An Idea popped into my head while looking at the classes of ships and I am curious as to why do these classes have the same slots for modules with every rank? I thought each class would be a tad more different like having an extra slot for a module. Like an extra passive for frigates or an active for interceptors, maybe an extra missile slot type for fighters… Its just usually from the classes I see in the tree they seem mainly alike, only differences would be the type of missiles they use.
I would so give up 2 guns on my Frig for another active.
I think frigates would need passive more then active to make them more durable.
I think frigates would need passive more then active to make them more durable.
There’s already a difference in amount of turrets and subsequently damage output.
There is a difference in amount and type of missiles
I do agree tho.
There’s another hidden difference in that active modules are specialised by type of ships.
But I agree the fitting system is too simple. It all symmetrical between races, and the development scheme is the same for each tier. I’d like a tad more diversity.
For example, some active modules should be locked on certain race’s ships. For more roleplay. Jericho is said to have a direct connection between the pilots brain and the ship. I say Implants should only work on Jericho ships. Call them skills for empire and federation
Give us some diversity. More specialised ships.
I am level 12 on the 3 races, but I nearly only use empire ships because I know them better and I can put Jericho and federation modules on them.
MOAR COMPLEXITY !
Each ship do differ when it comes to specialization, like reducing the amount of energy for a group of modules, but really I don’t find it ‘as’ noticeable and that is of role which really isn’t that different within the class aside from giving role specific modules.
The interceptors seem to be the most diverse class when it comes to these little bonuses, having higher crit chance and the ability to quickly capture objectives.
I’m going to bump this, I am unsure what the Dev’s have planned for the ships but I’m curious as to how to make the classes differ more from one another than they are now.
Personally they do not feel ‘as’ diffrent when I fly them, they feel too… Simple, as if the playstyle of them is constant. Tactics do differ depending on modules and roles, but still they just seem to play out the same way for me.
bump as well
How about each ship has 1-2 module slots (depending on the total number of modules on the particular ship) locked to only accept modules from the category the ship is specialized in? Thus, command fighters would have slots that could only be used for command modules etc… Granted, the Tackler role gets the short straw here, but I assume that more modules will be coming for this particular specialization. To top it off, the modules allowed in the remaining slots would come from a common pool of modules that everyone has access to.
This way, powerful modules such as stasis gen and pulsar are restricted to certain ships, and these ships would be buffed/nerfed to compensate for the access to more powerful modules.
This would also open up for better balancing, since an ECM interceptor now has unique access to the stasis generator, and thus an energy suppression interceptor need not be nerfed to account for the superior active modules available (for emphasis). And TADAAAA, we now have a wider choice of options to fit our own playstyles within each ship class.
I would also really like it if modules could be more clearly delineated between the ship classes. The offensive “protection” modules of the frigates should probably go to the offence specialization of fighters, where as +shield res and +hull res should go to support frigates.
Feydakin your ideas are all very noble but you forget that implants only work on ships of the same rank or lower.
That means anyone who wants to fly an interceptor with the benefit of a rank9 implant, cant choose freely, because the available interceptors cant use the active skill he wants.
The choices are already very limited as it currently is, for example there is always only 1 role available per rank for a fighter in t4.
If you ask me, remove the roles of ships altogether, and let ME chose which role this ship has, giving _ the same benefits to all ships that select a special role _ and not “+100% command module range” to one random ship and no others.
Or maybe let me chose 1 buff to the benefits per synergy level like:
- +2% main weapon damage (why does empire get this, why dont the others get something too)
- -10% energy cost of modules
- +20% range of modules
- -5% recharge of modules
As it currently stands a lot of modules are superficial and absolutely underpowered compared to others. The devs should really spend more time balancing the core mechanics instead of playing with the reputation gain. Just my 2 cents.
Feydakin your ideas are all very noble but you forget that implants only work on ships of the same rank or lower.
That means anyone who wants to fly an interceptor with the benefit of a rank9 implant, cant choose freely, because the available interceptors cant use the active skill he wants.
The choices are already very limited as it currently is, for example there is always only 1 role available per rank for a fighter in t4.
If you ask me, remove the roles of ships altogether, and let ME chose which role this ship has, giving _ the same benefits to all ships that select a special role _ and not “+100% command module range” to one random ship and no others.
