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The damage system is flawed. Suggesting overhaul.

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macmacnick:
Heh, I like my mines 'Horrendously OP', along with the 'Horrendously OP 'Lumberjack. In terms of raw, theoretical damage, they are both OP. The thing is, they require actual practice to shoot at a high accuracy rate, therefore they are technically balanced, due to the learning curve. That and the fact that they are SO DAMN SATISFYING TO HIT SHIPS WITH.
I <3 Mines forever.

Van-Tuz:

--- Quote from: sparklerfish on September 23, 2014, 01:13:12 pm ---What is the point of even having different guns if they don't do different things?

--- End quote ---
What's a point of guns that are completely useless (Rocket carousel), or absurdly powerful in one thing but useless in everything else (Heavy flak)?

Dutch Vanya:

--- Quote from: Van-Tuz on September 24, 2014, 12:50:24 am ---
--- Quote from: sparklerfish on September 23, 2014, 01:13:12 pm ---What is the point of even having different guns if they don't do different things?

--- End quote ---
What's a point of guns that are completely useless (Rocket carousel), or absurdly powerful in one thing but useless in everything else (Heavy flak)?

--- End quote ---
"I want a really powerful finishing gun on a heavy weapons slot"
"I want a light harassing gun/ surprisingly decent finisher that goes pew pew pew"

Van-Tuz:

--- Quote from: Dutch Vanya on September 24, 2014, 01:06:13 am ---"I want a light harassing gun/ surprisingly decent finisher that goes pew pew pew"

--- End quote ---
Banshee or Artemis? I think we both know what gun would you prefer.
============================================================
Looks like i've misunderstood the problem slightly.
1) Targets vulnerable to all damage types except explosive are always vulnerable (or destroyed) The hull is vulnerable for only a couple of seconds. Because of that "finisher" guns are supposed to have a high burst (Hflak) or very high DPS (mortar) to be effective.
2) Most guns have secondary damage type. That way even with pigeonholed damage types most guns are effective at more than one role.
That makes finisher guns valuable only a few seconds in the whole battle. And both banshee and light flak are failing in comparison to Hflak and mortar.

Looks like the whole problem not so much in the damage types but in the hull/armor system.

Hey, devs, (if you're still reading it and didn't considered me a moron yet) here's a suggestion for a test run:

* Hull: 1 HP

* Armor 3-4-5x of current stats.
* Explosive have 1x mod against armorWhat i'm expecting to happen:

* Armor won't be as easy repairable. Not like current 1-hit fix 3 hit full rebuild squid.
* There would be some more space between "we're fine" and "o'shi..."Before someone again says that i'm "just want to gatling down someone": this is just what can be easily tested without changing mechanics. I have something else in mind but i'll save it for later.

Van-Tuz:
You know, screw "later".

The idea is to separate "hull" form "armor"
According to this idea the hull should have a large health pool and be repairable. Slowly but repairable. Hull should be vulnerable all the time (not only when armor is broken)
Armor in this case is supposed to be a damage reducer with its own health bar. When armor is not broken it takes away a part of incoming hull damage on itself.  When armor is broken the hull takes 100% of incoming damage. The exact percentage is defined by ship class. Paper armor of a Squid could take away 20-25% of damage so it could be a valid choice to just ignore armor stripping and go straight for the hull. On the other hand heavy armor of a Galleon could take 70-80% of incoming damage so just bruteforcing won't work.

Example: armor DR is 50%. The ship takes 120 explosive damage. Armor absorbs 60 explosive damage and scales it by 0.3. Armor takes 30 hp damage. The remaining 60 explosive damage is going to the hull. After scaling hull takes 84 damage.

Pros of this system:

* Explosive weapons would be always valuable.
* Different armor thickness would require different approach to every ship.
* Double mortar configs would be reasonable.
* Squids won't be invulnerable just by rebuilding armor between shots.

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