PWE/cryptic, if you can imlement some or all of these ideas in the future you will get a more fun and interesting game. You have no idea the potential of the game you are sitting on.
One of my biggest pet peeves of this game is the lack of diversity between items, for instance all the energy weapon types are exactly the same with this universally small proc to do some almost inconsequential action (excepting maybe the antiprots and phasors)
so without much further ado i'm going to suggest some ideas here that range from global application to specific.
----Global----
Cooldowns: i think cooldowns all across the board for items and boff skills need a 15-25% reduction.
To make up for the increased dps this would do i think shields should have 5-15% increase with both regen and capacity. shields also need a 2-5 second increase in the gap that they stay down when they hit 0.
Also hull strengths would need to be increased by about 10%.
Energy weapon procs: energy weapon base procs should be increased by 2-10% depending on the proc (for instance the phasor and antiprots should have a lower proc at 3-4% while the plasma and tetryon energy weapon should have a proc at 10-15%, or they should have stronger proc effects).
---- Weapons
BROADSIDEs (New Weapon): we need broadside weapons in this game very badly (one would have thought we learned this from naval activity in the 18-20th centuries..) Broadside weapons would include torpedos, dual beam banks, and heavy cannons that fire only in arcs of 30-40 degrees straight starboard and portside, and can be loaded onto fore or aft bays (or create ships that have dedicated broadside slots and any weapon stuck there can fire in those arcs). Currently our only method of having a decent broadside attack is massing beam arrays... and if you are good enough a few single cannons and a rapid reload rocket.
Turrets: we need turrets that come in beam form as well as bolt, and that both types need to be affected by boff skills that affect the relating type of energy weapon.
Cannons, heavy cannons, and dual beam banks: these weapons need to have rear firing versions as well as broadside forms (see BROADSIDES above)
Minelaunchers: we need to have launchers that come single x1, x2, and x10 in addition to the 5x launchers currently in use. the 1x launcher would have 1/6 the cooldown time, the x2 type of launcher would have 1/2 cooldown times, and the x10 launcher would have about 1.2-1.5 times the cooldown. boff skills could either be modified to relate to the number of mines released at a launch or not i don't think it would matter much in this case.
Also the shared cooldown on mines needs to have a couple seconds shaved off.
BOMBs (new weapon): Bombs are basically a forward mounted mine with a few differences- they have the same projectile properties of mines, except with a slightly increased AoE damage (perhaps significantly increased damage as well since they do not track after a target like all other weapons). They differ in that they would immediately track to where your target was at the time of launch and detonate there (capable of only targeting in the forward 180 to 240some odd degrees of arc, or use the forward torpedo arc if broadside versions were available). they would also only have a range of 5 or 6 instead of the normal 10
Micro torpedoes (new for players): Micros would have significantly reduced cooldown as well as damage (however the ratio should be one that increases the base dps, similar to how a photon torpedo has a higher dps than a quantum), and none to very little shared cooldown (less than .5 seconds) of their normal counterparts . perhaps a wider targeting arc as well.
Energy weapon procs, Old and New!:
We need to have more different varieties in the weapons like for instance,
-Tetryon: proc needs to be either increased signifcantly or made significantly stronger in effect (personally i'd say reduce the damage inflicted on all 4 shields and make it a 100% proc rate)
-Plasma: proc neeeds to be increased significantly or the effect made significantly stronger, should also have increased base damage, but also increased range damage reduction to balance this out.
-polarons: need the effect to continue longer, & proc increased slightly.
-phasor, and disruptors: need the proc just need increase in the proc rate slightly
-anti proton: should have the crit severity increased slightly.
-Tachyon: does 50-75% more damage to shields and 50-75% less damage to hull (or even +100% dam to shields/-100% damage to hull) ((as a default))
-Photonic: opposite of the above - shield damage, + hull damage. proc reduces target crew
-Ionic Charge: bounces between targets (as a default or high proc rate, if default then with descending damage, if a proc then with ascending damage).
-Boost Induction: can heal a target friendly's shield facing you(has reduced "dps/hps" rate than normal weapons of similar type, should only come in beam forms). Only will fire on friendlies
-Inversion: procs a negative shield regen.
-That has reduced damage but recharges the shield facing your target for a portion of the damage dealt to their shield (as a default).
