a crewman skilled in a specific area. Let us assume that for a small single-seater ship, the option to activate these bonuses do not exist due to their complexity i.e. the extra manned bonus only comes from a bigger guns/engines/power source/scanner etc. Character Roles I will split the different actions by crew-member roles. Any crew-member can fulfill any role, though having certain skills will make that crew-member much more effective at that specific job. In smaller ships, some roles could be combined while in larger ships, multiple crew-members could fulfill the same role. Pilot The helm of a ship is one of the few mandatory parts every ship needs. A pilot already has a very active role simply steering the vessel, which could easily require both in game skill investiture as well as player skill. So what "extra" actions could a pilot make? Specific maneuvers comes to mind (barrel roll anyone?). But rather than dictating specific maneuvers, the turning speed (roll, yaw and pitch etc) could be reduced allowing for the pilots to come up with their own maneuvers (of course the effectiveness also depends on the ships design). Engineer This role has more options to tinker with the inner workings of the ship or repair the ship directly. For example routing more power to shields, guns or thrusters giving them a small boost in effectiveness, recharge time or speed. Perhaps the Engineer could push a reactor past its normal limits to provide an extra boost, but at a chance of shutdown if not managed correctly (like the extra power is not used within a specific timeframe). This topic gives quite a few more suggestions. Gunner This role is no surprise. A turret just works better with a player actively aiming and firing it. What about when the weapon is not being used during combat, such as when the ship is facing the wrong way? How about a preparation load action that allows a second shot to be fired a little sooner than it otherwise would? If the game had large fixed weapons that could only be aimed by the pilot by pointing the ship in the correct direction, then the gunner could man one of these to allow a bit more leeway in its aiming. Navigator Keeper of the star-maps, maker of navigation way-points (how else will the pilot know where to point the ship to). A navigator would not only plot a course but also actively update the course as new information becomes available from scanning. Scientist Scanning and analysis is the scientists role. Detecting something (like a large amount of iron on a nearby asteroid) needs to be analyzed by the player (with skills giving valuable clues) to discover if that iron is just an iron deposit or if it is actually a potential enemy ship made of iron. Actively scanning opponent ships to pinpoint weaknesses as well as jamming opposing scans could be an interesting interplay all on its own. The scientist could decide to do targeted or general scans with the targeted one covering a smaller area but delivering more accurate information. A large ship could even have multiple scientists, one monitoring deep space scans and another running close space scans. Captain The captain of the ship already has a massive job to make all the best decisions based on information given to him by his crew. And who doesn't want a large fancy captains chair? A captain sitting in his chair might be able to boost a single action of another crew-member a little as chosen by the captain. Of course only one such boost could function on a ship at a time, because there can only be one captain. This is a great way to have the captain contribute mechanically (even if only a little bit) and to shore up a role that the ship might otherwise be lacking. What other things do you think would be beneficial to do on a multi-crew ship? Edit: This post inspired by Starfinder which I played over the weekend.
  3. I've been thinking about what non-bridge crewmembers on Multi-Crew ships will actually do while the bridge crew is busy navigating and ultimately flying through space or making strategical decisions in combat. Specifically this post is about Engineers, and the passive/active roles they play on Multi-Crew ships. I imagine, based on the way LUA is used, that we won't be seeing electrical wiring and ventilation running through structures and ships in the same way that something like Space Station 13 does. However, while engineers might not be manually wiring/repairing cable, that doesn't mean that they can't serve another purpose outside of simply doing repairs to hulls in the middle of combat. Based on what we know from the game so far, I'd like to see the Engineer role to encompass things like: - Being able to manually divert power to different components of a ship to get more performance out of them - Being able to make critical decisions about reactor stability in the heat of battle Based purely on speculation, or what I'd like to see out of the game: - Being able to eject reactor cores going critical - Being able to reroute power around broken power conduits/components - Being responsible for making sure power output remains stable throughout ships/stations/etc. - Being able to make on-the-fly improvements to the way components work or their performance - Having a role in maintaining the life-support systems on ships and stations. - Being able to make emergency repairs while in combat This is all based on speculation that Multi-Crew ships will actually need crews to operate them, and aren't simply just being controlled by one person with a crew that sits around doing nothing while ships are travelling through deep space. We've all seen Star Trek, and are familiar with scenes of the Captain communicating with the Chief Engineer about some issue with the warp core and the engineer saving the day somehow. That kind of tension and responsibility put on various departments in a capital ship should be possible in DU. Whether it's needing the Science Officer to devise a way of breaking through a cloud of radiation in space while you are being chased by someone, or needing to call the security crew on your ship into action to deal with an unfriendly boarding party. Or, in the case of this topic, trying to find a way to stabilize the reactor core while your ship is otherwise being torn apart by enemy fire. As to how these mechanics can play out ingame, I keep hitting a roadblock when thinking about how many of them can fit into what we know about game already. Earlier today there were two active threads discussing minigames, but I didn't think this topic really fit into them. However, perhaps minigames are a way of adding "action" to engineering tasks. Although, there would need to be a way of making them difficult based on a given task, and also "fun" in the sense that they aren't just repetitive. I'm not sure minigames are a complete solution to the problem though, if even a good solution.
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