Ship Roles

The announcement of major changes associated with the development of ship roles is now available on the game’s website.

Sounds good.

 

Can you tell us anything about how this will interact with faction differences? For example right now Empire Fighters are dps monsters, Federation fighters are fast and sneaky and Jericho fighters are (supposedly) tanky. Will each faction have only certain ship roles available, or will they all have options for all roles? If the latter, can you give us any hints on how factions will be differentiated in the new world?

Sounds good.

 

Can you tell us anything about how this will interact with faction differences? For example right now Empire Fighters are dps monsters, Federation are fast and sneaky and Jericho are (supposedly) tanky. Will each faction have only certain ship roles available, or will they all have options for all roles? If the latter, can you give us any hints on how factions will be differentiated in the new world?

I hope IIN report will be soon. Russian one is http://forum.star-conflict.ru/index.php?/topic/34330-iin-выпуск-1628-от-46130417/?view=getnewpost’>ready to read :slight_smile:

The announcement of major changes associated with the development of ship roles is now available on the game’s website.

 

mjam mjam , that sounds all deliciuos . cant wait for that , looks and sounds awesome !!! :good:

sounds like some very polished and fun ideas, great work

 

hope u devs could pull this off with great success :)wt

Dynamis pilot here and I’m not certain I like what I just read.

I prefer building my ships in such a way they fulfill multiple roles at the same time. My Imperial fighters are designed to both fulfill a command and central battle role as described, but they also fulfill the role of quick damage dealing, combining tactical modules with overdrive and missiles. My Interceptors use both stasis and self destruct, then shield drain and finaly flares or stealth. They can work as assassins and interceptors. They are specifically suited to killing captains or killing an ECM bomb carrier. I could go on.

Having the choice to build a ship fitting your playstyle is already there. Having diversity in your choices, being able to build a ship that not only fits one, but multiple roles. Being able to addapt to the battlefield situation without having to die to change ship!

My point is, these changes are rather bad if they also limit the module choices for particular vessels. There are too few modules in the game as it is. I love the idea if all it does is add another ability or choice to a vessel specializing it further, but it should not limit the diversity of modeling a ship to your own playstyle.

If I read your text correctly you are now giving overdrive to the Jericho fighters, naming them gunships, and making the Imperial fighters the Shield fighters? Jericho Frigates loose their missiles but gain drones? Imperial Frigates, depending upon model, are either torpedo or disruptor frigates?

Switching their roles is damaging. Limiting their diversity is over-simplification. I have, and probably lots of people have, invested a lot of time opening up and specializing in a certain faction, using all their funds on ships they liked! With the new prices on ships and reduction in income we are speaking of one or more months of effort. If you change this the ships bought will no longer do what they were bought to do!

It is comparable to buying a SUV in real life and the day later it converts into a Roadster. Sure a Roadster can be fun, but you bought a SUV because you wanted a SUV! Making these radical changes seems bad.

Hmm, bad descriptions, unclear?  But it sounded like many ship specials are getting moved around to other ships? 

And that certain modules will not be able to be equipped unless you are a specific ship(command ships can only fit command modules for example)

I think I’ve just been CU’d and NGE’d at the same time  =D

Hmm, bad descriptions, unclear?  But it sounded like many ship specials are getting moved around to other ships? 

And that certain modules will not be able to be equipped unless you are a specific ship(command ships can only fit command modules for example)

I think I’ve just been CU’d and NGE’d at the same time  =D

I believe your SWG anology fits nicely.

I dont get this… First you guys spend a year to balance out alle the ships (wich is finally coming through) and then you gonna flip it all over again… Why? Who wants this? I’m really afraid that the planned changes are going to railroad players into certain roles while now you can use diffrent ships for the same task. Sure one ship might be a bit better at it then other ships, but the principal os tweaking the ship to your playstyle makes all ships good…

I think you guys are going to break a good system…

 

(ps. I don’t want to sound whiney. I love this game and play it for quite some time now. So thanks again for developing)
 

I dont get this… First you guys spend a year to balance out alle the ships (wich is finally coming through) and then you gonna flip it all over again… Why? Who wants this? I’m really afraid that the planned changes are going to railroad players into certain roles while now you can use diffrent ships for the same task. Sure one ship might be a bit better at it then other ships, but the principal os tweaking the ship to your playstyle makes all ships good…

I think you guys are going to break a good system…

 

(ps. I don’t want to sound whiney. I love this game and play it for quite some time now. So thanks again for developing)

 

 

Right now the ships are not even balanced, and the system is incomplete and broken, like the saboteur mods for fighters for example. All the ships are almost the same, with no benefits for picking a specific playstyle, so there is no need to have 3 ships in one tier when all of them do the same. My Tiger with Command mods feels just ridiculous. So, there is no way the system is any good in its current state.

