Needed Changes - Updated [New]

Hot Fix Changes needed now!

 

 

  • Lasers Size increased by 35%

  • Lasers Rate of fire increased to min 80-90 Rounds per minute

  • Rail-guns Rate of Fire to min 50-60 rounds per minutes

  • Change Horizon module to Based amount 550 (Mark 1) to 750 (Exceptional)

  • Reverse the reverse heavy weapon barrel speed changes

  • Remove heavy weapons from interceptors

  • The design of “Squad license” needs to be deleted. Any player can now make Squads of 4.

  • Heaving a License now increases the size of Squad to 6

 

Changes that are needed immediately (After Hot Fix)

 

  • All Ships rebalanced

  • Additional 10% Resistance bonus to frigates

  • Direct Recovery Module heals all allies in 1500 meters for <Burst heal>. Large Cool Down

  • Warp Gate sized increased by 50%

  • Warp Gate life increased to 2500 Hull 10000 Shields (With 250 shield regeneration a second)

  • Warp Gate Duration changed to 3 minutes

  • Warp Gate now has a second end 5000 meters directly a head. The game can now be used in both directions.

 

 

 

Things that need to be investigated

 

Barrel Roll Based on Ship Size

Barrel roll kills the desire to use a weapon, it should never be more then the current hailstorm - plasma gun

  • Add a new system of “barren power” to each ship size, maybe even race

  • Barrel speeds roll faster for smaller ships, but slower for larger

  • Ships now gain -X Speed per turret for barrel effect, placing frigates at the slowest

 

 

 

Optimal Bonus based on Turret

One of the major problems with sniping, and also mid or close range frigates it optimal. Adding a system

to give a bonus optimal range based on turret amount is a good way to correct both problems, but will require a reduction to the optimal range of some weapons.

 

Example -

 

250 bonus optimal range per turret

 

500 Bonus optimal on a interceptors

1000 optimal range on a fighter

1500 optimal range bonus on a frigate

 

Assuming Pulse laser is 1250 optimal range It will be

 

1750 Interceptors

2250 Fighter

2750 Frigate

 

These changes will encourage Mid/Close range frigate builds, improving dynamic game play

and tactics.

 

Faction Based Technologies

 

One of the major design flaws to this game is that every race has the same type

of life, and similar types of tanking. These makes every ship feel the same, and

badly reduces the unique feel of races.

 

I suggest the following changes

 

  • Empire is now Hull(15% HP)/Armor (85% HP)

  • Federation is now Hull(15% HP)/Armor (45%HP)/Shielding(40% HP)

  • Jericho is now Hull(10%HP)/Shielding (90%HP)

 

 

Use the current HP Values, just change their values to the above values

 

The benefit of this system is these stats can be used to

 

  • Diversify ship builds

  • Used later to support weapons or weapons effects (like a weapon that passes through shielding, but is weak toward armor (Federation))

  • Offers Another HP pool to protect against the their damage source (Thermal)

 

 

Weapons Creation system (designing your own unique weapon)

A system like this would spark creativity in players, and improve the games

dynamic features.

 

This system can work on a “module” Placement system, where they have a

“weapon hull” that has X Slots in it. Each weapon hull will have 5 slots, and

each weapon will gain a “race bonus” for having 3 slots from its races weapon

modules. Each race will have weapons modules dedicated to a specific concept

that will make the weapon feel like current weapon types (plasma high rate of fire,

rails low etc). Further, each race will have 5 slots to fit in. Each weapon hull will start

with base stats and the modules will increase or decrease the stat. Examples

 

Plasma Weapon (Custom) (Plasma-Rail Hybrid)

 

2000 Optimal

70 impact

70 RpM

15s/3 over heating

1.0 Spread

 

5 Slots

 

Slot 1 : 30 Rate of fire, 40 impact damage. - 1 second Heating (Plasma)(Federation)

Slot 2 : 30 Rate of fire, 40 impact damage.- 1 second Heating (Plasma)(Federation)

Slot 3 : 30 Rate of fire, 40 Charge speed. - 2 second Heating (Plasma)(Federation)

Slot 4 : 60 Impact, 70 Charge speed. + 0.50 Spread (Railgun) (Empire)

Slot 5 : 60 Impact, 70 Optimal. + 0.50 Spread (Railgun) (Empire)

 

Finished weapon

 

Plasma-Rail Hybrid (custom)

506 Dps

160 RpM

190 Impact

2000 optimal

11s/3 over heating

2.0 spread

 

Example

 

Plasma has 3 slots for rate of fire

Rail has 3 slots for damage

Lasers have 3 slots for range

 

 

Concept of Sniping

I fully support sniping in this game, but because of the low survival times, we dont

really need a burst-concept to make sniping good. As such I move that all

frigate abilities offensive (Empire, Jericho) Be removed from the game.

