Ship Roles

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)

 

ahhh. i see. I wouldn’t expect that to change much either. i thought you meant starting bonuses for some reason…guess i didnt’ read your post closely enough. 

 

I would expect, say, the empire engineer frig to be tankier than the empire long range ship and the guard ship to be tankier than both. but comparing long range to long range, i would expect the key characteristics of Jericho (high shield) to remain intact. that’s what i meant. sorry for not being clear. so the type of ship will be more important in determining base stats than race. but race will still play a role. 

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

#1 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.

#1  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!

#1  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.

#2 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.

 

#1 You make a valid point. Your ship will no longer be a ship that can fulfill multiple roles. THAT IS THE POINT. But in trade, while ships will have more focused roles, they will be tuned to also be better at this role. This is turning the game much more team oriented, and making your ship choice matter.

 

#2 I think you are taking the images a tad too far there :stuck_out_tongue: They used ships from each faction, but if you look in game, all factions have these type of ships already named. Each faction will own every “class” of ship. Ignore the pictures, they don’t mean anything really, just go off of each ship class, and realize every faction has one.

On my current interceptor (Kris S) i have an ECM module, a Saboteur module, a Recon module and a Survival module.

The build makes perfect sense. I can go in, hit hard and get out in no time. When they limit ships to their role in the choice of modules, this kind of build cant exist.

 

It’s good that the devs want to make the diffrent roles more specific and expand on that concept. I just dont think that limiting the choice of modules is the right way to go.

 

But indeed. Lets not jump to any hasty conclusions before the actual patch comes out…

"ECM Ship

ECM ships are meant to use their active modules to interfere with the normal operation of enemy ships. A special module will temporarily disable the systems of nearby ships, while making the ship impenetrable to return fire. Active modules will also impede the movement of enemy ships, as well as their use of weapons and combat systems. ECM ships will be able to drain the enemy’s energy reserves. An ECM ship will always be an important target for any enemy ship, so they will have better defences."

 

OP CC-er  = primary target -> give him better def.

:fed014:

"ECM Ship

ECM ships are meant to use their active modules to interfere with the normal operation of enemy ships. A special module will temporarily disable the systems of nearby ships, while making the ship impenetrable to return fire. Active modules will also impede the movement of enemy ships, as well as their use of weapons and combat systems. ECM ships will be able to drain the enemy’s energy reserves. An ECM ship will always be an important target for any enemy ship, so they will have better defences."

 

OP CC-er  = primary target -> give him better def.

:fed014:

 

Sounds as logical as the recent patches lol

Sounds as logical as the recent patches lol

It isn’t really that illogical. It is just to ensure that instead of instantly asploding he actually has a chance to do his job… I doubt the increased defenses are going to be so op as to reach fighter levels or something >.> Proper focus fire will still kill him pretty damn fast. Defense buff or not, an int is still an int and will melt like your average int… just perhaps in another .5s

It isn’t really that illogical. It is just to ensure that instead of instantly asploding he actually has a chance to do his job… I doubt the increased defenses are going to be so op as to reach fighter levels or something >.> Proper focus fire will still kill him pretty damn fast. Defense buff or not, an int is still an int and will melt like your average int… just perhaps in another .5s

 

That is why you move so you don’t get hit.

 

It is nearly impossible to kill an Inty if flown by a good player unless you can Stasis him to make him stop for some seconds.

That is why you move so you don’t get hit.

 

It is nearly impossible to kill an Inty if flown by a good player unless you can Stasis him to make him stop for some seconds.

Fair enough, but then if he is such an important target he will probably get stasis and/or propulsion inhibited and then pulsar’d to death anyways, which flying skill doesn’t help much. Either way, it will have to take ingame testing to find out for sure and will probably need adjustments one way or the other :stuck_out_tongue:

Fair enough, but then if he is such an important target he will probably get stasis and/or propulsion inhibited and then pulsar’d to death anyways, which flying skill doesn’t help much. Either way, it will have to take ingame testing to find out for sure and will probably need adjustments one way or the other :stuck_out_tongue:

 

Rank 8 Implant I think it was = “Restoration/Survival module used = Immunity to snares for 20 seconds”, aka can’t be slowed down in a T3 Inty if you wish it so, just hit Flares if you are in trouble.

