Logical balance is predicated on a logical game engine - which it is not!
That being said - the 'turret-view steering' mod should give cap ships new tactical opportunities if it is implemented. And of course it would create new cires for rebalancing - but balance is an ongoing issue that will never be perfected.
' Wrote:Not much of a suggestion, this is pretty much just pointing out the flaw: Battleships 'should' be able to sweep the floor with just about anything unless they're swarmed from multiple directions. To be able to "solo" a battleship is atrocious. The tradeoff for that power 'should' be the ability to run away from it, since God knows you certainly can, but the ever dreaded 4 hour rule comes in; nobody wants to be kicked out of a system for 4 hours because some lolwut in a battleship shot at you. It's yet another conflict of server rules, in-game "reality", and in-game mechanics.
I'd almost say leave them as is; status quo is less painful. If you give the battleships the ability to fend off "solo-ers" that'd be good, 'but' it'd invoke the problem I spoke of above.
The problem with a BS is one of fairplay. If a BS were crewed by 6 players - then against 6 bombers it would be 6 vs. 6 and both sides could be balanced to have an even chance.
But all ships have only one player in them - so to make a BS so powerful it can take on 6 bombers at once is a 6 vs 1 match and frankly, unfair to the bombers!
But here is an interesting question - what of Flak Turrets? The projectiles will detonate at any nearby object - does that include an actual SNAC projectile?
I might propose lowering the damage and energy stats of a flak - and increasing range and refire rate. This way the FLAK could act as much as a defensive weapon to 'block' incoming Novas and possibly SNACs. I think a flak with lowered damage but a refire rate of say, 1.0 would be much more effective - forcing bombers to keep moving. If the range of the flak can reach as far as any bomber can shoot the SNAC - then its a fair trade.
Oh - and give cruisers and gunboats - and transports - their own versions of the Flak!
' Wrote:But all ships have only one player in them - so to make a BS so powerful it can take on 6 bombers at once is a 6 vs 1 match and frankly, unfair to the bombers!
Um, the player in the Battleship also had to work for ages to work up enough funds to get that battleship.
Total cost of the bombers 6 x 15(?) million = 90 million
Total cost of Battleship = >700 million (although a few are cheaper than this)
Cost to power ratio is off.
For the amount of money spent on a battleship I would like to be at least able to mount gunboat missiles (Mwhahahahah).
' Wrote:Money means nothing.
The 5k Transports cost 200 Million, and yet they have basically no defences, no CM, and they're really slow.
It's the BS lisence on the BS you can't include too, so PriceOfBS - 250 Million = True price.
Even then, they are expensive to disuade people from buying them.
The above post is bull****.
Even still 450 million vs 90 million. I thought they were priced highly because they were meant to be very powerful killing machines; a suitable reward to those that work hard.
money may not be a great deal for some - but if money means "nothing" - we could also price supernova cannons at 700 million and make fighter armour 890 million
and at the same time - price battleships at 3 million, each turret at around 200k - and CAU8 at 15 million
' Wrote:=> we should actually decrease number of bats/bots on fighters
:angry:
Ok no problem. Decrease the fighter b/b-s, nerf or remove the snacs make bombers even more useless. The whole discovery mod is heading to a one big capitalshipmod anyways, and after making capitalships even more powerful, do you honestly expect to see people using more vhf-s instead of caps? I dont like this unfair attitude on discovery "I'll buy a Battleship and expect to kill tonns of people because this is balance"
Or let's not nerf bombers, SNACs and fighters and let's play the game as it's meant to be played?
A lot of people voiced vanilla as a platform to base from. Well, vanilla was pretty much strictly about fighters and people competent in flying these. Capships pretty much had a solely representative role, without even a shield or anti-fighter weapons.
This game still is about fighters and bombers. Capships shouldn't be anything more than representative RP platforms, going down against ships that are meant to bring them down. Besides, you can nerf SNACs all you want, a Cap8 Dread still dies to 5 average fighter pilots.
Quote:That said, the battleship is not meant to be good against smaller craft.
What? This isnt about that. People have been making Solaris "Anti Aircraft" Battleships for ages. They work well. But other caps clobber them. That's fine. They're specializing.
Mjolnir is already fixing this next version, they've made all new BS slots, heavy ones, and probably even some ADEQUATE heavy battleship solaris, with longer range to offset the Heavy BS's huge size.
Quote:Cap8 Dread still dies to 5 average fighter pilots.
And the funny part about that, is if the entirety of the cap population versus the fighter/bomber population, the caps would win because you simply need more people to kill them.
Fighters are fine, except for Escort > Bomber > Cap relationship. Its a little wrong.
Quote:Even then, they are expensive to disuade people from buying them.
Guard ID's were supposed to do that.
So were raising prices. Did they solve the problem? No.