-Transphase: it does does 50% damage to the shields and 50% damage to the hull directly
-Zero-point: it does significantly higher burst damage at the cost of longer CD between shots (IE Quantum in energy form)
-Particle: Has a 50% range increase, a decrease in the base damage (-25%to-40%) compared to other weapons of the type, and no loss of damage over range. proc can increase energy crits against the target by 2% can stack 5 times.
-Temporal Disphase: -50 to -70% base range, +25-50% damage.
One of my biggest pet peeves of this game is the lack of diversity between items, for instance all the energy weapon types are exactly the same with this universally small proc
Actually, I think that's great...you can pick the weapon you like and not have some random power effect ruin the game randomly.
i think cooldowns all across the board for items and boff skills need a 15-25% reduction.
Why?
we need broadside weapons in this game very badly
we have beam arrays, which have dps that's on par with dhc/turret setups without rapid fire
we need turrets that come in beam form as well as bolt, and that both types need to be affected by boff skills that affect the relating type of energy weapon.
Why?
Bombs are basically a forward mounted mine with a few differences- they have the same projectile properties of mines, except with a slightly increased AoE damage (perhaps significantly increased damage as well since they do not track after a target like all other weapons). They differ in that they would immediately track to where your target was at the time of launch and detonate there
You mean like heavy torpedos?
Micros would have significantly reduced cooldown as well as damage (however the ratio should be one that increases the base dps, similar to how a photon torpedo has a higher dps than a quantum), and none to very little shared cooldown (less than .5 seconds) of their normal counterparts . perhaps a wider targeting arc as well.
These already exist in the game in the form of the Ferengi Rapid Fire Missile Launcher.
We need to have more different varieties in the weapons like for instance,
-Tetryon: proc needs to be either increased signifcantly or made significantly stronger in effect (personally i'd say reduce the damage inflicted on all 4 shields and make it a 100% proc rate)
-Plasma: proc neeeds to be increased significantly or the effect made significantly stronger, should also have increased base damage, but also increased range damage reduction to balance this out.
-polarons: need the effect to continue longer, & proc increased slightly.
-phasor, and disruptors: need the proc just need increase in the proc rate slightly
-anti proton: should have the crit severity increased slightly.
-Tachyon: does 50-75% more damage to shields and 50-75% less damage to hull (or even +100% dam to shields/-100% damage to hull) ((as a default))
-Photonic: opposite of the above - shield damage, + hull damage. proc reduces target crew
-Ionic Charge: bounces between targets (as a default or high proc rate, if default then with descending damage, if a proc then with ascending damage).
-Boost Induction: can heal a target friendly's shield facing you(has reduced "dps/hps" rate than normal weapons of similar type, should only come in beam forms). Only will fire on friendlies
-Inversion: procs a negative shield regen.
-That has reduced damage but recharges the shield facing your target for a portion of the damage dealt to their shield (as a default).
-Transphase: it does does 50% damage to the shields and 50% damage to the hull directly
-Zero-point: it does significantly higher burst damage at the cost of longer CD between shots (IE Quantum in energy form)
-Particle: Has a 50% range increase, a decrease in the base damage (-25%to-40%) compared to other weapons of the type, and no loss of damage over range. proc can increase energy crits against the target by 2% can stack 5 times.
-Temporal Disphase: -50 to -70% base range, +25-50% damage.
More complexity does not equal more fun in gameplay. Your systems seems overly complex and will take quite a while to properly balance.
Overall, it comes across as random ideas that you would like to see in the game, without actual reasons for adding them. I don't see the point in that and seeing how it basically means that space combat has to be redesigned, I'd expect it would take them to season 8 or 9 to actually implement it.
Comments
Why?
we have beam arrays, which have dps that's on par with dhc/turret setups without rapid fire
Why?
You mean like heavy torpedos?
These already exist in the game in the form of the Ferengi Rapid Fire Missile Launcher.
More complexity does not equal more fun in gameplay. Your systems seems overly complex and will take quite a while to properly balance.
Overall, it comes across as random ideas that you would like to see in the game, without actual reasons for adding them. I don't see the point in that and seeing how it basically means that space combat has to be redesigned, I'd expect it would take them to season 8 or 9 to actually implement it.
I recently started playing EVE, and must say the depth of the ship role + customisation + weapon types and abilities is MIND BLOWING.
So I think, complexity does add flavour and variety, and alot of it.