 

Sniper weapons should simply just be toned to play a major role in

long range combat. Sniper advantage should be range only.

 

Ship Abilities.

 

This is a big section. First I will start with the idea that each race

should have a “concept” to its abilities. In general this is very much the

case for most abilities.

 

 

Federation – Cloaking / Hit and Run

Interceptors: Cloaking device.

Frigate: The frigate now has the ability to lay a cloaked mine field. Lasts 3 minutes.

Deals 3750 impact damage per detonation. Max 4 mines per a player. Cool down 90 seconds.

These mines are repair bots, and can repair friendly players in the field by 65 Hull/Shields a second.

 

Note: cloaking device now grants 35% movement speed bonus to interceptor/frigate.

 

Empire – Speed / High Response time

Frigate: 35% Movement speed for 15 seconds, immune to stun for this duration. Effects

all allies in 1500 yards. 90 second cooldown.

Fighter: Remove Rate of Fire buff. Weapons not longer over heat while overdrive is active.

 

Jericho – Shielding / Tank

Interceptor: Instantly sets off an AoE of EM energy, damaging all targets in 1500 meters for 650 Em damage

If the target does not have shields, they lose target locking, and its capabilities for 3 seconds. Heals the interceptor for 50% of the Em damage dealt.

Fighter: As the fighter is shot the shield shifts to resist the type of damage incoming, increasing resistance by 25 Per shot, stacking up to 3 times to that damage type. Passively increases all resistance by 25.

Frigate: Upon activation all allies in 1500 meters are bubbled, becoming immune to damage for 3 seconds. During these three seconds, and 3 after the shields regenerate at 650% their normal rate. 90 second cool down.

 

Cash Shop Idea’s

 

Add Ship Color

This is a really huge money making optional, needs to be added NOW!

 

Add Weapons & Engine Color Changer

Excellent option!

 

Add new bonus to license

Buying 1 month, 3 month, 6 month license will now give 1 guaranteed loot in PvP and 2 in PvE

I hate such posts. Honestly.

 

They are too long and touch too many aspects of the game to discuss them properly. I mean, quoting it all would create equally difficult to read block of text. You would be better off creating separate post about each aspect/subject of the game and eventually link them all to “Uhmari’s Suggestions” or whatever.

 

From the glimpse on it I would not agree with the bigger part of it, though. Your rebalance ideas seems skewed towards heavy ships, slower combat and more “static” type of warfare where two Fregates pound on each other from greater distance. Also races changes and weapon crafting smells too EvE-RPG-ish to me instead of competitive match gameplay. While that might be slightly wrong impression (as I’m too tired to focus on all numbers and % you propose) - what puts me off most is your 1st sentence about lasers. They must have such small radius because they are so easy to aim. Point & Click.

Most matches already look like some fracking 90’s rave party in space. You want more spread on them? Use pulse laser. 

This is stuff you just want right? You make some of your posts like your a dev and it’s confusing at time just my 2 cents.

 

I pick  Federation for the support the drones bring, I’m pretty sure a lot of use don’t want them change just buff, it also changes the whole roll of the ship it’s a close range brawler we would have to hug the mines with the new system.

 

Holy crap the Jericho frig power is overpower have four of them in a group that mean no damage for 12 seconds a life time in pvp.

You make some of your posts like your a dev and it’s confusing at time just my 2 cents.

Devs won’t post anything at suggestion forums section. I’m sure.

I will give an in-depth reply to this explaining all the faults in your proposal at a later point in time (I need some time to think first). I agree with most of the posts above me tho. Your proposal sounds a) too much like an order rather then a suggestion b) is phrased as if you were a dev. Additionaly, more then 90% of your post lacks a proper explanation as to why you would suggest the proposed changes.