 

I think Intys are more than fine atm and don’t need any extra bit of survivability, Jericho Intys already got insane survival as they can even take hits without having to bail instantly.

I think Intys are more than fine atm and don’t need any extra bit of survivability, Jericho Intys already got insane survival as they can even take hits without having to bail instantly.

Atm? Yea. In the future? Maybe not. Either way this defensive buff is again probably going to be very small and not be a huge difference. More survivable than other ints, but still about as survivable as one would expect an int to be.

 It sounds to me like they are making the special abilities of each race’s ships(i.e. Overdrive, plasma web, disintegreater,…ect) into a special ability you get on a ship determinded by it’s role. Example any race’s Fighter with the Gunship role will have overdrive, not just empire fighters. Any frigate with the Engineer role will have combat drones, ect. That’s kinda what I’m taking from this. I could be way off tho lol. I think it would be a interesting turn tho. And would help with balance a great deal imho.

Rank 8 Implant I think it was = “Restoration/Survival module used = Immunity to snares for 20 seconds”, aka can’t be slowed down in a T3 Inty if you wish it so, just hit Flares if you are in trouble.

 

I think Intys are more than fine atm and don’t need any extra bit of survivability, Jericho Intys already got insane survival as they can even take hits without having to bail instantly.

arn’t those implants getting reworked in the future anyway?

 It sounds to me like they are making the special abilities of each race’s ships(i.e. Overdrive, plasma web, disintegreater,…ect) into a special ability you get on a ship determinded by it’s role. Example any race’s Fighter with the Gunship role will have overdrive, not just empire fighters. Any frigate with the Engineer role will have combat drones, ect. That’s kinda what I’m taking from this. I could be way off tho lol. I think it would be a interesting turn tho. And would help with balance a great deal imho.

i like this train of thought.

It sounds to me like they are making the special abilities of each race’s ships(i.e. Overdrive, plasma web, disintegreater,…ect) into a special ability you get on a ship determinded by it’s role. Example any race’s Fighter with the Gunship role will have overdrive, not just empire fighters. Any frigate with the Engineer role will have combat drones, ect. That’s kinda what I’m taking from this. I could be way off tho lol. I think it would be a interesting turn tho. And would help with balance a great deal imho.

I think this will haooen too. My problem now is that the special habilities make a race different from the other. If they do this, then all races will be the same?

This sounds awesome and I honestly can’t wait to see it implemented, espeically if this means tacklers are going to get a speed boost :smiley:

Maybe the role sistem will be like that:

 

Ecm Ship:

130% effective Ecm mod

90% effective saboteur mod

50% effective in recon mod

 

that way, if you put a stasis in a ecm ship, the paralize time will be 130% the original value(3 sec will be 3,3sec exemple)

a saboteu mod will have 90% of your original value (a 30% damage orion complex will decrease the damage to 27%)

a recon mod will have 50% weaker( phase modulator duration from 4,5sec to 2,25 sec)

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.

 

While I don’t think the system is that bad, it absolutely needs big changes. 

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.

 

 

Chill, See what actually happens, and then decide how you like it.

I really think that the special abilities should be class specific, and have little or nothing to do with the faction. (subfaction yes though)

Also, while I love that you can build a ship to fill a bunch of roles, and be really versatile; that’s not how team play works. We need to be able to specialize, and compliment each other. Otherwise it’s just a bunch of Jack of all, Master of none, and the game loses most of its tactics.

I can see your issues with the updates, just don’t condemn them, until you see exactly how they’re implemented.

Thanks

I’m definitely 100% behind the change to make special modules Class specific, instead of faction, and chassis specific. I support the increased specialization, especially increasing weaknesses, and cross class weakening. This game deserves a full level of Tactical thinking, more than just being Call of Duty, in space.

 

Obviously, for these changes to be implemented, some big adjustments will have to be made, but I think that it’ll be for the best. More modules will need to be added, and the differences between each level of module, needs to be increased.

 

Lastly, while all this will definitely be a lot harder to balance, and it’ll be difficult to keep the game  both accessible and complex; I definitely believe the Dev Team can handle it, and produce an awesome final game. Good work so far, keep it up.

:lol:

 

the-very-best-of-the-success-kid-meme.jp

Sorry does this mean factional differences will nwo be scrapped in favour of each faction having a cloaking/long range/tackler (etc) ship - such that the only difference between factions will become the tank type and preferred weapon.