test content
What is the Arc Client?
Install Arc

Suggestion: modify damage output based on current hull HP

eclipsoreclipsor Member Posts: 93 Arc User
The idea behind this would be that flying at low hull % (lets say below 50%) would be heavily debuffing your damage output, and having 95%+ hull would be giving you a slight bonus to damage. This debuff/buff would be the last thing applied when calculating hit damage.
Only thing that would prevent it would be go down fighting, but that would have reduced duration and perhaps another debuff after its over.
Perhaps some traits could be introduced that would make the debuff less harsh.

This would mean that healer ships could become viable and useful again, healing glass cannons so that they can do the damage that theyre supposed to deal.

NPCs could also suffer from that, making them progressively easier to tank as their hull goes down.

Anyway, shots fired, drop some constructive criticism and feedback.
Post edited by eclipsor on

Comments

  • k022#6452 k022 Member Posts: 300 Arc User
    edited March 2015
    But what about people like me who shield tank and my hull averages at about 75%?
    [SIGPIC][/SIGPIC]
  • eclipsoreclipsor Member Posts: 93 Arc User
    edited March 2015
    poopbang wrote: »
    But what about people like me who shield tank and my hull averages at about 75%?

    In most games, you rely on support of your teammates. In STO it pretty much boils down to having APB on you, with FAW. With my suggestions implemented, you would need someone to patch you up from time to time. Either a dedicated healer for an entire team, or your teammates lending you a hull heal from time to time - after all, your lower damage output affects how fast the mission is done, so they should want you being healthy.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited March 2015
    poopbang wrote: »
    But what about people like me who shield tank and my hull averages at about 75%?

    Then you haven't read the OP's post ;)
    XzRTofz.gif
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited March 2015
    Wow... Just wow...

    The ONLY people this will hurt are the people who already do lower amounts of damage, congrats, you just came up with the best way to reduce player numbers since delta rising.
    ZiOfChe.png?1
  • knightofcerberusknightofcerberus Member Posts: 32 Arc User
    edited March 2015
    adamkafei wrote: »
    Wow... Just wow...

    The ONLY people this will hurt are the people who already do lower amounts of damage, congrats, you just came up with the best way to reduce player numbers since delta rising.

    I agree with you 100%, also OP what are you on? I think you should get off it ASAP!
  • eclipsoreclipsor Member Posts: 93 Arc User
    edited March 2015
    adamkafei wrote: »
    Wow... Just wow...

    The ONLY people this will hurt are the people who already do lower amounts of damage, congrats, you just came up with the best way to reduce player numbers since delta rising.

    Could you ellaborate on your point more, since I dont really understand how it applies here. Especially since low DPS = low aggro = less hits taken = easier to patch up and stay healthy.
    Secondly, percentage based debuff affects lower DPS players less than those with high DPS.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited March 2015
    An interesting idea as a concept, damaged ships being less effective and making healers and durability important again, but runs into a few issues. One it means that for people already having problems staying alive, it messes them up even moreso and reduces the 'heroic comeback' sort of thing. Two, if applied to NPCs (especially bosses), they get progressively weaker as the fight drags on which makes things even less dangerous (since they're bags of HP anyways). And most importantly and why you'll take a lot of flak around here for it, it screws the kind of DPS-oriented tac captains who intentionally damage their own ships to get Go Down Fighting going. Basically you're suggesting a kinda-sorta-more-realism thing in a game and general player base that prefers the game as a shoot-em-up. Don't waste your time.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited March 2015
    eclipsor wrote: »
    Could you ellaborate on your point more, since I dont really understand how it applies here. Especially since low DPS = low aggro = less hits taken = easier to patch up and stay healthy.

    Except it doesn't quite work out like that, if you and a friend (with either higher or lower dps) find a nice high HP target to shoot at for a while, after one of you manages to get sustained agro break off and see how long it takes the other to get targeted.

    This is also a big part of tanking, if you can't dps, you can't tank because someone with more dps will take the agro. At the same time, it doesn't matter if you can absorb damage until the cows come home, if you can't dish it out you can't win the fight, other people like myself build their ships on the basis of using all the HP available to them, balancing the time their ship can last against their dps to incorporate their dps into their tanking technique, reducing this would remove this as a play style.

    Overall, to implement such a 'feature' would do much more harm than good, even for those you seem to want to help.
    ZiOfChe.png?1
  • jerichoredoranjerichoredoran Member Posts: 195 Arc User
    edited March 2015
    Yes, sounds interesting for a second...
    But would add complexity and difficulty while giving nothing back. The game mechanics dont support this with their ability cooldowns. Also your heals have only 10km range in a 2.5d space with no strafing movement and so on.
  • edited March 2015
    This content has been removed.
  • iusassetiusasset Member Posts: 118 Arc User
    edited March 2015
    The Command Specialization tree sort of does this. But I can't say that this is a good suggestion for regular gameplay at all, and not just because of how punishing it would be for most players.

    And this weird fixation on trying to incentivize hull resists needs to be focused towards getting devs to rework how resistances work, because thanks to diminishing returns, there's just...no point to trying to slot extra resistance consoles or rank into resistance skills past what is normally slotted by most players. And I say this as an Engineering captain who generally runs tankier builds than the average player...
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited March 2015
    Lol, an inverse GDF.

    But for real world applikation (or ST-app) as long as your weapons systems arent damaged, your damage output wouldnt suffer from a few hullbreaches.


    But on the other side, reducing pug-dps even more sounds like fun. Especially the rants in the forum after this...thought would have been implemented :D
  • sathyannesathyanne Member Posts: 14 Arc User
    edited March 2015
    The funny thing is that the dev have implemented the opposite with the Active Hull hardening traits: your ship get higher resistance when health decrease.


