Ship class restrictions and backwards compatibility

So today I reached level 4 and was finally able to see how exactly all the ship equipment is classified. And honestly I think it could be better or at least I would have organized it a bit differently. For now we have equipment that is organized into tiers (t1-t4) with each tier slightly better, more expensive and incompatible with ships of other tier. Within tier we have different marks (I-III) (with note that MkIII items are only available to certain factions). Also certain equipment is (ship) class specific.

First thing I would change is to set a class restriction on weapons like there are for some modules. Same lasers that can be set on frigates shouldn’t fit on interceptors or fighters and vice versa. Why? It simply not fair that larger ships get more firepower for exactly the same price. Also it’s not credible… it not the same if you have 2, 4 or 6 turrets mounted on your ship. Frigate weapons of same tier should be like 10% more expensive than interceptor and 5% more expensive than fighter weapons imo.

Second thing is that equipment like weapons and all other modules should be backwards compatible for at least a tier or two imo. This means that i.e. t2 ship should be able to mount t1 equipment and weapons but t1 ships should not be able to mount newer t2 equipment. I see no harm to gameplay in this if someone chooses to use t1 equipment which is inferior (at least weapons which do less damage). Instead you are forced to buy completely new equipment from scratch to fully prepare your new ship for battle.

So to sum it up I suggest class restriction for ship weapons and backwards compatibility for equipment of lower tiers. This would be more credible than the system implemented right now and also it would spread out expenses more evenly than they are now. In my case I didn’t have anything new I wanted/needed to buy for quite some time and then suddenly (when I reached rank 4) I would have had expenses in over my head if wanted to buy 2 or 3 new ships of that tier and equip them fully since all the equipment I had at that moment became obsolete.

you’re right, and the idea is not bad. I also think the interceptors should have a small damage bonus against the bigger ships. this, would compensate the missing towers

indeed, very good idea and exactly that what im saying all the time :slight_smile:

+1

agreed for the most part,though backwards compatiblity is a problem.

the match maker tries to balance teams by ships, using a t4 ship with a t1 weapon will still match you vs T4 ships with apropriate weapons which in turn hurts your team, the way it is now, which is fine IMO. forces you to make money and fully equip yourself before you can be classified as a T4 user

sure you can join with a naked ship, but no serious player will actualy do it for his benefit or his team.

this remind me when i was using an interceptor with an overcharged long range laser, all i did was sit in the back and farm assist/kills if anyone got remotely close i use the mini warp to get out then proceed to start sniping again :01414:.

ship classes should be using diferent weapons:

frigates: heavy weapons and snipers (heavy hard hitting guns with high range and acuracy but very slow rate of fire)

interceptor: lighter weapons such as rapid fire (lighter guns with low alfa, dispersion and range but very high rate of fire)

fighter: mid range weapons (all around weapons)

agreed for the most part,though backwards compatiblity is a problem.

the match maker tries to balance teams by ships, using a t4 ship with a t1 weapon will still match you vs T4 ships with apropriate weapons which in turn hurts your team, the way it is now, which is fine IMO. forces you to make money and fully equip yourself before you can be classified as a T4 user

sure you can join with a naked ship, but no serious player will actualy do it for his benefit or his team.

actually you are wrong since you have missed the important part of my suggestion. it would only be like 1 tier backward-compatibility so the situation you described as problematic is not plausible. actually we have the problem you talked about right now since most players will drop from premium or mkiii to mki weapons of higher tier. let’s take figures for classic plasma gun as example since they are native for interceptors.

Tier I: MkI 247 MkII 293 MkIII/Premium 319

Tier II: MkI 309 MkII 328

Also basic factory plasma gun for tier II ships is 247.

So you can see that in some situations player is actually forced to lower firepower of his weapons when taking a new ship and that even T1 MkII is better than ship with factory guns. Also I must note that difference in price from MkI to MkII and MkIII weapons is ridiculously high and not worth it imo (well if you had anything else to spend your money on it wouldn’t be at least). Also pricing is kind of terrible in this game, in any case imo even MkIII weapons shouldn’t be more expensive than the ships of that tier, yet even MkII have double or more the price of the ship. Imo ships prices should be raised drastically like 5-10 times at least and mkII and mkIII weapons(and items) should have smaller gaps in price compared to mkI weapons then they do now.

thats very good idea, changing for new ship, is lowering you craft synergy anyway, so why not to use items from previous tier, when some items liek rare or mk3 are better. and use them till you earn cash or rank for next tier good weapon, better than last tier

actually you are wrong since you have missed the important part of my suggestion.

