Destroyers have been an interesting addition to gameplay, and are very interesting ships to play and to play against. They require the development of new strategies, and have greatly changed gameplay in all game modes. However, destroyers suffer from a serious balance problem, and sometimes result in new strategies that are overall detrimental to gameplay and enjoyment. There are 3 specific problems with destroyers:
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They are far too powerful in groups
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Their modules are too easily killed by splash damage
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They are worth the same amount of objective / kill points, despite necessitating being a far greater investment for a team to kill
These suggestions should solve these problems, and provide a better gameplay balance for destroyers and non-destroyers alike.
- Destroyer Balls
A large group of destroyers (a destroyer ball) is impossible to kill, as there is no arrangement of ships that produce enough damage to counter / break up the destroyer ball, other than a larger group of destroyers. This leads to PvP becoming about who can bring the most amount of destroyers into a fight. There have been several suggestions about limiting the number of destroyers per match, or ensuring that there are equal numbers of destroyers per team. Both of suggestions limit the ability of the player to choose their ship roles, the first by locking out destroyers over a caped value, the second by forcing the player to choose his or her destroyer lest they put their team at a disadvantage in a destroyer ball.
The suggestion that I have to combat destroyer balls is to reduce the survivability of individual destroyers in a destroyer ball, to allow the breakup of said destroyer ball by non-destroyer ships. To this end, I propose the following change:
· The magnetic field of allied destroyers resonates together, reducing their shield and hull effectiveness. For each allied destroyer within a radius of xxxxx m from the player’s destroyer, the player’s hull and shield resistances are reduced by yyyyy points.
The way this mechanic would work is that for every allied destroyer inside of a radius around the player’s destroyer, the player would receive a temporary resistance debuff, that would be removed if the allied destroyer(s) moved out of this radius.
The radius would be fairly large (suggested 2000 m to 3000 m) to accommodate the long range of destroyer weapons and active modules (to allow destroyers to support each other, but not to the extent that they are un-killable).
The resistance reduction would also be fairly large (suggested 20 to 40 points per) to account for the fact that even without resistances factored in, destroyers have enormous hull and shield strength.
For example, if a team had 2 destroyers within 3000 m of each other, they both would receive a would receive a -40 points resistance debuff. If the team had 3 destroyers all within 3000 m of each other, they would each receive a -80 points debuff. If, however, those destroyers were strung out in a line, each more than 1500 m away from their neighbor, the destroyers on the end would receive -40 pts, while the one in the center would receive -80 pts. Furthermore, if no destroyers are within 3000 m of each other, they would receive no debuffs.
Thus, the larger the destroyer ball is, the weaker each individual destroyer is, allowing the destroyer ball to be broken up with non-destroyer ships. Additionally, destroyers who do not want debuffs will naturally spread out, further breaking up destroyer balls.
- Destroyer Modules vs Splash Damage
The opposite problem occurs with destroyers and splash damage, specifically the covert-ops and its plasma arc. These ships can single-handedly take a destroyer from full health (shields and hull) to less than half hull in the one second of a well-placed plasma arc. Now, although I appreciate the David vs Goliath sentimentality, losing all of your modules and most of your health (a destroyers defining attributes) in a little under a second to a single plasma arc (or tempest launcher, etc.) and leaving your ship dead in space is incredibly frustrating, especially with 30 second respawns. It also seems very un-Star Conflict like, as destroyers are the only ship that can take hull damage before losing its shields. To this end, I propose the following solutions:
· Prevent the modules from taking damage until the destroyer has no shield remaining
*Or*
· Make damage taken from exploding modules count against the shield health first before hull health.
Any of these changes will allow a destroyer to more effectively survive the destruction of their modules, without making them tankier in general, thus making them more enjoyable to play, even when under attack from a bunch of stinging gnats. Additionally, it will not remove any game mechanics, or the skills involved with them, only changing the results of those mechanics.
- Destroyer Points
Attacking and killing a destroyer is hard work, even for a coordinated group of players. They have so much health that you are virtually guaranteed to have some losses while attacking, if not from the destroyer itself, then from other players defending their teammate. As such actually killing a destroyer should be worth more than the one kill that is awarded, especially given the necessary teamwork aspect of most destroyer kills. Thus I propose the following changes:
· Destroyers count as more than one kill in beacon capture, combat recon, and detonation matches (2 – 4 kills per destroyer kill)
· Destroyer kills are worth more points domination matches (20 – 40 points per kill)
· Destroyers kills are worth more points in Dreadnaught Battles (30 – 60 points per kill)
This will balance out the ability of a destroyer to inflict massive damage, while itself being hard to kill.
*Note that the rewards and pilot stats will remain the same (each destroyer still counts as 1 player kill, and 1 player assist); only the team objective counter will change.*