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A new piloting tool: Ship Stabilizer

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Schwerbelastung:

--- Quote from: Deltajugg on May 04, 2014, 06:45:09 pm ---
--- Quote from: Schwerbelastung on May 03, 2014, 05:27:48 pm ---The trick that in my eyes would make this superior to manually stabilizing your ship would be the reduced damage taken to balloon and guns. Your light guns would no longer be one shot with an Artemis (the Mercury could still probably do the trick with a direct hit), and your balloon wouldn't be as vulnerable.

--- End quote ---

That's a bad idea.
First of all, I think there's some kind of logic behind every aspect of other tools, why is it exactly that parts are damaged etc. Having an anchor, or any kind of ship stabilizer shouldn't anyhow affect the durability of ship parts IMO.
But that's only about my sticking to some sort of in-game logic in the mechanics, the real problem is the damage reduction from a pilot's tool would make it ridiculously beneficial not just for sniping ships, but for every single ship in the game, especially for Pyramidion.

Overall I like the idea of the tool itself, it would be a real nice option for the sniping ships to keep your ship stable. But providing you with additional damage reduction from enemy fire is another thing that I don't see working well.

--- End quote ---

I feel that there should be at least some added benefit than just stabilizing the ship to make the tool worth sacrificing a piloting tool slot for. Richard's idea about severely reduced recoil seemed in my eyes very hard to balance properly as well. Do you think there could be an in your eyes both efficient and balanced 3rd option?

Deltajugg:

--- Quote from: Schwerbelastung on May 04, 2014, 06:48:59 pm ---I feel that there should be at least some added benefit than just stabilizing the ship to make the tool worth sacrificing a piloting tool slot for. Richard's idea about severely reduced recoil seemed in my eyes very hard to balance properly as well. Do you think there could be an in your eyes both efficient and balanced 3rd option?

--- End quote ---

Well, it would be quite funny to use the anchor to kill the ships below you xD

Assuming it would be an anchor, a "knockback" reduction, from all the rams and mines, would be in place, basically so the enemy ship that rammed you would hit you like a wall, bouncing off to the side, while your ship stays more or less in one place. This of course could also help other ships than sniping ones, but not to the extent of it becoming new meta.

I think this tool could go well with the idea behind it being an extreme version of Impact bumpers, like Moonshine for Kerosene, making the ship completely immobile for a few seconds, maybe even damaging engines and armor for trying to use engines during the time, but providing ship stabilization, reduced impact damage and reduced impact knockback. Reduced impact damage doesn't exactly fit the idea behind an anchor, but, as I believe it has been said in Frozen, "it doesn't have to be an anchor".

The thing about balancing the tool is to make it useful for the ships that prefer fighting from a distance with the stabilization, but not make it too useful for close range, charging ships. I think the best way to do it is to provide benefits for the tool of such kind that give no bonuses for a ship that intends to use it for close range encounters, but are useful for the crew of the ship being attacked in close range. It's kinda tricky to be honest, I'm not even 100% sure about my own idea, but I know that as much as my idea may not be the best solution, damage reduction from enemy fire is even further from it.

Schwerbelastung:
Alright, summing up some of the ideas from this thread to see what kind of stuff we've been talking about. Please do tell if I've missed anything. Also feel free to keep adding suggestions, this is just an update.

Name ideas: Stabilizer, gyroscope, anchor

General idea: A piloting tool that you can use to have the ship automatically stabilize itself using the engine and the insert/release gas to the balloon mechanics. After the ship has stopped moving, the downside of the stabilizer is that you effectively cannot move any more.

Target audience: Sniper ships and other ships that benefit from relocating and then trying to stabilize the ship asap. Newbie-friendly too, in the sense that it could be an "auto-pilot" that executes ship stabilization perfectly using the throttle and the balloon controls.

Benefits of using the tool: Stabilizes the ship quickly. Gives long range ships an option to try to get the enemy in their arcs as quickly as possible and then stabilize the ship for their gunners.

Various possible side benefits that have been suggested: Reduces the recoil of the guns, similar to a Heavy Clip but not as effectively. A proposed reduction of 50-75% in recoil. Reduction of damage taken to balloon and weapons, but not the hull or the engines. Perhaps only a reduction from taken shatter and flechette damage to make this feature slightly less devastating? A reduction in impact damage was also suggested. This should not be too great, however, so that the impact bumpers are not rendered obsolete.

More or less logical drawbacks of using the tool: Cannot maneuver the ship properly. Due to actively combating increase in momentum, there would be a for example +1000% vertical drag and 500% upwards horizontal drag. Upwards drag so this wouldn't render the drogue chute useless. Cannot be used effectively at close range as you are unable to keep the enemy in your arc or maneuver properly.

Possible additional drawbacks: Damage taken by the hull when the tool is active and the ship is moving / being moved. Damage to balloon and engines was also proposed, if the ship was in motion while the stabilizator was online. To prevent abuse, you could have an internal cooldown to toggling off the mechanic, much like with hydrogen or impact bumpers. Flip the switch on and off, and the ship will spend 5 or so seconds in "stabilization mode", with all the benefits and drawbacks.

Things to consider: This would replace one of the piloting tools for a long range ship with a tool that loses most if not all its benefits at close range. Currently the sniper ships can choose from piloting tools that may benefit them both at long and close ranges. This could be used similarly to moonshine to avoid being knocked off arc when being rammed, but due to the internal cooldown you couldn't "abuse" it as you would be unable to turn to face the enemy that just rammed you in case he wasn't already in your arc.

The tool could possibly stabilize the ship even more quickly if the pilot had kero/moonshine and drogue chute/hydrogen as his other piloting tools. If you didn't need them, and the tool had only the increased horizontal and upwards vertical drags, it could be a viable replacement for kerosene/moonshine on sniper ships and a counter-ramming tool, however the pilot would lose an escape tool if he opted to replace kero/moonshine with this. If you have ever tried to manually stabilize a long-range Mobula without alternate fuel tools after turning it for a few seconds with Phoenix Claw, you know what I'm talking about when I say that long-range captains can greatly benefit from some kind of reduced horizontal drag.

In conclusion: This tool would have the potential of becoming the "go-to" tool for long range ships, much like Kerosene/Moonshine and Phoenix Claw already are for brawling builds. It needs to be efficient enough to warrant a piloting tool slot, but also not too powerful for it to be very useful outside select sniper scenarios.

macmacnick:
Schwer, the suggestion on hull damage was for when the ship is turning with the tool being active.

Crafeksterty:
I already use Moonshine to stop a swing, or stabilize the speed by looking at the flags.

An option like this would be great.
I also think combining this with maybe kyrosine could proove for a better "Stop and go backwards as fast as possible immidiatly" situation.

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