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I suggest adding Class Triangles.

jslynjslyn Member Posts: 1,790 Arc User
As long as you are rebalancing the game, what I think would be nice is adding Triangles to the Classes:

Tactical would do better against Engineering. Escorts > Cruisers

Engineering would do better against Science. Cruisers > Sci Ships

Science would do better against Tactical. Sci Ships > Escorts

That attack power would be higher against one class and your defense lower again the other class. Maybe a 30% Bonus/Penalty.

There would be more benefit to playing in teams like that too as people could cover each other's weaknesses. You wouldn't want to try to steamroll everything anymore; you'd want to hit where you'd do the most good. I think that it would make the game more fun.

Comments

  • grodark2grodark2 Member Posts: 2 Arc User
    So you would penalize a player in PvE so they can not take on some ships cause you have trouble taking on ships because of your build is currently feeling weak. Got to remember it's not just PvP we are talking about so having everything even is good thing.
    By your triangle sett up escort ships get hammered by 2 types of ships, poor escort pilots come in and get hammered all the time with that. As is escorts have lower hull, lower shield boots and get hit hard already. The balance your looking for would seem to be there already if you set your ships up to do stuff with your duty officers and curbing your play style to match your ships. It's not needed to be balanced in the classes but maybe balanced like they said in the powers of the ships.
  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    With all due respect, I think this is a very poor idea.
  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    jslyn wrote: »
    Science would do better against Tactical. Sci Ships > Escorts

    That attack power would be higher against one class and your defense lower again the other class. Maybe a 30% Bonus/Penalty.

    So the ships with the lowest shields & hull get extra damage from the ships with the most devastating shield bypassing stuff.
    Yeah, great idea.......
  • jslynjslyn Member Posts: 1,790 Arc User
    With all due respect, I think this is a very poor idea.

    An opinion that you are quite welcome to. :)

    grodark2 wrote: »
    Got to remember it's not just PvP we are talking about so having everything even is good thing. So you would penalize a player in PvE so they can not take on some ships cause you have trouble taking on ships because of your build is currently feeling weak

    It's not needed to be balanced in the classes but maybe balanced like they said in the powers of the ships.


    Can't speak to PvP. Never tried it.

    As for the other comment, does a Three Fore Weapon Science Ship feel like a penalty when compared to a Four Fore Weapon Escort? Because that would be the about the same difference in fire power. What I am suggesting is simply adding a layer of strategy. 'Fire At Will' in every situation is great fun for some people and would still work. For other people, this would provide an alternative to AoE Everything by allowing for improved combat against select targets.


    So the ships with the lowest shields & hull get extra damage from the ships with the most devastating shield bypassing stuff.
    Yeah, great idea.......


    Respectfully, that does not sound like a viable objection. Having the lowest shields seems like it would be irrelevant against shield bypassing stuff.

  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    I think I understand what you're trying to do here and it would make for an interesting pvp mechanic if things weren't horrendously unbalanced. As to any pve application, it would be pointless as NPCs don't have classes in the way players do.

    With regard to this:
    jslyn wrote: »
    As for the other comment, does a Three Fore Weapon Science Ship feel like a penalty when compared to a Four Fore Weapon Escort? Because that would be the about the same difference in fire power.

    If you do a paper comparison of a 4DHC+3Turret vs 6 Beam Array setup without buffs the beams come off worse although IIRC 8 beams comes out about even. When you put it into a practical application though and you start adding boffs and doffs the 6 beam science ship has just as much, if not more damage capacity than the escort.
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  • jslynjslyn Member Posts: 1,790 Arc User
    That, my friend, is apples and oranges. You need to compare both ships with the same equipment. If you are going to choose the equipment separately then you could choose to make either ship more powerful than the other.

    But it doesn't matter. It was just a suggestion to try and find a way to switch things up.
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