LIST of beta's balance changes

So, i said i would write this list up, and i had to cut it short. the reason is? I’m leaving (yes, there goes my 70$ down the drain). These will never get implemented, just for reference purposes. some of these are not balance suggestions. they may be graphical/ui, but i wanted to maintain one list and not several. also, i cannot say much about the new weapon changes because balancing an entirely new system will take time, and all the previous equations can be thrown out the door. you can find my old rant here, to give you a better idea: [http://forum.star-conflict.com/index.php?/topic/20613-what-else-balance-issues/](< base_url >/index.php?/topic/20613-what-else-balance-issues/)

 

— balance ----

 

  1. prevent covops/recon/int/(tackler? maybe not) from equipping collission compensators. to balance the fact that a fighter cannot even get its nose on a covops to land a single shot.
    -OR- increase fighter rotation speeds by 10 degrees per second. (estimate) they feel sort of sluggish at times.

 

  1. increase frigate rotation speeds by 5-10 degrees per second. (estimate) to slightly balance

  2. prevent LRF from removing radar signature, increase reload time, or both.

  3. commander recon microwarp exploit. just prevent commander from using microwarp.

  4. remove ship and weapon type restrictions from contracts to balance pvp matchups.

 

  1. re-implement T1 weapon types. T1 ships, modules and premiums and experimentals are now worthless.

 

  1. add contract loyalty rewards when battles are lost, otherwise pvp will be a stack-fest to farm reputation and W/L ratio.

 

  1. instead of missile changes, to prevent nuke spam: limit hangar to 1 of each type/class of ship. so one cannot load 4 covops in their hangar. to fix the missiles problems: re-implement old missile slots but with less missiles per slot. it will allow players to switch damage type based on missile, enough to appease them (same as eve online).

 

---- pricing ----

 

9.  reduce premium ship prices by half (at the very least, so T5 = 15$, but honestly i’d say 10$ at the most, 15 is pushing it but somewhat acceptable). also, if planning to implement T6,7,8 then T8 should be 10$ at most, and all ship prices should be reduced now. reducing them later will only angry existing customers.

 

also, i can’t remember where i said this, but i’ll add it here: it’s like you only want people to have 1 premium ship. 25$ will get you a T3 with experimental mods, fully fitted and a 1 month license. 50$ will get you a T4 exper. fitted with a 3 month license? whats up with that…

 

  1. experimental module loot salvage costs also need a reduction. currently, a T3 experimental module costs approx. 1$ or 1.25$, on average after the required salvage attempts. T4 should therefore cost 2-2.5, T5 4-5$. 5$ is WAY too much for a single module. you can get an entire DLC for games for 1$… and therefore they should not cost more than that. t1: $20 cents, t2: $0.40, t3: $0.60, t4: $0.80, t5: $1.00. my opinion. that is a ‘microtransaction’… not 5$… also, these can be considered hidden costs, and will be frowned upon by players (since you cant see what T5 salvage costs at T1).

---- video ----

 

  1. add a ‘podium finish’ to the after-battle results screen. otherwise, cosmetic options are pretty meaningless. [http://forum.star-conflict.com/index.php?/topic/20616-podium-finish/](< base_url >/index.php?/topic/20616-podium-finish/)

 

  1. as mentioned previously, add another column in the player list with a larger ship-specific icon. [http://forum.star-conflict.com/index.php?/topic/20609-display-detailed-ship-class-icon-in-pre-battle-screen/](< base_url >/index.php?/topic/20609-display-detailed-ship-class-icon-in-pre-battle-screen/)

 

  1. make the player ship model 80% transparent. 20% opacity, so that you can see through it and view your opponent. this is especially problematic on frigs. instead of a cockpit view which would be harder to implement and limit FOV.

  2. improve the crosshair, larger bolder and brighter. something like jimbo’s crosshair or the ones mentioned ont the forums. or provide a selection. [http://forum.star-conflict.com/index.php?/topic/19611-losing-track-of-your-aiming-reticle-make-it-more-noticable/](< base_url >/index.php?/topic/19611-losing-track-of-your-aiming-reticle-make-it-more-noticable/)

  3. ‘defense’ or ‘sentinel drones’ instead of combat flares… [http://forum.star-conflict.com/index.php?/topic/20630-defense-drones-instead-of-flares/](< base_url >/index.php?/topic/20630-defense-drones-instead-of-flares/)

 

you can heed my warning or you can fail. especially about the pricing an WoT payment model. there is not enough value for the consumer there. if you provide enough value, consumers will buy. if you try to pressure people to spend more by taking their items away, nobody will.