 

I was looking so much for this update.

Right now the ships are not even balanced, and the system is incomplete and broken, like the saboteur mods for fighters for example. All the ships are almost the same, with no benefits for picking a specific playstyle, so there is no need to have 3 ships in one tier when all of them do the same. My Tiger with Command mods feels just ridiculous. So, there is no way the system is any good in its current state.

 

I was looking so much for this update.

 

I understand your point. I just dont see how limiting the the choice of modules would improve this. 

I’m afraid that,when these plans are implemented, you can derrive a set of tactics from shiptype of the enemy you encounter, what would make the ships even more alike and quite predictable.

 

Adding new modules to go with a specific tactic is another thing. The addition of the warp-gate for instance really give’s you more tactical options to choose from, yet any frigate should be able to equip it.

 

Besides the module part, I think that assigning specific tactics to a ship will unbalance the game even further. Certain ship types will become more effective for making kill wich will make them a more frequent choice, leaving gaps in the teams.

I personally believe that the addition of a corp-battle system would benefit the tactical aspect of the game the most, aswell as returning to 4 slots in a squad for free.

Dynamis pilot here and I’m not certain I like what I just read.

I prefer building my ships in such a way they fulfill multiple roles at the same time. My Imperial fighters are designed to both fulfill a command and central battle role as described, but they also fulfill the role of quick damage dealing, combining tactical modules with overdrive and missiles. My Interceptors use both stasis and self destruct, then shield drain and finaly flares or stealth. They can work as assassins and interceptors. They are specifically suited to killing captains or killing an ECM bomb carrier. I could go on.

Having the choice to build a ship fitting your playstyle is already there. Having diversity in your choices, being able to build a ship that not only fits one, but multiple roles. Being able to addapt to the battlefield situation without having to die to change ship!

My point is, these changes are rather bad if they also limit the module choices for particular vessels. There are too few modules in the game as it is. I love the idea if all it does is add another ability or choice to a vessel specializing it further, but it should not limit the diversity of modeling a ship to your own playstyle.

If I read your text correctly you are now giving overdrive to the Jericho fighters, naming them gunships, and making the Imperial fighters the Shield fighters? Jericho Frigates loose their missiles but gain drones? Imperial Frigates, depending upon model, are either torpedo or disruptor frigates?

Switching their roles is damaging. Limiting their diversity is over-simplification. I have, and probably lots of people have, invested a lot of time opening up and specializing in a certain faction, using all their funds on ships they liked! With the new prices on ships and reduction in income we are speaking of one or more months of effort. If you change this the ships bought will no longer do what they were bought to do!

It is comparable to buying a SUV in real life and the day later it converts into a Roadster. Sure a Roadster can be fun, but you bought a SUV because you wanted a SUV! Making these radical changes seems bad.

 

 

I dont get this… First you guys spend a year to balance out alle the ships (wich is finally coming through) and then you gonna flip it all over again… Why? Who wants this? I’m really afraid that the planned changes are going to railroad players into certain roles while now you can use diffrent ships for the same task. Sure one ship might be a bit better at it then other ships, but the principal os tweaking the ship to your playstyle makes all ships good…

I think you guys are going to break a good system…

 

(ps. I don’t want to sound whiney. I love this game and play it for quite some time now. So thanks again for developing)

 

 

really agree. I like these 2 posts! Too much stuff…tooo much complicated! Game is gonna be messy and nearly impossible to balance with all this stuff…Really really really, i HATE the idea to get stuck in a role. This new kind of mechanics battle. with some pepole doing something very specific and other people catching specific tragets sounds really HORRIBLE to me…I don’t wanna spend hours coordinating with teammates in very superdupercomplicated battles…I just wanna start the game and have couple fo hours of fun! REALLY GUYS THIS REALLY SOUNDS TO ME LIKE THAT WEIRD GAME IN HARRY POTTER…QUIDDICH!? :blink2: :blink2: :blink2:

The system is hardly great right now. Currently many ships are useless because they’re outshone by the other faction’s ships (does anyone use the Warden Interceptors?), or at least are so similar that there’s no point owning both, and certainly no point fielding both in one battle. This sounds like it will give more differentiation so more ships can be made useful.

 

I echo the sentiment that ships shouldn’t be *too* pidgeon-holed though. Your ship should perform better in its preferred role, but not so much that it’s a one-trick pony.