Or maybe let me chose 1 buff to the benefits per synergy level like:
- +2% main weapon damage (why does empire get this, why dont the others get something too)
- -10% energy cost of modules
- +20% range of modules
- -5% recharge of modules
As it currently stands a lot of modules are superficial and absolutely underpowered compared to others. The devs should really spend more time balancing the core mechanics instead of playing with the reputation gain. Just my 2 cents.
That is a good point.
However, choosing specialization yourself means that there is no need for more than one ship of each type per rank, since you will shape it to be exactly what you want. Thus, complete customization might not be very practical if you want the purchased ship to be more than a hull.
Perhaps a halfway measure is more suitable to retain the value of a specific ship while allowing customization to fit a playstyle? The energy reduction that is present on almost every ship could stay as is, but other values could be tweaked via synergy? The specialization could be switched between two possible values? The specializations would then provide +speed, -damage +shield etc to alter the ship statistics according to the perceived value and role of that specialization.
In short, customization is good, but if it is absolute, then ships have no eigen-values (harhar) leading to each ship within a class becoming arbitrary.
I also realize that I my suggestions are fairly sweeping. But I don’t see why they cannot be implemented step by step, such as starting with one module slot on each ship being locked to only accept a module from the specialization category of the ship.
Now about ship classes, often I look at these classes within 3 separate base roles that they fill in battle, debuffer, buffer, and combat. Based on these roles, each class reflect upon one of these roles. Now I’m not speaking of the roles such as Command, ECM, Support as those are suppose to be branched out versions of these ‘base’ roles. As for the roles we give them such as Tank, DPS ship, and others that are determined by module set up. Well this is how I understand it, and looking it like that seems to work.
Now one of my ideas was to give each class an extra module slot, frigates passive, interceptors active, and fighters should be able to use an extra missile type, and an extra weapon modifier at tech3+ mainly because that is when you get a more verity of weapon modifiers. A frigate with an extra passive will allow it to be more survivable. An extra active for an interceptor would grant it more versatility. Fighters being combat ships would be granted more combat flexibility if given an extra missile type and a new modifier for their weapons.
When it comes to DPS of each class, it sometimes does not seem to fit, take the frigate as it has the highest damage output compared to the other classes due to its 6 turrets, it is slow though and cumbersome but still tanky and to add another passive slot as stated in my previous idea to it would make it even more so. Interceptors have a 30% critical chance buff, now this is helpful but as much as I can focus on this, its really just a coin toss probability as the damage is not constant as the other two vessel types. The fighter has roughly the most balanced damage output and I think that the other two classes should follow along with this damage format. Interceptors can get a resistance debuffing effect based on the weapon type they use to match with the damage of a fighter. Frigates can have 8 weapon hard points that can cover a large firing arc around the ship allowing 4 turrets to fire at any direction, excluding the blind spot behind them and below. Having a class buff that would allow them to keep constant fire on a target.
Another Idea I had for awhile to diversity the roles within the class is to make it so that the faction abilities were more role specific. Thus every faction can use these special abilities. I think special abilities should also be more so effected by the primary weapon in terms of damage type, say using a kinetic weapon would make my guided torpedo deal kenetic damage.
And thats all the ideas I can come up with to make the classes and roles more different.
There are a lot of different ideas there, and all of them are quite precise. Not easy for the devs to be taken on consideration.
Would you all agree that what we need is more differences between the factions and the ships ?
However, choosing specialization yourself means that there is no need for more than one ship of each type per rank, since you will shape it to be exactly what you want. Thus, complete customization might not be very practical if you want the purchased ship to be more than a hull.
3 Ships per tier and rank. In a perfect world that would mean 1 ship per rank, but as it currently is, often 2 ships become available at the same rank, leaving one rank blank. Just look at tier3 fighters and tell me how many you see at Rank9? One. Unless you spend money. Maybe thats intended but still it sucks.
Would you all agree that what we need is more differences between the factions and the ships ?
Well yes, but there needs to be a level playing field to build on, as it currently stands several ships are just way out of line and make it unbalanced.
+1, some way to indicate/customize gun ports immediately comes to mind.
Why you no stream? Did you quit?
nope i still stream on my regular basis just stream on other sites where you can’t harrase and repost my stream on youtube.
nope i still stream on my regular basis just stream on other sites where you can’t harrase and repost my stream on youtube.
What is harrase?