Promote the DLC / Pirate ships.

I think we all know that there are a lot of pilots in T3 who should have moved on, but haven’t. Part of the reason why is, I think, the obsession the Devs have with T3. The various DLCs are all aimed at T3, and if you’ve blown hundreds of dollars on DLC ships you won’t want to abandon them.

So, my suggestion is to upgrade all the DLC ships by one Tier. Every DLC and Pirate ship moves up 3 ranks and has its stats boosted accordingly.

This should hopefully encourage more pilots to fly T4, and thus increase the number and quality of games there while making T3 more “n00b friendly”, as the Devs seem to want.

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So, my suggestion is to upgrade all the DLC ships by one Tier. Every DLC and Pirate ship moves up 3 ranks and has its stats boosted accordingly.

Given that T4 premiums are more than twice as expensive as T3 premiums you can probably calculate the likelihood of that happening for free yourself…

Given that T4 premiums are more than twice as expensive as T3 premiums you can probably calculate the likelihood of that happening for free yourself…

It’s still a smart plan.

Promoted ships = better value DLC = more DLC sales = more money.

Promoted ships = more populated endgame = more longevity of product = more chance of pilots spending money = more money.

Maybe introduce a button that allows you to irreversablely transform all DLC ships one tier up. This brings more value to the ship and more incentives to buy the DLC.

  • premium pilots won’t be able to crush the Aces and will cry for that… Fortunatly, there’s still Aces in t4 and t5 :smiley:

I don’t think that moving them would be accepted by the majority of players who love the things to stay the same, and are just afraid of changes, even for the sanity of the game. Maybe making some duplicates of those ship in t4 could be a better idea (but then, it’s the devs who won’t agree that I guess).

Edit :

Maybe introduce a button that allows you to irreversablely transform all DLC ships one tier up. This brings more value to the ship and more incentives to buy the DLC.

 Or that idea :slight_smile:

Edit2 : I wrote n.o.o.b., not Aces… And it’s not pejorative as I consider myself one of them… What about all this politicly correct writing auto moderation? It’s easy to counter then pretty useless I guess… Maybe I should have used newbies or newcomers…

I think the general idea behind T3 balance is actually, to have people being able to buy into the game, just before the endgame starts, without imbalancing the endgame. Which kinda starts mid T4 atm.

 

Ships like the Sai and the DEagle also play a role in the gameplay, by filling obvious holes, which are not present in T4. Mostly because golden ships have R9 slots, also ships like the Nukem or Eagle-B replace some R7 ships. Tier 3 after all starts with 3 actives, but ends with 4, so the tier is divided itself, being the golden center of players. I don’t say all of those ships do have a role, like the Reaper, but especially the Sai being the only decent alternative to a Swarm does.

 

The Upside of this is, that you cannot call the game pay2win, while still retaining the kind of somewhat “unique” feel somebody wants with a DLC ship.

 

Having those ships being upgradable to higher tiers would be nice; however e.g. there are fed recons in T4 capable of competing with the Sai in every regard.

 

And the flipside of T4 DLC ships is, that their stats would be somewhere between T4 and T5, as are most DLC ships between T3 and T4, because from a product standpoint, you have to have some legitimation, why you want somebody to pay a bigger amount in microtransactionland. I mean, these ships are expensive as they are, and they have their main spotlight in the most general tier there is.

Certain players dislike T3 at this moment already, because they think premium ships is all you need to compete. T3 is usually heavily filled with payed ships, also since we love to stack up free synergy in that tier. So I am not sure, how it would be, if suddenly T5 endgame would end up with DLC ships flying around.

 

Don’t get me wrong, I personally am neither opposed or attracted to this proposition.

Maybe introduce a button that allows you to irreversablely transform all DLC ships one tier up. This brings more value to the ship and more incentives to buy the DLC.

They could sell a conversion DLC. Or even better add some T4 DLCs at a discount for T3 DLC owners.

the endgame. Which kinda starts mid T4 atm.

 

Am I the only one to see a problem with this ? Endgame starting midway of a tier ?

Am I the only one to see a problem with this ? Endgame starting midway of a tier ?