 

To the argument that no one will fly niche roles because they don’t get as many points, the fix for that would be to make sure the points system rewards you for being a team player; it’s not a problem with niche roles per se. Tbh I think the game does this pretty well already with debuff and buff assists, points for beacon caps, etc.

 

That in the new world the ships we previously bought won’t necessarily won’t be the ones we want under the new system is a good point. Hopefully they’ll consider a reimbursement plan to cover this though.

I like it, if the Devs pull this change up the right way people are going to have to interact with one another and the gameplay will be 1000x more fun.

 

Can hardly wait for my ECM and gunship balance.  :)wt

all sounds good on paper. but need to see the changelog before anyone can talk.

I dont get this… First you guys spend a year to balance out alle the ships (wich is finally coming through) and then you gonna flip it all over again… Why? Who wants this? I’m really afraid that the planned changes are going to railroad players into certain roles while now you can use diffrent ships for the same task. Sure one ship might be a bit better at it then other ships, but the principal os tweaking the ship to your playstyle makes all ships good…

I think you guys are going to break a good system…

 

(ps. I don’t want to sound whiney. I love this game and play it for quite some time now. So thanks again for developing)

 

 

i don’t think this is the case. we have a very small player base currently. for it to expand, the system MUST evolve. the game will fail, without a doubt, in its current state.

 

For a general population, roles for the ships are needed. if people are allowed to build anyway they want, newer players will be lost. they don’t know what they can do, so they wont’ know what to focus on, or towards. so you’ll end up with strange builds, etc. 

 

so the majority of newer players will end up looking for builds that other players have used that are close to their own playstyles. this isn’t a healthy state for the game. rather than have to use a third party, we should be able to use what already exists in the game to accomplish this. 

 

Too much freedom can be bad, especially for an online game. It’s one of the reason FFXIV failed. you could build anything. so players didn’t know what to do. it looked great on paper, but in practice it just doesn’t work. 

 

what players really need is customization within a specialization. this helps accomplish that. 

 

really agree. I like these 2 posts! Too much stuff…tooo much complicated! Game is gonna be messy and nearly impossible to balance with all this stuff…Really really really, i HATE the idea to get stuck in a role. This new kind of mechanics battle. with some pepole doing something very specific and other people catching specific tragets sounds really HORRIBLE to me…I don’t wanna spend hours coordinating with teammates in very superdupercomplicated battles…I just wanna start the game and have couple fo hours of fun! REALLY GUYS THIS REALLY SOUNDS TO ME LIKE THAT WEIRD GAME IN HARRY POTTER…QUIDDICH!? :blink2: :blink2: :blink2:

 

it’s not that complicated. we already have this to a degree, it’s really more of a Quality of Life change than anything else. 

 

this doesn’t force you to play one role. it defines ships better. that’s all it does. Why fly one ship in a given tier over any other? now we have a reason. 

 

This is very, very good for the game. this will attract new players. 

 

The system is hardly great right now. Currently many ships are useless because they’re outshone by the other faction’s ships (does anyone use the Warden Interceptors?), or at least are so similar that there’s no point owning both, and certainly no point fielding both in one battle. This sounds like it will give more differentiation so more ships can be made useful.

 

I echo the sentiment that ships shouldn’t be *too* pidgeon-holed though. Your ship should perform better in its preferred role, but not so much that it’s a one-trick pony.

 

To the argument that no one will fly niche roles because they don’t get as many points, the fix for that would be to make sure the points system rewards you for being a team player; it’s not a problem with niche roles per se. Tbh I think the game does this pretty well already with debuff and buff assists, points for beacon caps, etc.

 

That in the new world the ships we previously bought won’t necessarily won’t be the ones we want under the new system is a good point. Hopefully they’ll consider a reimbursement plan to cover this though.

 

Ship roles and EFF gained in matches are two different things, and should be discussed differently

 

This fixes one of the major problems in imbalance between ‘races’ 

 

currently, each race has a specific special module for all classes of ships. cocoon vs micro-warp vs plasma web. 

 

That being said, micro-warp interceptors are the best at taking objectives. you can micro-warp to kill key targets by ramming them. you can get to beacons faster than any other ship. you can even use it as an escape mechanism. if you compare this to cocoon…well if you’re jerricho you’ll never be as good at getting to and securing objectives as someone with microwarp. 

 

what this change is really doing is allowing us to pick a role we liek to play (disabler, objective taker, assassin, etc.) and we can then look for those kinds of ships without feeling as lost. Like I said earlier, this is a huge QoL change. I welcome it with open arms. its’ great for game balance, it helps newer players. it gives more direction overall. 

 


 

Can’t wait to test out the changes. Good stuff. 

 

It’s not explicitly stated, but i’m assuming we can get all types of ships within any given faction, correct?