 

@OXIA yeah I seem to have stumbled into the same problem with my compilation text. I would still appreciate a wall of text tho. Am working on splitting it into seperate ones at the moment tho so if you don’t feel like textwalling me I’d be happy if you could provide your input.

Zerk1 I know but I jump in to this thread hitting “View New Content” and not by the forums. If you read this not knowing it was the in suggestion sub forum you would think this was a hotfix/patch notes.

 

Sorry to say, but I must have overlooked your compilation text. :smiley:

Going to search for it, but as I said, I have difficulty discussing such propositions as they look more like design documents rather than something author wanted to open for discussion.

But the biggest issue with Uhmari’s post is that he even haven’t bother to number each section to allow easier reviewing it, and I have similar impression of reading orders/patch notes not to mention total lack of reasoning behind some of them. I’m afraid “I want” attitude is too obvious here to even bother discussing it any deeper…

I have to agree, I’ve decided to sum up an in-depth reply to this:

 

It’s not EVE. Don’t try to make it.

 

Also the thread is this

Hot fix changes - Are needed to stabilize weapon systems.

 

At it stands, lasers have a fundamental design flaw, if you hit in the circle, you do less damage if its not dead center.

This makes dealing damage with beams extremely hard, and ineffective.

 

Rails-guns are just not working out to be so good. But the issue is mixed, lots of different railguns need different fixes.

example, assault rails need more damage, where rapid fires need a rename and less spread, and faster full charge time.

 

Needed Fixes

 

Jump gate is not viable, It suffers two major flaws when you launch it when trying to get away and behind shot at

further trying to get in such a small gate tends to play like jumping through hoops.

 

Frigates need a little more resistance to get some better tank-time in on the battle field. say another 20-30 base stats.

 

 

Horizon And Rate Of Fire (cooling systems) changes

 

these changes are to balance the modules. 6 Rounders per a minute on a heavy weapon is not very effective, but doing say

15 to 30 is good. Further, 11.5% is 40 rounds per a minute, it empowers the faster rate of fire weapons to much.

 

Horizon changes will help stabilize the range to being more dependable and slightly nerfing the range.

 

Barrel speed via ship

 

this will allow the barrel speeds to stay at a fairly fast rate (around hailstorm) or 20% Slower. instead of 40-50%.

this will help balance the heavy weapons on smaller ships. Alternatively, we could just take heavy’s off all but frigates.

 

Optimal via turrets

 

this allows closer range weapons to be more viable on frigates, while supporting sniping slightly.

 

Sniping and frigate skills

 

the skills are destroying the game, long range weapons are the way to go. this was something investigated in the past 

by the dev team, but suddenly was halted. I am recommending re-investigating  Lastly, we can add the secondary effects( Like rail guns bullets exploding) to give it flavor.

 

Faction based technologies

 

These will help diversify the races to make them, their tanking and play more unique.

 

ship abilities

 

this focused each race into a general aspect

 

empire - speed/response time

federation - cloaking / hit and run tactics

jericho - tank, damage dealers

warp gates are fine…  you may have a whole strat built around them but they dont need a buff.

I have to agree. I skipped the whole thing and was rather waiting for brief summary’s and explanations on WHY you need these changes. 

For warp gates, how about a 3-5 second invul time to allow gate to open properly. Will also mean enemy chasing you may not be able to follow you if they are spraying.

I say double it’s hp and that would also be sufficient, along with invul timer.

Also I agree with removing heavy weapons from all but frigates.

For the rapid fire rail gun, which I think shout be called a Shot cannon, the function is a bit odd as the more you shoot the less rounds are shot, it gets inaccurate and the fire rate is low. I do think it should function like the rapid fire plasma cannon in terms of spread. First shot having the tightest spread but prolong shooting widens it.

Jump gates are a favored mechanic of mine, it is alright the way it is but Its not easy to detect it when deployed or determine the path the gate would push you through. I would suggest that when you hold down the trigger, it will bring up a minor hud determining the path that the gate would lead you too, that or a beam that will change color to determine if the placement is safe. Then let go of the activation key and deploy. Giving the gate a unique icon for allies and enemies to see would make the gate more useful and would mark it as a priority target for the enemies if the gate is detected.

/topic closed.

Guys this is not how a discussion should be done.