Disclaimer: Please note, This is a player created idea, and has nothing to do with the development team, their choices an so forth.
Hello Players, I am currently looking at a way to redesign the current system. This post is long, so please bare with me.
Chapter 1: The Steps to be taken
Chapter 2: Explanation of acquiring and equipping ships, Modules
Chapter 3: Technological Levels
Chapter 4 Racial Diversity
Chapter 5: The skill system: How it works (etc)
Chapter 6: Math behind the system
Chapter 7: FAQ
I will Dub this system “The Tech-System”
Chapter 1: The Steps to be taken
- Step One: Delete Tiers from ships, modules, etc
- Step Two: Add to all ships, all 5 ship mod slots, and 5 passives.
- Step Three: Diversity of races (each race acquires unique fighting concepts, skills)
- Step Four: Add Skill Tree
- Step Five: Balance, Tweak, Polish
Chapter 2: Explanation of acquiring and equipping ships, modules
Players will gain ships through a sort of license system. Every so many reputation levels (i set it around 3 to 5) The player
will gain access to a new license, that will enable the ability to purchase new ships. As the player processes, The
ships technology will progress. These ships will have assigned to them “Technological levels”.
Technological levels will grant players the ability to access new types of technologies that are more sophisticated, and potentially
more powerful (but come at a cost of also having weaknesses).
Chapter 3: Technological Levels
Ships themselves would have a mix level of technology they could handle. so a tech 1 ship, would only be able to equip tech 1 weapons.modules.
However a tech two ship could equip tech 1 technology.
With in this system there will be grades or quality levels of technology. (like mark 1, 2, 3 etc).
An Example of the technology differences.
Tech 1 might have access to rapid fire weapons, Excelling at high rate of fire
Tech 3 Would give access to Heavy weapons, Excelling at single target damage.
Tech 5 would have access to a lightning beam that might jump from one ship to the next. Excelling at splash damage
each one would have its benefit, but the lightning beam for example, would not excel at single target, but would excel at large group battles.
Chapter 4 Racial Diversity (Technology, and Tactics)
Each race would gain its own unique types of technologies, Strategies, and even types of tanking. These would be seen through
the weapons, modules and performance and even the design (graphic) of the ships.
I would base the races tactics around the following
Empire : Highly defensive, able to react quickly to attacks on their controlled points, space, territory.
Strategy High response time able to deal with threats quickly.
Technology: Mobility based technologies.
Federation: Highly offensive, but fragile.
Strategy: Hit and run tactics.
Technology: Cloaking based technologies
Jericho: Superior Longevity (Defenses)
Strategy: Jericho tactics would be based around out lasting the enemy.
Technology: Shield based technologies
Note: The difference in tank between empire and jericho would be empire takes a long time to beat through because of high resistance, but has a longer rate to regenerate (heal fully), where as jericho are slightly softer but generate twice as fast
Chapter 5: The skill system: How it works (etc)
Many players have noticed there is an experience gain after battles. I have created a new skill based system to help players
be suited for their way / style of play instead of being forced to do something.
The idea works like this.
Players will gain a skill point per a level. Levels will be a new bar based on exp gained in games (your account has a lot of it in there right now, you just cant see it). Players will place the points in a skill tree follow one of 5 types, each having (At release) 5 skills, Each having 5 levels.
The 5 types are
- Weapons
- Defenses
- Energy
- Propulsion
- Electronics
Each class of ship (interceptor, fighter, frigate) will gain its own unique type of skill tree. some examples are
Weapons skills for interceptor would include killing drones faster
Defenses for fighters would include more resistance
Energy for propulsion for frigates would include faster speeds.
But you would see something like
Interceptor getting speed buffs
Fighter getting damage vs drone buff
Frigates getting Electronic warfare buffs
This way the ships are kept in a “role”
Interceptor : Harasser
benefits: High utility
weakness: low Survivability in heavy combat
Fighter : Heavy assualt ship
benefits: High damage
weakness: Low utility
Frigate: Sniper,Support
benefits: High Survivability
weakness: low speeds
Players will gain roles based on their point - skill placement.
it will work mechanically as follows
Roles
- No specific requirements met = General Role
Bonus’s = Nothing
60% or more in 1 of the 5 fields, = Offensive Etc
40% or more in 2 of the 5 fields = Sabatour, Electronic warefare, etc
30% or more in 3 of the 5 fields = Support, Protection Etc
this way roles adjust to players play style, rather then them being made to play a ship in a role they dislike.
Chapter 6: Math behind the system
math behind the system is very simple.
Lets take Tier 1 and 5 Frigates for example (to not bore you with long numbers etc)
Harpy (tier 1)
6115pts.(shield)
9585pts. (hull)
625pts. (energy)
116m/s. (speed)
Total HP 15,700
Tormentor type S
14405pts. (shield)
5735pts. (hull)
850pts. (energy)
155ps (speed)
Total HP 20,140
Difference is around 22-23% (guesstimated) We would slightly nerf to be around 10 % Max
So the new Hp of Tier 4 would be around
17,500
Now when the quing system starts, since all ships are in the same tier, The matches will basically be the same.
Ships wont differ to much, out side of technology, spec and build. so combat would change because of
new types of weapons, modules etc, but in general it would be the same, keeping in mind that the new
depth of builds etc will make things much more dynamic, that is you may find a ship of tech 5 you can kill
and the next one you will struggle.
Chapter 7: FAQ
Q: How will the game make money off this?
A: One idea was to make is to that high technology levels could be adapted to lower tech ships, but would be costly (Cost Galactic Standards)
Q: Will the licenses be based on reputation or character level?
A: Reputation.
Q: Will Weapons technologies be based on loyalty, or Licenses?
A: Licenses will require a specific level of loyalty, So essentially loyalty.
Q: How do i get a license?
A: They will be open to buy in the shop under “licenses”. They will also be racially based, so that you cant buy any races weapons/modules upon meeting that reputation requirement
More FAQ Coming soon.