 

IE: i can play all three types of interceptors as Jerricho. 

if they redo all the ships values it might end up feds being tanks and empire like jericho right now…this would completely screw the races aesthetics up…

 

let’s see what comes…it’ll probably lead to camping frigates, pure damage build attack ships and continues freeze due the interceptors - how utterly boring

 

though i hope the community will not behave this way - otherwise it is just like COD with space ships…even the whinning children are around - a quite dangerous combination

if they redo all the ships values it might end up feds being tanks and empire like jericho right now…this would completely screw the races aesthetics up…

 

let’s see what comes…it’ll probably lead to camping frigates, pure damage build attack ships and continues freeze due the interceptors - how utterly boring

 

though i hope the community will not behave this way - otherwise it is just like COD with space ships…even the whinning children are around - a quite dangerous combination

 

Ideally ship values are based on ship type anyway. 

 

Race aesthetics should be minor. a player shouldn’t feel like they ‘made a bad choice’ when they pick a race. Currently this can happen. the only racial bonuses should be the +2% missle damage, loyalty/reputation/etc. gains or w/e. 

 

As an interceptor pilot I want a different type  of interceptor depending on the situation. I may want an objective taker, i may want an assassin, or i may want a disabler. based on special modules, i’d need to level all 3 races, an extremely significant time investment, before i can do that. 

 

I picked Jerricho as my starting race, because I liked the description, and the missle damage. However upon playing them, I found they are mostly utility ships that specialize in zone control. This isn’t really my play style. but I didn’t understand enough about the game, modules, etc. until I hit rank 6 or so, had picked a sub faction, and realized how I wanted to play. 

 

keep in mind, currently all races have access to all types of ships. i dont’ expect this to change, and it doesn’t make sense for this to change. 

 

It’s a bit confusing in the post because they say ‘covert ops’ and show a jerricho. this doesn’t mean that all jerricho interceptors are now covert ops. we can easily have covert op fed ships. 

 

What i’m really seeing here is special modules will now be tied to ship type, rather than race. and they will be adjusting special modules. they may also be adding restrictions to active modules that a shiptype can equip. 

 

nothing is really explicitly stated in this regard, so some people are freaking out i think. 

i was not referring to the bonuses but the ships base characteristics…

 

http://star-conflict.com/en/game/empire/

http://star-conflict.com/en/game/federation/

http://star-conflict.com/en/game/jericho/

 

e.g.: the long range gunship implies (from my point of view) that the empire frigates would expierence a serious loss in hull and shield strength though empire ships in common are described as ultra damage resistant…

 

i’m well aware that you can use a ship of a different race as your own and you can basically outfit it the way you want further restriction for me is rather uninteressting

 

yet i do see a problem: if all of our builds suddenly turn useless it’ll take ages to collect enough ingame currency to rebuy the equipment or ships…

 

it may also result in people being forced to use ships to fullfil their favourite role though the don’t like the design (i kinda hate jer and fed frigs…they are way to non frigatedish)

e.g.: the long range gunship implies (from my point of view) that the empire frigates would expierence a serious loss in hull and shield strength though empire ships in common are described as ultra damage resistant…

 

If this was the case, than the empire faction’s long range gunship would be the most survivable in terms of hull tanking of all the races. Even with roles being further defined that is not to say that the faction bonuses would have no effect on them.

 

As for the article. I just adore what they planned out, since I do support the whole different role things. Its really about play style when it comes to them, and if one would like to mix things up, well that could be possible. A common thing about games with a class system is that a hybrid isn’t made to be effective as a designated class however, it still remains quite versatile and usually that is what makes them effective. I’m pretty sure that ships can still be made to suit the role of the players like it is now and I doubt that modules, mods, and passives would be set for a certain role, but would be for their class as it is now. However the current system is all one sided with the factions, messy in terms of acquiring ships that fill that style of play, and time consuming as of now.

 

Really this idea isn’t really new to games, its actually quite a common thing to have and this game can fit such a design like others do. Its usually due to the ease of use and how it can be made to either be flexible or more focused and both traits are normally balanced out within their own right course I did say hybrid isn’t ‘as’ effective but it is balanced out. As a ship that is focused on a role is indeed powerful, but a ship focused on a hybrid role would be able to deal with anything that comes its way, which most of you already know that and many currently do. Ships can be classed on the styles of play, and everyone follows the three play styles of aggressive, defensive, and manipulative.

 

Its actually quite a step forward and I think it would be quite nice to have hull tank ships that can do different things or speedy ships that can do just the same, I just hope that for each rank within tech level the ships would remain on par with one another.