Forums » Suggestions
First of all, let me state very clearly, damage should not impact fighting capacity. One of the most awesome things about VO is continuing to chew through enemies while you're at 4% health for as long as you can avoid taking that one last shot. So no, I won't support making overall ship performance decrease with damage.
What damage should impact is running capacity. If somebody damages you to the point where you feel the need to leave in the middle of a fight, then you have clearly lost the fight. Scaling down the ability to run when damaged would help the game reflect that.
As your damage increases, your turbo drain should also increase, along with the energy required to jump and the time it takes for the jump to happen. You could still run, as long as nobody followed you. If somebody insists on chasing you though, you should and probably would die.
Since combat at low health would not be affected, this would mean that you'd often have better chances of surviving if you continue fighting and just don't get hit, than by trying to run away. Since this is Vendetta Online rather than Parkour Online, that seems correct to me.
Note: This would not trivialize the role of interceptors. They'd still be important for chasing people down in the first place. This suggestion is not about making it easier to chase people down in the first place, but rather to make it harder for people you have actually been fighting with to just leave when the going gets tough.
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Numbers:
The turbo drain probably shouldn't start to change at all until you're below at most 75%, maybe even 50%. Taking a couple hits in a ship with 50 drain as you pass through an ion storm shouldn't ruin your ability to infinitely turbo. Getting heavily damaged by a pirate or nationalist or blockade would. Not sure how much the drain should be affected either. I'll leave that up to people better with stats to discuss. The main goal here is just to not allow people to just hold down turbo to outdistance a pursuer enough to compensate for their reduced jump capacity.
For jump energy, a pretty simple way to handle it would be to have the energy to jump be the same as your % damage, except floored at 25%. So at 100% health, you'd need 25% energy. You'd still only need 25% energy at 75% health (25% damage). After that, ever 1% damage would be a 1% increase in jump energy. At 50% health, you'd need 50% energy to jump. 20% health would need 80% energy. 1% health would need 99% energy. This way you still get a bit of a safety margin at first, where just getting scratched won't impact your performance.
For duration, maybe just make it a linear scaling where at 100%-75% health it is the current duration, and then from 75% to 0% it linearly scales up to 4x the current. So at 50% health it would take twice as long to jump. At 25% health it would take three times as long. At 0% health it would take four times as long. That might be too extreme though. Maybe scale it up to 2x instead, i.e. 50% health would be 1.33x.
If people think that all these effects shouldn't start kicking in until 50% instead of 75%, that would be fine with me.
What damage should impact is running capacity. If somebody damages you to the point where you feel the need to leave in the middle of a fight, then you have clearly lost the fight. Scaling down the ability to run when damaged would help the game reflect that.
As your damage increases, your turbo drain should also increase, along with the energy required to jump and the time it takes for the jump to happen. You could still run, as long as nobody followed you. If somebody insists on chasing you though, you should and probably would die.
Since combat at low health would not be affected, this would mean that you'd often have better chances of surviving if you continue fighting and just don't get hit, than by trying to run away. Since this is Vendetta Online rather than Parkour Online, that seems correct to me.
Note: This would not trivialize the role of interceptors. They'd still be important for chasing people down in the first place. This suggestion is not about making it easier to chase people down in the first place, but rather to make it harder for people you have actually been fighting with to just leave when the going gets tough.
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Numbers:
The turbo drain probably shouldn't start to change at all until you're below at most 75%, maybe even 50%. Taking a couple hits in a ship with 50 drain as you pass through an ion storm shouldn't ruin your ability to infinitely turbo. Getting heavily damaged by a pirate or nationalist or blockade would. Not sure how much the drain should be affected either. I'll leave that up to people better with stats to discuss. The main goal here is just to not allow people to just hold down turbo to outdistance a pursuer enough to compensate for their reduced jump capacity.
For jump energy, a pretty simple way to handle it would be to have the energy to jump be the same as your % damage, except floored at 25%. So at 100% health, you'd need 25% energy. You'd still only need 25% energy at 75% health (25% damage). After that, ever 1% damage would be a 1% increase in jump energy. At 50% health, you'd need 50% energy to jump. 20% health would need 80% energy. 1% health would need 99% energy. This way you still get a bit of a safety margin at first, where just getting scratched won't impact your performance.
For duration, maybe just make it a linear scaling where at 100%-75% health it is the current duration, and then from 75% to 0% it linearly scales up to 4x the current. So at 50% health it would take twice as long to jump. At 25% health it would take three times as long. At 0% health it would take four times as long. That might be too extreme though. Maybe scale it up to 2x instead, i.e. 50% health would be 1.33x.
If people think that all these effects shouldn't start kicking in until 50% instead of 75%, that would be fine with me.
+1
Yessss. This we need. 50% sounds better than 75% to me, for jump energy. I don't think jump duration is quite as feasible due to the changes necessary to the jump animation, so I vote to leave that one off, but absolute yes to the others.
As for numbers, I think that turbo energy should be affected in a way that under 25% a ship should barely be able to turbo at all. Could be as simple as increasing turbo drain by 1 energy for every damage % past 50%.
As for numbers, I think that turbo energy should be affected in a way that under 25% a ship should barely be able to turbo at all. Could be as simple as increasing turbo drain by 1 energy for every damage % past 50%.