 

Well, that’s just my opinion, judging on some T4 ships, which have no real T5 counterpart, like the Minotaur; I would softly say, T5 is pretty young to judge itself fully, and I myself can only judge by numbers, not experience. This is just the general nuance I get, I could be wrong entirely.

 

Also, since R11 ships can fly SecCon.

 

But in that regard, every tier starts mid-tier, as it transforms itself to it’s own final endgame, and I have no problem with that (being a R9 match player mostly)

I think the general idea behind T3 balance is actually, to have people being able to buy into the game, just before the endgame starts, without imbalancing the endgame. Which kinda starts mid T4 atm.

 

Ships like the Sai and the DEagle also play a role in the gameplay, by filling obvious holes, which are not present in T4. Mostly because golden ships have R9 slots, also ships like the Nukem or Eagle-B replace some R7 ships. Tier 3 after all starts with 3 actives, but ends with 4, so the tier is divided itself, being the golden center of players. I don’t say all of those ships do have a role, like the Reaper, but especially the Sai being the only decent alternative to a Swarm does.

 

The Upside of this is, that you cannot call the game pay2win, while still retaining the kind of somewhat “unique” feel somebody wants with a DLC ship.

 

Having those ships being upgradable to higher tiers would be nice; however e.g. there are fed recons in T4 capable of competing with the Sai in every regard.

 

And the flipside of T4 DLC ships is, that their stats would be somewhere between T4 and T5, as are most DLC ships between T3 and T4, because from a product standpoint, you have to have some legitimation, why you want somebody to pay a bigger amount in microtransactionland. I mean, these ships are expensive as they are, and they have their main spotlight in the most general tier there is.

Certain players dislike T3 at this moment already, because they think premium ships is all you need to compete. T3 is usually heavily filled with payed ships, also since we love to stack up free synergy in that tier. So I am not sure, how it would be, if suddenly T5 endgame would end up with DLC ships flying around.

 

Don’t get me wrong, I personally am neither opposed or attracted to this proposition.

 

The funny thing about the game is… that when you beat the enemy player with a squad of premium ships with purple gear, they always think that’s the only reason they lost - because you had advantage of more powerful gear.

 

It may be true that their non-maxed ships with mk2 gear might be quite a disadvantage at a point, but that still isn’t the main reason. However, they will always think (and blame you) that it’s the better gear and is not a fair fight. Because it’s easier to accept that someone has better gear than their own ability. Keeping it this way, it gives you reason to progress and play the game (=income) to earn those purples . But by the time you get them, you will also improve your skills by equal (or higher) margin, making you think that the gear helps you, and that it did to others before you…

 

The only thing that really matters is being energy stable, which you reach at near-max sinergy levels, so a lot of ships are crap from the start that are not stable yet, because this can give you some real trouble like not being able to afterburn or activate your modules in dire need. But once you get there the rest of the stats don’t have a noticable impact that you can feel. We are talking of improvements of 3-5% that purple gear gives over the green one. Nobody really believes that 5% better stats give you a total edge over the oponent, it’s not even close to that. The only thing that some premium ships do have going for is better module layout on some models and passive buffs of questionable balance (that got nerfed many times anyway). The Sai, in particular, is still far superior and too good compared to the rest of the recon line; that one needs some kind of improvement. But apart from that, prem ships are generally just great tool to farm free sinergy in the long run and are thus good to have, because you never have enough of that, and T3 being the most populated tier, it’s a good investment.

 We are talking of improvements of 3-5% that purple gear gives over the green one. Nobody really believes that 5% better stats give you a total edge over the oponent, it’s not even close to that.

 

This is what people keep saying, and i was saying it as well. But then someone made me pay attention…there is a pretty big deal of difference in a number of modules depending on quality, one of the important ones being cooldown. On the gunships where i actually looked, for example Combat Reset, there’s somewhere around 13 seconds of cooldown difference, + immunity duration 1 sec or something. I didn’t check exactly the numbers for all the modules, but there certainly are big leaps for some of them. Not only 3-5%. I think on the multipurpose heal you gain about 20 seconds. That will make a difference. 

Just move the f*king DEagles out of T3, and we are fine.

