The idea here is to make the game play stay relatively the same, but give slight technological changes through
modules and a few core mechanic changes, these will come in small patches, which will change the game
over time.
Patch 1 (changing the life bars)
In this patch the change the bars will take place to the following effect
Empire : changed to Hull/Armor From Hull/Shields
Federation: change to Hull/Armor from hull/Shields
Jericho: Remains the same (Hull/Shielding)
Patch 2 to 3 (or 2-4) (diversifying the races with modules)
in these patches, small module additions are made to the game.
these modules will have a factional rank requirement much like it takes
a specific rank to buy mark III items. However, these modules will be
limited to its corresponding factions ships.
Examples of these modules
Empire : Armor technology is more Chemistry based, or focused around different metallic types or functions
[Armor Mod] Ablative Armor plating: this will cancel out X damage per a shot, so if you do 90 damage, and the ablative armor plating has a resistance of 110, then you need to do min 110 to damage it. if you do for example 150 damage, it will do 40 damage to the ship.
[Armor Mod] Energized Armor Plating: If the ship takes damage to the hull 25% of the damage taken will be split into weapon (5%) damage, reduced weapon heating (reduced by 15%), and energy (5%).
Federation: Armor technology is more biological, or technological, then chemistry based.
[Passive, Armor Mod] Nano-Bot Armor: This will regenerate the armor, passively.
[Armor Mod] Scattering Armor: This grant reduced detection range
Jericho: Shielding based technologies
[shield Mod] Regenerative Shielding: this is a type of high regeneration shielding, but has a max resistance of 100.
[shield Mod] Temporal Shielding: Any time a critical strike is landed onto the ship, it heals the ship instead of damaging it.
Patch Four (Weapon systems) (this will likely be the hardest part to balance)
Empire : Flank Cannons. Large, Heavy rail cannons. Projectile size is nearly 300-400% Of current.
Attributes: Moderate-Low range, heavy damage. Moderate RoF.
Display: Large rail pulses.
Displays like this:
Federation: Disruptors:
Attributes: Longer Range, Higher damage, Slightly faster speeds.
Displays: Similar to current plasma, but more tightly packed energy.
Jericho: High Energy Discharge Beams.
Attributes: High damage, Heats Quickly, Mid Range (Optimal 2.6k)
Displays: Larger beam then current (twice the diameter) With an energy spiraling around it.
Note, i wanted a visual effect so people have an “idea” i am not supporting copying, but something
similar in visual / feel.
Patch 5-6 (balances)
these patches will be done when needed, slight changes.