Nope, since I will be changing everything. A lot of those stuff only make sense because half the modules are not being change, and we are trying to put a bandage on top of it.
See the goal for me is not to balance with the existing game. I want this to be a completely different experience, and that many of the conventional strategies (armor tanking, MWM scrambler wars, super slow cruisers, etc) will no longer work. This requires me to throw everything conventional out the window and start from scratch. Some of these ideas I came up with myself, while others are modified version of existing solutions (which unfortunately I forgot the source).
So take armor for example, currently armor without resist is useless, and with resist it’s godly, but It doesn’t have to be that way. I can add a lot of armor strength so it doesn’t suck without resist, and by contrast give beams a ridiculously high armor penetration (say 500), so they can always punch through armors.
So say I want frigate to be able to play a support role with cruisers. We all know that putting them in formation makes their speed useless, so I can implement a high resistant/very heavy shield for them. It just so happen that we have a useless Turbo shield right now for this task. They will have nice shield resist so as to not be annihilated by everything in 2 seconds, but using that shield stop them from being uber fast. This allows them to not suck in support but not make their rush any better.
How to stop sub 0.1 cruisers from dominating the game? Implement a super powerful weapon with 0.1 tracking. As long as your ship is moving faster than 0.1 you won’t have to worry about it, but any slower and you might just get destroyed. Yes it will also mean less formations and tanking since “keep moving” will be much more important. Mixing ship might stop being so bad.
How to make bigger ships better? Implement 0 stack penalty or minor positive stack modules. Since I no longer have to worry about armor tanks, I don’t have to worry about that 73+ armor nonsense being too powerful. I can even give ship high armor bonus if I want, making large ships MORE immune to fighters instead of the other way around.
How to make one race more distinct from another? 2 ways
- Give them much higher hull bonus. 10% difference hardly matters, but when we talk about 50%+ it makes huge difference.
- Make race specific weapons “better” than universal ones. To prevent spamming each race unique weapons will still have limited task. So say I give Empire a super long rage super power beam laser, but even so they still need to use normal guns to punch through shields.
How to make one cruiser hull less of a substitute from another? By making huge variation in their size, number of modules, and bonuses. Right now large hulls are useless because of how armor works, and they don’t even come with more slots. Once armor gets fixed I can give big ship more module slots to make them good.
Scrambler will be completely removed. In contrast missile will have a much lower firing rate but deals a lot more damage. Yes point defense can therefore take up the role of anti missiles. The whole “1 missile per launcher” limit will essentially be eliminated since they will fire at much lower rate. I can also give them much more range without making them suck. This also means I can make mid range/close range missiles not suck because I can make them overload point defense without worrying about 1 missile limit or missile stop hitting from being too fast.
Long range will now be REALLY long range, by that I mean whole screen long range. By contrast, engines will be cheaper. This allows for “rush and artillery” tactics instead of simply rushing or spamming long range. Long range guns will have significantly less HP than close range guns. So long range will work more as damage support rather than spam. This also eliminates “lures” because they will be hit and killed no-matter how far away they are. Of course, long range guns will also has a high minimum range to make the current" counter rush" strategy unappealing. It’s much better to have rush fleet drive forward so your long range can still fire while your short range ship takes the hit.
Fighters will be cheaper, more HP, but slower, with the max of 3 speed. This means more guns will hit them, but they will also be more disposable. I want them to play primary as low cost support, not spam and kill everything that isn’t armed to kill them. Not dying in one hit also makes supply bay usable, which will be very significantly buffed.
To implement mid size fighters (convettes), engines will be made such that they have high thrust but high weight. The goal is that speed will begin at 2 and expect to drop to 1.5 when fully loaded. This allows me to make unique modules for them without worrying that putting conventional fighter weapons makes it go warp speed.
Because everything is converted to such an extend, it means I can and will implement new modules, or take out existing ones. This mod will not be compatible with the old missions so unfortunately it means I have to remake them all as well.
More ideas to come.