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Space Combat Balance and Mechanics

obelusdoomobelusdoom Member Posts: 8 Arc User
Been thinking about the way things are balanced in space combat between ships and the three captain types and had some possible suggestions.

Power Levels and Power Regen

Weapon power levels should not affect damage per shot. All weapons should fire as if weapon subsystem power was set to it's max level (not including bonuses).

The power costs for firing weapons should be increased. The system should be progressive. More powerful weapons should cost more power to fire. The idea here is that players spamming weapon fire would run out of power and need to pause to regenerate more. Running higher weapon subsystem power would mean that it would take longer for this to happen.

The result of these changes are higher weapon power levels equal greater damage over time but not greater burst damage as they currently do.

Abilites Should Cost Something to Use

Right now there's no cost associated with using an ability. No trade offs. I think in order to use an ability their should be a cost. It could be a simple cost like power taken from a subsystem.

Example #1: Using tactical team now drains some power from the weapons subsystem. If the weapon subsystem lacks the necessary required power or is offline the ability may not be used.

Example #2: Emergency power to Shields drain power from the 3 other subsystems (weapons, aux, engines). If those systems lack the power needed the ability cannot be used. In addition if a player uses this ability and the result is they drain the remaining power from the engines subsystem their ship will stop moving.

Or the cost could be something else...

Example #3: subnucleonic beam requires 5 seconds to charge before firing. Player weapon systems are offline during this time.

The higher the abilities level the higher the cost to use.

The benefit to these changes are now players actually have to think about their power levels earlier in the game and to use their abilities tactically. Also it could allow players to run a more balanced power setup. Run high weapons subsystem power levels all the time and you wont not have enough power in auxiliary to use science abilities.

Another side effect would be that power transfer abilities/consoles gain in importance.

Thanks
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