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Hypothetical Scenarios

opo98opo98 Member Posts: 435 Arc User
1). What if the mechanic of damage falloff was removed from the game?

- Every weapon would do the same damage over any valid combat range.

2). What if shields' innate kinetic resistance were removed?

- Torpedo damage would affect the shields the same way energy weapons do now.

3). What if NPCs were given more effective debuffs?

- NPCs would carry a whole suite of buffed up debuffs.

4). What if science abilities that affected enemies did five times more to NPCs?

- Net effects of science abilities would be multiplied by 5 and multiplied by .2 upon entering PvP.
Post edited by opo98 on

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    mimey2mimey2 Member Posts: 0 Arc User
    edited May 2014
    1. Well I would guess that the actual damage of weapons wouldn't change. It'd help out beams WAY more than cannons though.

    2. I wouldn't mind that. But kinetic damage would have to be HUGELY rebalanced. Especially from NPCs because they can do very large amounts of kinetic damage with their torpedoes, doubly so on elite. Player kinetic damage would have to be rebalanced somewhat as well.

    3. NPCs are still extremely stupid. Their AI basically just spams abilities anytime they come off of cooldown. And I would guess by debuffs you might mean APB and APD? Well those would basically be worthless with how often people use TT. Something like Sensor Scan wouldn't be a bad thing, if again, NPCs weren't stupid.

    4. Bad idea on both ends. You would basically make NPCs stupid weak and players stupid strong to science skills, all without even having to spec. So NPCs would be stuck and held in a gravity by an escort with NO points in graviton gens, but a player GW with a ton of points in graviton gens would barely hold any player at all even if the other player had no points in ID.

    I'm not against the idea of making NPCs less resistant to science (and to some extent, certain engineering) BOFF skills. But 5 times weaker? That just seems over the top, you wouldn't need to spec at ALL For any science skill because you would get an automatic x5 multiplier just by being an NPC. If anything that'd make science less useful, because why bother with speccing or anything if you can have all the effects on NPCs, and pay nothing for it?

    And making it only be a 1/5th as strong against players is bad as well. That basically ruins the idea of speccing as well, because at that point science skills become pointless. The reason most people complain about sci skills in PvP is that they haven't specced (and possibly are unwilling) into the resists, OR there is some DOFF that causes an issue (such as Seggis, the Scramble Sensors DOFF).

    There are things that can be specced into to resist a LOT of sci skills. Subsystem repair for subsystem disables (VM and Target:SS abilities), ID for holds, slows, pushes, pulls, etc etc (A lot of stuff), Sensors for confuses and placates (jam and SS), PI for drains (energy and shield draining).
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2014
    opo98 wrote: »
    1). What if the mechanic of damage falloff was removed from the game?

    - Every weapon would do the same damage over any valid combat range.

    Then base damage of weapons would have to be adjusted since they were no longer balanced for falloff.
    opo98 wrote: »
    2). What if shields' innate kinetic resistance were removed?

    - Torpedo damage would affect the shields the same way energy weapons do now.

    Projectile damage would have to be significantly reduced and would likely lead to them not being used at all. Projectile base damage is higher than Energy base damage, already taking into account the innate shield damage reduction for kinetic.
    opo98 wrote: »
    3). What if NPCs were given more effective debuffs?

    - NPCs would carry a whole suite of buffed up debuffs.

    The forums would erupt in flames...they already tried that with the Elachi and folks had to start building arks from the flood.
    opo98 wrote: »
    4). What if science abilities that affected enemies did five times more to NPCs?

    - Net effects of science abilities would be multiplied by 5 and multiplied by .2 upon entering PvP.

    It would likely end up being a case that the effects would be reduced so that five times their effect would leave them as they are...while rendering them completely useless for PvP.
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    jslynjslyn Member Posts: 1,784 Arc User
    edited May 2014
    opo98 wrote: »

    2). What if shields' innate kinetic resistance were removed?

    - Torpedo damage would affect the shields the same way energy weapons do now.




    Torpedoes and Energy Weapons don't have the same effect on film against shields and hull.

    Against unshielded hull, normal energy weapons scar, cause thin lines of damage, or small explosive decompression spots, whereas torpedoes can cleave straight through the ship and pop out of the other side. Against shielded targets, the torpedoes only passed through with enough power left to do tiny decompression damage.

    If anything, energy weapons should be made weaker against the hull.




    3). What if NPCs were given more effective debuffs?

    - NPCs would carry a whole suite of buffed up debuffs.




    The NPCs lack the wherewithal to use the ones that they already have. They need better AI. MUCH better AI. Then we can worry about giving them more skills.



    4). What if science abilities that affected enemies did five times more to NPCs?

    - Net effects of science abilities would be multiplied by 5 and multiplied by .2 upon entering PvP.



    No, thanks. My former Main from Beta until LoR was a Sci. Science skills are just fine the way that they are. They are not too strong, they are not too weak.
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