9.  reduce premium ship prices by half (at the very least, so T5 = 15$, but honestly i’d say 10$ at the most, 15 is pushing it but somewhat acceptable). also, if planning to implement T6,7,8 then T8 should be 10$ at most, and all ship prices should be reduced now. reducing them later will only angry existing customers.

 

What about the ppl who already bought premium ships, would we deserve a refund of half the prize? or we should deal with it in the case devs reduced the prize of the ships?

What about the ppl who already bought premium ships, would we deserve a refund of half the prize? or we should deal with it in the case devs reduced the prize of the ships?

 

presumably, you’d be refunded. but it won’t happen anyways… :smiley: you could say, it was a joke… or not… am i tripping you out?

i give up guys, this is hopeless.

 

fighters have no viable EM damage. even worse hitting other fighters now with a slower projectile with lower rate of fire.

 

their thermal is questionable, and hit prediction sucks if you’re playing from say, north america. scratch that, server is in texas. still quit a distance from canada. in any case, when maneuvering, beam can be right on target, no damage. tried leading, trailing… sometimes it registers… could never use that thing before or now. need visual indicator as to where my shots are going: aka the old plasma or rails.

 

railguns?.. that’s it?.. basically the only viable weapon on a fighter… and no, i don’t mean T1… i mean T2…

 

bring the old plasma back…

 

you basically made all my fighter worthless. the ones in the elite pilot pack, and the T1 premiums i bought… obsolete…

 

not like i’m going to, but before i was almost R6 armada for my T2 plasmas… now i need Raid for railguns? I’m R1 raid… how wonderful… gonna be a LONG grind… not even feeling up to it… in fact, 2 days of armada grinding have become next to worthless :\

 

also, what is the point of premium ships now? you cant use them to level the tech tree any more… you’d have to convert synergy which costs even more $$$… they seem pretty worthless to me…

oh, i forgot to add #16: balance

 

reduce the overall difference in performance between some ships as mentioned in #1, #2 in OP.

 

but also reduce the difference in available modules between tiers. or reduce their effectivess.

 

ie: T1 has no ship mods and no passive R1, R2. T2 has 2 ship mods and 2 passives… that’s a bit much u think?

 

try this:

 

T1: 0 ship mods, 1 passive, gains 1st ship mod at r3

 

T2: 1 ship mod, 1 passive, gains 2nd ship mod at r6

 

T3: 2 ship mods, 2 passives, gains 3rd ship mod at r9

 

T4: 3 ship mods, 3 passives, gains 4th ship mod at r12

 

T5: 4 ship mods, 4 passives.

 

err yea it just dawned on me that dif ship have different loadouts, but work with that as a base. huge rebalance? you betcha… hey, don’t look at me… i didn’t mess it up in the first place…

 

also, gradually increase the missile count per tier, and revert to the old system, with 2 missile slots for T3-T5. but with less missiles per slot than before.

  1. isnt a exploit but tactic

  2. they have to make money somewhere

  3. oh god no

  4. yepp

  5. how about no

  6. Completely different crosshairs for different weapons would be a nice benefit but current ones are eh functioning. In 4x it comes down to the ancient method for aiming anyways.

  7. Nope, make flares have multiple charges instead as they go up in quality(green,blue,purple) in addition to reduced cd.

  1. isnt a exploit but tactic

  2. they have to make money somewhere

  3. oh god no

  4. yepp

  5. how about no

  6. Completely different crosshairs for different weapons would be a nice benefit but current ones are eh functioning. In 4x it comes down to the ancient method for aiming anyways.

  7. Nope, make flares have multiple charges instead as they go up in quality(green,blue,purple) in addition to reduced cd.

 

  1. definitely an exploit. as is self-destruct on commander lmao.

  2. they wont make any with those costs.

  3. podium finish: why not? no extra screens. it goes righ on the final scores screen… :\ you get to see some pretty ship models while you’re at it…

  4. how about give us the option.

  5. problem with custom crosshair for weapons is that not everyone likes the same crosshair…

  6. that’s a balance change, i was just speaking of a graphics/description change. however, if you lower flare CD, then you make other mods like shield boosters etc obsolete pretty much. at least on lower tiers with less slots. currently as it is, a flare will prevent significantly more damage per second than a booster can heal.