    In any case, yes, the more damage the ship is the less efficient it should be.
    That would add a little bit of realism to the game mechanic and would require either teamwork or people thinking about their ships survivability or even tactics.
    That would be a good break from the Shoot'em up approach in STO

    In the same frame, Go Down Fighting or Enhanced Brace for Impact should be limited somehow, may be one usage per mission of GDF. Also, penalties for dying in an advanced STF should be higher. You fail in an advanced STF, you cannot respawn
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited March 2015
    sathyanne wrote: »
    In the same frame, Go Down Fighting or Enhanced Brace for Impact should be limited somehow, may be one usage per mission of GDF. Also, penalties for dying in an advanced STF should be higher. You fail in an advanced STF, you cannot respawn

    Jepp, nerf pugs even further :rolleyes: since this change would not affect dps-channel-players ;)
  • lagunadlagunad Member Posts: 198 Arc User
    edited March 2015
    Hell, rather than making it abstractly percentage based, let's go back to Star Fleet Battles and have damage put specific systems/weapons out of commission until the boxes ... err, ah ... hull hit points are repaired.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited March 2015
    This is a good idea in some ways but... there are too many problems with it.

    First, some ships are simply more durable than others. This punishes escort drivers MORE (they already are punished by weak hull and shields) by making the damage class of ships less effective if they get hit by a lucky shot... NPCs can knock an average player's escort down to 1/2 hull in a single torp, should that cut the player's damage in half? or by 25%? And this is fair? It would be fair IF they did the inverse for "cruisers" ... cruisers that are not tanking properly and still have high health then, should do 1/2 damage at full health.... and do more damage as they tank and take damage.... right?

    Second, GDF is a tactic... you allow your ship to be shot up while rerouting all resources to doing damage -- idea being to, well, go down fighting. You kill them and limp out, badly damaged, or you lose, there is no middle ground for it. Messing with this would be a problem because so many players use the strategy and have done so for a while.. are you recommending totally nerfing this? If so, say so.. without disguising it.


    Third, tanking and healing are broken badly in this game and much, much more is needed for an overhaul. Tanking, to take damage away from a top dps player, requires getting more threat than the dps player... which is just about unpossible even with +threat items and such. The gap is too wide. Healing is broken simply because 1) science dps is too much fun to bother with it and 2) everyone can slot enough healing to stay topped off without needing a dedicated healer. The game needs a *complete* overhaul before tanking, healing, and dps can become a magic trio for groups. And by complete overhaul, they *also* need to modify the content to encourage these roles, not just adjustments to the classes and officer powers.

    Fourth: this fixes nothing but punishes a specific class of player -- the escort tactical player. The cruiser dps guys will be fine. The science ship tacs will be fine. The carrier tacs will be fine. But the guy flying the little ship gets punished for his choice. That is just a flawed concept, period. You want to nerf dps, nerf dps. Cut the base damage of all weapons in half and have done with it.
  • eclipsoreclipsor Member Posts: 93 Arc User
    edited March 2015
    noroblad wrote: »
    ...Second, GDF is a tactic... you allow your ship to be shot up while rerouting all resources to doing damage -- idea being to, well, go down fighting. You kill them and limp out, badly damaged, or you lose, there is no middle ground for it. Messing with this would be a problem because so many players use the strategy and have done so for a while.. are you recommending totally nerfing this? If so, say so.. without disguising it. ...

    I have specifically stated in the first post that GDF would prevent it :D

    Also, thank you for your reply, you brought up some valid points I have clearly overlooked and also you didnt obnoxiously shove in my face how you "care" about pugs.

    Either way, it was just an idea I had. I never thought of it as perfect and 100% complete from the start. Thats why I made it into a thread, so that people could share their ideas.
  • jellico1jellico1 Member Posts: 2,719
    edited March 2015
    eclipsor wrote: »
    The idea behind this would be that flying at low hull % (lets say below 50%) would be heavily debuffing your damage output, and having 95%+ hull would be giving you a slight bonus to damage. This debuff/buff would be the last thing applied when calculating hit damage.
    Only thing that would prevent it would be go down fighting, but that would have reduced duration and perhaps another debuff after its over.
    Perhaps some traits could be introduced that would make the debuff less harsh.

    This would mean that healer ships could become viable and useful again, healing glass cannons so that they can do the damage that theyre supposed to deal.

    NPCs could also suffer from that, making them progressively easier to tank as their hull goes down.

    Anyway, shots fired, drop some constructive criticism and feedback.


    your suggestion makes too much common sense and how things work in real life

    According to cryptic when your ship is about to blow up and most of your crew is dead or wounded

    You armor is much better your damage is more

    Like the power go down fighting 3..............Other traits and powers increase as your ship is falling apart around you

    your ship with 100% crew dead can still dish out 100% of its damage :)

    makes perferct sense doesn't it :P)
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • tobiashirttobiashirt Member Posts: 630 Arc User
    edited March 2015
    The whole idea of progressive damage reminded me, first off, of what could happen in Armada 2. Basically, ships had 5 (6?) subsystems and either green (fully healthy), yellow (impaired), and red(severely impaired). The closest parallel I could see to the Armada 2 model in STO would be the infliction of minor/moderate injuries randomly as the player got to lower health, with severe injuries reserved for actual deaths. to prevent too much accumulation, the injuries would progressively heal/expire at higher hull health (e.g. 0 at 100%, max of 1 injury at 85-99%). This might give incentive to stay healed without being too big an impediment...because the idea as proposed in the original post would make tanking less effective (low dps means they can't draw threat as well) and provide a nigh-insurmountable boon to vapers (isokinetic cannon+proton burst, etc) by crippling the target in the initial volley.
Sign In or Register to comment.