I support it in theory, but i'd like to see weapons with different effects rather than necessarily just making this a blanket "every ship behaves this way" kind of thing
Weapons with effects is far more development-heavy than this. Small steps.
+1
Excessive running is one of the most un-fun things about VO and this would be a huge step toward solving it. That little dopamine rush you get from *completing* the difficult task (winning a PVP fight) you've put significant effort toward is taken away when anybody in a decently fast ship can just run away.
Those little dopamine hits are what keep people playing games, as well as using successful social websites like facebook and reddit. Want to make the game more addictive? Protect those.
Excessive running is one of the most un-fun things about VO and this would be a huge step toward solving it. That little dopamine rush you get from *completing* the difficult task (winning a PVP fight) you've put significant effort toward is taken away when anybody in a decently fast ship can just run away.
Those little dopamine hits are what keep people playing games, as well as using successful social websites like facebook and reddit. Want to make the game more addictive? Protect those.
Yes thankyou captain psychiatry, you have saved the village!
+1
+1
This would actually help the traders as well. If they could inflict damage against a pirate through swarms or mines, it would affect the pirate's ability to give chase.
This would also make anti-pirates sort of useful, since they could prevent someone from dieing by inflicting enough damage on a pirate.
+1
This would also make anti-pirates sort of useful, since they could prevent someone from dieing by inflicting enough damage on a pirate.
+1
+1
Definite +1
+1
Okay no. I'm going to -1 this popular suggestion because its way too broad to be useful.
I thought someone would have posted by now that effects with percentages applied across the board to all ships are a bad idea. They are a bad idea and they are wholly unhelpful.
Consider how everyone feels about the double damage splash rule where weapons that do splash damage do twice the damage to the player. It's nice kind of in theory maybe when you consider sunflares. But when you get to scenarios like avalons or iceflares or TU mines or jackhammers or swarms it's all over the place.
Do not pretend that a blanket percentage effect applied arbitrarily to all ships will solve more problems than it creates. This is something that is WORTH waiting for a proper fleshed out developmental solution to.
I thought someone would have posted by now that effects with percentages applied across the board to all ships are a bad idea. They are a bad idea and they are wholly unhelpful.
Consider how everyone feels about the double damage splash rule where weapons that do splash damage do twice the damage to the player. It's nice kind of in theory maybe when you consider sunflares. But when you get to scenarios like avalons or iceflares or TU mines or jackhammers or swarms it's all over the place.
Do not pretend that a blanket percentage effect applied arbitrarily to all ships will solve more problems than it creates. This is something that is WORTH waiting for a proper fleshed out developmental solution to.
Of all the people to complain about a suggestion nerfing running. Do you simply need to be controversial all the time?
What would be a use-case in which this is unbalanced, broken, doesn't make sense, etc? Give us some examples. The blanket percentage here is far, far better than what we have now (nothing) until the developers are free enough to devote time to a full mechanic.
What would be a use-case in which this is unbalanced, broken, doesn't make sense, etc? Give us some examples. The blanket percentage here is far, far better than what we have now (nothing) until the developers are free enough to devote time to a full mechanic.
+1.....
TRS, can you say what is wrong with the suggestion, substantively? In what scenarios will the proposal produce adverse effects?
What is wrong with the suggestion is that it applies a percentage (consistent) change across things which are inconsistent (armour, battery drain etc...).
Consider the example of battery recharge. Our top batteries recharge at either 45/s or 50/s. This is then applied to the ship drain measurement to establish how much the battery will drain per second while the ship is turboing.
If we removed the drain stat from all ships and said "every ship drains at the same rate" it would be crazy, that's why we have the ship drain stat on every ship.
Similarly with this, you'd need some kind of stat on every ship to help define its role and help iron out some of the imbalances like where proms have more armour therefore they can take more damage before the penalty for escaping kicks in.
This is exactly the same thing I said on the other thread when someone posted broad percentage based ship-wide change. It would require a ship stat or it would be silly.
Consider the example of battery recharge. Our top batteries recharge at either 45/s or 50/s. This is then applied to the ship drain measurement to establish how much the battery will drain per second while the ship is turboing.
If we removed the drain stat from all ships and said "every ship drains at the same rate" it would be crazy, that's why we have the ship drain stat on every ship.
Similarly with this, you'd need some kind of stat on every ship to help define its role and help iron out some of the imbalances like where proms have more armour therefore they can take more damage before the penalty for escaping kicks in.
This is exactly the same thing I said on the other thread when someone posted broad percentage based ship-wide change. It would require a ship stat or it would be silly.
Add a multiplier based upon mass?
I'd have to think on it, but the point is that if you're going to add a new stat you really have to think about what it is going to be for each ship which is quite a big project. But yeah something along the lines of that could definitely work.
I actually like the part of the idea where you are increasing the amount of charge required to warp out, that is a fairly good change if your goal is to disable effortless fleeing once damaged. The concerns are with the blanket percentage application to all ships, which is why I initially posted a message of support, but then when I thought about it I realized it had the same problem as the last suggestion that did this.
I actually like the part of the idea where you are increasing the amount of charge required to warp out, that is a fairly good change if your goal is to disable effortless fleeing once damaged. The concerns are with the blanket percentage application to all ships, which is why I initially posted a message of support, but then when I thought about it I realized it had the same problem as the last suggestion that did this.