Author Topic: Ship specific gun rebalance?  (Read 1795 times)

Offline Arturo Sanchez

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Ship specific gun rebalance?
« on: August 01, 2016, 04:56:43 pm »
Yeah. This is a huuuuuuge undertaking.

But what if each ship had stats given to each gun deployable for it so it differs on every ship?

e.g. flak fish, flak spire, flak galleon all have heavy flaks with differing characteristics?

Offline Hoja Lateralus

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Re: Ship specific gun rebalance?
« Reply #1 on: August 01, 2016, 07:46:02 pm »
First answer how and what for.

Protip: you can't. Case closed.

Offline Arturo Sanchez

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Re: Ship specific gun rebalance?
« Reply #2 on: August 01, 2016, 08:14:00 pm »
First answer how and what for.

Protip: you can't. Case closed.

You can't? Have you seen the source code? Can you actually completely verify?

Offline Solidusbucket

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Re: Ship specific gun rebalance?
« Reply #3 on: August 02, 2016, 12:19:49 am »
I kind of like the idea. I would prefer to see ship specific gun buffs.
Ex: galleon has less jitter, goldfish faster reload, spire faster rate of fire.

Though i think this and your idea creates unecessary imbalances for the sake of uniqueness which sorta seizes to be unique once it is a standard instead of a new feature

Offline Atruejedi

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Re: Ship specific gun rebalance?
« Reply #4 on: August 02, 2016, 01:38:23 am »
I kind of like the idea. I would prefer to see ship specific gun buffs.
Ex: galleon has less jitter, goldfish faster reload, spire faster rate of fire.

This has potential, so long as it isn't substantial. My magic number for stuff like this is always +15%.

Offline Arturo Sanchez

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Re: Ship specific gun rebalance?
« Reply #5 on: August 02, 2016, 02:52:23 am »
Case in point the main issue people are whining about is how x-build never works on this ships, blah de blah and any changes on the gun nerf or buff results in nerf or buff on other ships.

Then don't treat every gun the same on every ship. Suddenly the developers have a lot more options to balance. One might say too many options as it will require a lot of rethinking and testing and retesting and its VERY EASY TO SCREW UP because of so many working parts and variables to go wrong.

But if muse can pull it off. True game balance can be achieved. Right now though, it is impossible.

Unless of course you start doing something simple. Like flak fish...no longer exists. Heavy flak cannot be equipped on a goldfish. But that goes against muse's adamant assertion that  all the guns must go on all the ships. If you're gonna do that, you need to mess around with the gun stats to suit the ship. You cant create a patch all solution. 3 years of this game has shown that.

Offline Hoja Lateralus

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Re: Ship specific gun rebalance?
« Reply #6 on: August 02, 2016, 06:17:17 am »
First answer how and what for.

Protip: you can't. Case closed.

You can't? Have you seen the source code? Can you actually completely verify?

I meant you can't answer those questions.
How - do you expect people to actually test for various combinations of guns on each ship and somehow balance it in a reasonable time? Moreover: you expect Muse to do it?
What for - the sheer adding of elements fixes nothing and, as you said, this is VERY easy to screw up. Unless you have some particular plan on how each gun would work on every or at least some ships (and how it enhances or balances the game) I see no reason to "fix" the game in this way. You mention some vague chance for aquiring balance, but that's not very convincing for such fundamental change.

Pointless thread is pointless.