i did miss the only 1-2 tiers lower bit, guess i shouldnt post when tired.

my point still stands though, yes, you lose some DPS when changing tiers and buying the MK1 weapon, but theres logic behind it.

starting a new tech doesnt give you a stronger ship on the go, it gives more combat options and a clean ship that can be leveled and modified better.

a maxed T1 ship with MK3 weapons is infact stronger in general combat(sandbag test) than a T2 synergy 1,but by having more combat options the T2 eventualy wins when it gains synergy and therefore we have the expected static increase in power the more you progress with tiers.

the reason that T2 mk1 weapons are weaker than the MK3/premium version of T1 is simple balance for leveling and fighting purposes.

TLDR,

od1t4.png

a weaker ship compensates by having more combat options, your suggestion will tear that balance by having a pure power progression and therefore ruin the gameplay.

I think the weapons etc, should be via its class.

This would be very hard on the devs to develope weapons for each ship type, But it would vastly improve the game.

Frigate weapons on an intereceptor causes ceptors to have way to much damage. This is something that badly needs a nerf. What needs to happen is agility needs to become part of the equation. For example.

you can turn at 15 ms a second in a interceptor

You can turn at 10ms a second in a frigate

you can turn at 5 ms a second in a frigate

This way, the smaller ships can Partly “speed tank”

the larger ships should however, have a way to kill ceptors, Like some sort of Aoe, or ability to shut them down (Like Electronic warfare, IE Webifier/ Slow movement effects).

Further, larger ship weapon fire should be slower moving, not nessisarily lower reload.

this is because if weapons move at 200ms, and the ceptor at 250, chances are the ceptor can simply just dodge the larger weapons fire.

At the same time, the ceptors should not be able to kill frigates or larger unless there is 2-3 of them on one.

Lastly, Each Ships mods should have t1/t2/t3. Each with skill tree requirement, and reputation level that is hard to get. For example,

Tier two weapons should require some Mid to end chain research.

Tier three should be at the end of the weapons tree. You are talking like reputation level 15-20 atleast for tier 2, and possibly double of that for tier 3.

This will add a lot of value to upper-ranked players. IF you will, they will be “end game content”.

Slow movement items should be harder on smaller ships, then larger ones.

this would likely balance out everything.

Frigate weapons on an intereceptor causes ceptors to have way to much damage. This is something that badly needs a nerf. What needs to happen is agility needs to become part of the equation. For example.

I honestly don’t know what game you’re playing but SAME weapons do significantly less damage when mounted on interceptors than when mounted on fighters or frigates. problem is they have the same price…

also frigates do have aoe damage module.i can’t remember it’s name atm…

Yes, There is an aoe mod, But you have to sacrifice a lot of tank for it, it would help to have atleast another slot on each ship class. I forgot about that, thanks for reminding me. And as for the weapons, The damage between frigate, and interceptor is only 30-40 dps, when a ceptor can kill me in a tanked out frigate, there is a problem.

they need a damage nerf about 50-60 of its current dps for tier 1, and probly that or more for the other tiers

Yes, There is an aoe mod, But you have to sacrifice a lot of tank for it, it would help to have atleast another slot on each ship class. I forgot about that, thanks for reminding me. And as for the weapons, The damage between frigate, and interceptor is only 30-40 dps, when a ceptor can kill me in a tanked out frigate, there is a problem.

they need a damage nerf about 50-60 of its current dps for tier 1, and probly that or more for the other tiers

i don’t think they need nerf… but I’m an interceptor pilot so I’m not being objective perhaps.

also as long as the prices are the same for these ship classes and their weapons/equipment i don’t think there is a problem with a 'ceptor being able to destroy a frigate by himself.

There is a major problem with it.

why would you take a slower ship, with superior tank, when the superior tank does not matter?

Ceptors are simply just doing to much damage, thats all really.

This addressment should be toward the devs, who should decide how they really want each class to play as a role in the game.

Personally, I think ceptors should be able to fend of gaurd sentries maybe a poorly geared fighter.

Ceptors should be used for ninja caping, that is to get in fast, take a node and get out before anyone realizes it. if they are caught i nthe act, they should have no choice but to run, fighting for them should be a last resort, and should be dangerous outside of fighting gaurds.

this can be accomplished by giving them higher regen rates on shielding, and nerfing their current damage by 15-20%.

i personally think there should be rockets for gaurds that can have a larger ammo amount, 10-12 per a reload/game.

that deal bonus damage to gaurd sentries