This is what people keep saying, and i was saying it as well. But then someone made me pay attention…there is a pretty big deal of difference in a number of modules depending on quality, one of the important ones being cooldown. On the gunships where i actually looked, for example Combat Reset, there’s somewhere around 13 seconds of cooldown difference, + immunity duration 1 sec or something. I didn’t check exactly the numbers for all the modules, but there certainly are big leaps for some of them. Not only 3-5%. I think on the multipurpose heal you gain about 20 seconds. That will make a difference. 

Well yes, active modules are the one thing that has a big impact I did not mention there (healing modules being the most game changing), that was always true that having upgraded active modules is much more important than upgraded weapons or passives (those really are 3-5%). But when PrM is getting his 20+ killstreaks with his ion emitter gunship I’m pretty sure it’s not due to the fact that any of his gunship modules are purple.

Well yes, active modules are the one thing that has a big impact I did not mention there (healing modules being the most game changing), that was always true that having upgraded active modules is much more important than upgraded weapons or passives (those really are 3-5%). But when PrM is getting his 20+ killstreaks with his ion emitter gunship I’m pretty sure it’s not due to the fact that any of his gunship modules are purple.

 

PrM and any other person knows that when you STAND STILL your basically begging to get killed. Ions work with great aim. If you make it so that your a hard target then its difficult to be killed. SImple. 

Well yes, active modules are the one thing that has a big impact I did not mention there (healing modules being the most game changing), that was always true that having upgraded active modules is much more important than upgraded weapons or passives (those really are 3-5%). But when PrM is getting his 20+ killstreaks with his ion emitter gunship I’m pretty sure it’s not due to the fact that any of his gunship modules are purple.

 

Mmm yeah…+3% from here, + 5% from there, + 15-20% from actives…you get an overall of let’s go with +25% overall performance (out of my behind the number)  of a ship. That’s quite a number (I don’t criticize this, just pointing it out!). 

About the ion emitter 20+ killstreak…I don’t know how some people have such a steady hand. Maybe with a 100 inch monitor with low resolution i’d be able to do the same. Or a zoom tool on the other screen :slight_smile:

The Sai, in particular, is still far superior and too good compared to the rest of the recon line; that one needs some kind of improvement.

 

While I agree to most of what you mentioned, and I hope the quote was not since you felt I was arguing in the opposite direction, the Sai in particular had a nice comeback with the engine module changes and the latest DLC discounts, I agree. It wasn’t OP tho all the time, in the last year, the Swarm is still a very sturdy Recon in T3, and Feds do offer tier-mid-rank-recons from T4 on again.

Mmm yeah…+3% from here, + 5% from there, + 15-20% from actives…you get an overall of let’s go with +25% overall performance (out of my behind the number)  of a ship. That’s quite a number (I don’t criticize this, just pointing it out!). 

About the ion emitter 20+ killstreak…I don’t know how some people have such a steady hand. Maybe with a 100 inch monitor with low resolution i’d be able to do the same. Or a zoom tool on the other screen :slight_smile:

 

You gave me an Idea…

Sometimes the extra Bonus on some of the ships makes a BIG Difference  

extra main weapon damage

extra capacitor

cool down

 

For example In T3 I am a bit of an odd ball being I utilize a lineup of 4 Frigates ( Engineers)

 

2 regular -  1 Fed 1 Empire    

2 Premium - 1 Fed 1 Empire

 

Active modules are configured the same on all 4

 

BUT the Styx ( a standard ship has an Bonus) and it comes in HANDY in  HEALING …   with the extra 20%  it heals at the rate of 125pts per sec  while all the others heal at 105pts…   it MAKES a difference

Nobody really believes that 5% better stats give you a total edge over the opponent, it’s not even close to that.

1v1 at exactly equal skill in equal conditions those 5% will make you win.

Of course the typical death squad with purple gear does not just have that 5% advantage, but also the numerical advantage, the advantage of the synergy of their ships and last but certainly not least the advantage of teamwork and typically far greater experience (and thus usally a better skillset) than the randoms that they face. So for the end result you are correct, those 5% really were not relevant to the outcome. :wink: