Better yet, would be a "role" option that can be set for each ship in the "i" panel: As they get too close, they can just make another pass, and repeat. There should be a swarm ai for lesser ships, where they make multiple passes through a ship - firing their missiles at range when it's safe, and then other weapons as they get close. Small ships don't really take any evasive actions when being chased, evading missiles, or explosions. I find it silly to pop a capital ship and then see half the enemy fleet eat the explosion and die. They could just automatically fly away and be safe. It's silly if you go and hire 100 million in sparrows and a single ship explosion wipes them all out since they just park up next to it and shoot/wait for it to die. Side note: AI should avoid exploding ships with some simple formula based on expected damage/risk from that explosion and chance of eliminating the target they are focused on. This is very noticable when fighting the kor where the explosions do insane damage to nearby ships. Do this to each one, and the explosion alone will destroy much of the enemy fleet. Currently, the biggest exploit I see is that you can destroy an entire fleet by decloaking on a heavy warship//carrier//whatever, blowing it to hell, and then cloaking again. This would be trivial while fighting a ship or two, but would shut you down if you try to dive in and out of fights without planning your entrance/escape well. A simple multiplier where all damage taken while entering/exiting cloak causes you to take X amount of heat as well. But since you said it's more of a dimensional rift, heat may make more sense here. and you could get around it by installing 1-2x large system cores. It's also annoying taking hull damage in long fights because you will become disabled. Make it so that taking damage while entering/exiting cloak temporarily overloads some system (you take more heat, your shields deplete much more rapidly, your fuel drains at an increased rate).ĭropping shields is probably the most "fair" option, and is in-line with popular scifi.This would put the player at risk of becoming more easily disabled when using the cloaking device without planning. Make it so that entering cloak temporarily disrupts your shield for the few seconds it takes to engage (like the kor disruptor at a high value), thus allowing you to take some amount of hull damage for that short period of time.Make it so that the cloak will get disrupted or delayed indefinitely while it is being engaged (similar to hyperspace jump).There are a few possible fixes for this to balance it out: Cloaking also causes all weapons to drop homing, and enemies to behave as if the target was destroyed, which can be a huge advantage. This behavior also making picking off targets trivial in extremely large fights. You can decloak on top of a few very strong ships, DPS them down quick, and then retreat into cloak before you die - regenerating to full. However, it's far too easy to get a very geared ship and exploit entering cloak to completely regenerate everything - which is easy to do with high shield regeneration. I have no issues with the enter/exit cloak time period, where players can not attack until they phase, but can be damaged.
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