Forums » Suggestions
'Hound: application of variable-resistance armor
In other words, we can create ship variants that are well-armored against energy weapons, weak against explosions, but fairly tough against collision damage, or any combination thereof.
In order to balance the 'Hound, it was suggested and implemented with very thin armor and a high price tag. However, this has caused it to be less than optimal at its intended purpose of chasing and killing large, fleeing traders because even a very small amount of damage will incur repair costs that negate the value of obtaining the cargo.
The main source of such damage is from turrets firing energy spam without any battery to drain, rather than the more serious trader defensive weapon, mines. Thus, I suggest that the 'Hound be one of the first applications of variable-resistance armor: strong against energy, weak against explosives like mines.
I have no idea what the numbers would be like, but taking 1/4 points of damage from energy and 1.5 points of damage from explosives seems like an interesting starting point.
In order to balance the 'Hound, it was suggested and implemented with very thin armor and a high price tag. However, this has caused it to be less than optimal at its intended purpose of chasing and killing large, fleeing traders because even a very small amount of damage will incur repair costs that negate the value of obtaining the cargo.
The main source of such damage is from turrets firing energy spam without any battery to drain, rather than the more serious trader defensive weapon, mines. Thus, I suggest that the 'Hound be one of the first applications of variable-resistance armor: strong against energy, weak against explosives like mines.
I have no idea what the numbers would be like, but taking 1/4 points of damage from energy and 1.5 points of damage from explosives seems like an interesting starting point.
Mines are weak during a chase because by the time they explode you've already cleared the blast radius, not because they don't do enough damage to obliterate a Greyhound.
Yes I knew we would start seeing these discussions sooner or later. Frankly if this new system is going to be that simplistic then count me oh-you-tee. This needs to take into account the type of blaster as well not just 3 different types of weapons otherwise it's going to be a fairly boring addition.
Perhaps a weakness to positrons and a resistance to other types of blaster fire like Gatling would be best. It just sounds retarded to make the hound more resistant to energy period like the typical chasing trader scenario is the only useful purpose for the hound.
Yes I know it's lecters baby, but please just implement it as intended and let us judge it on what it was originally intended to be. The hound is obviously too expensive anyway, but its part of a larger set of economic circumstances. One quarter damage from all energy just seems ridiculous.
Perhaps a weakness to positrons and a resistance to other types of blaster fire like Gatling would be best. It just sounds retarded to make the hound more resistant to energy period like the typical chasing trader scenario is the only useful purpose for the hound.
Yes I know it's lecters baby, but please just implement it as intended and let us judge it on what it was originally intended to be. The hound is obviously too expensive anyway, but its part of a larger set of economic circumstances. One quarter damage from all energy just seems ridiculous.
+1 assuming the devs don't want to differentiate between energy types yet. It's not that hard to dodge gats, so 1/2 would probably work better than 1/4.
"It just sounds retarded to make the hound more resistant to energy period like the typical chasing trader scenario is the only useful purpose for the hound."
Hounds suck at dodging flares, so I see no problem.
"It just sounds retarded to make the hound more resistant to energy period like the typical chasing trader scenario is the only useful purpose for the hound."
Hounds suck at dodging flares, so I see no problem.
Yes but then you'll have these retarded gat/flare hounds that can beat vulture or valk all energy setups no problems and then just bail. It'll just be scissors paper rock, especially with 1/4 factor your hound will have what like 24k effective health against energy but 3k against a flare? that's retarded.
I'm expecting something much more nuanced than this.
I'm expecting something much more nuanced than this.
The question is: Will we make Valks resistant to sunflares or energy?
This kind of simplistic thinking will simply trash the combat system
You never played MechWarriors series... and don't know their amazing combat framework.
If Inc goes MW way, when you prepare your ship you'll be able to choose the type armour to be used:
-Reflective: -2X% damage from energy, +X% damage from ordnance
-Regular: 0/0
-Reactive: +X% damage from energy, -2X% damage from ordnance
If you know your opponent prefers energy, go with Reflective, but missiles/guns will do more damage than a regular armour. Great balance, and incentive to use different loadouts. The "X" can be tuned later, after implemented, but vary 15%,30% is a good start.
Next, we should have sections of ships, so we could balance total armour in front, rear, 4xSides.
So a evading ship requires less shots to kill than the same ship facing, or sideways.
That's MW implementation. And i think it would work fine in VO also. and improve a lot the diversity in combat, so its fun.
If Inc goes MW way, when you prepare your ship you'll be able to choose the type armour to be used:
-Reflective: -2X% damage from energy, +X% damage from ordnance
-Regular: 0/0
-Reactive: +X% damage from energy, -2X% damage from ordnance
If you know your opponent prefers energy, go with Reflective, but missiles/guns will do more damage than a regular armour. Great balance, and incentive to use different loadouts. The "X" can be tuned later, after implemented, but vary 15%,30% is a good start.
Next, we should have sections of ships, so we could balance total armour in front, rear, 4xSides.
So a evading ship requires less shots to kill than the same ship facing, or sideways.
That's MW implementation. And i think it would work fine in VO also. and improve a lot the diversity in combat, so its fun.
You never played MechWarriors series... and don't know their amazing combat framework.
Series? This didn't appear until MW4 (or WizKids "MechWarrior: Dark Age" clix based game), and was a massive divergence from the original BattleTech games. Enough that I (a long time BT fan) had a hard time acknowledging MW4 as a BT game... (however, its system of Energy/Ballistic/Missile/Omni weapon slots was cool)
Didn't even have double heat sinks...
Faille.
Series? This didn't appear until MW4 (or WizKids "MechWarrior: Dark Age" clix based game), and was a massive divergence from the original BattleTech games. Enough that I (a long time BT fan) had a hard time acknowledging MW4 as a BT game... (however, its system of Energy/Ballistic/Missile/Omni weapon slots was cool)
Didn't even have double heat sinks...
Faille.