WhyteDragon wrote:
Alternative suggestion that feels far, far easier to implement and addresses the point a little more directly;
Alter the battlecruiser's base energy generation.
More base generation means more energy that can be diverted to shields and engines, faster refill time on capacitors for less 'buildup period,' and yet weapon damage be exactly the same -- potentially can be sustained for longer as well, but... well, I think you get the idea anyways.
I'm rather skeptical about changing the BC energy generation formula. That's a beast where too much goes into it. Powerdocking would become even more important, the energy buildup periods between 2 BC battles would become much more important. The team with more resources would get even more rewarded.
I would rather have the BC use its energy less efficiently than alter the generation.
1) What I mean is making BC movements even more important. That can be achieved from reducing the BC laser range even further. This alone will already lead to more energy consumption. Except that it's an active decision to spend energy towards a more guarding position, as opposed to having less energy generation by default.
2) You could make BC weapons energy less efficiently on small ships (by making them more dodge-able, as discussed below).
3) Generally, BC hull and BC shields. How come that at default you have 10K hull and a max 100K energy. 100K energy allows you to tank 25K damage with shields. Numbers will change even more in favor of shields once you get upgrades. Usually you will have 10K to 13K BC hull when attacking/ending the game and maxed hardened shieldings. Meaning you can tank 37.5K damage with shields and your BC hull amount with hull tanking.
BC battles are almost purely won on how much damage you can deal to the enemy BC before they reach stable shields and how much damage you can tank with your own shields. BC laser upgrades and hardened shielding upgrades is what decides BC engagements to the largest degree.
In a BC vs BC battle, this puts the defending team at a great disadvantage, as they will be lagging behind in shield tanking, possibly dieing before they could spend significant amounts of energy on shield tanking, making the BC battles very short and unsatisfying.
In a small ship vs BC harassment situation, with the new shield mechanics, it became too easy and too cheap energy-wise to defend against a harassing small ship.
Therefore I would suggest a radical change.
Raise starting BC hull from 10K to 20K,
lowering shield regen from 1.25 to 1 per 5 gw.
(Alternatively, you could lower shield regen even further, to about 0.8 per 5 gw while also reducing the cooldown on raising/lowering energy on power console from 0.5 to 0.4 seconds. More decisions could be made and they would be faster executed in a BC vs BC battle)
This would make the BC generally last longer. Make it tankier while with lower range and slower BC weapons also less powerful against small ships.
BC harassment would be slightly more rewarding, as it would cost more energy to restore the shields back to full.
Battlecruiser Projectile Speed - Reduce by 10%. Means they'll be slightly easier to dodge -- more noticeably so at a distance.
That is something I agree with and it could work nicely with the volley idea.
It would also effectively reduce BC laser range by 10% if we don't raise the lifetime of projectiles.
Small Ship Speed - Increase by 10%. Same overall theory as the first.
The small ships are already too fast, in my opinion. It's already a bit too much about reflexes and not about tactics or strategy.
Ever since the small ships got boosted by 40% in speed a long, long time ago it is basically a futile attempt in too many cases to intercept enemy ships.
I'd rather have speed nerfed by 5 or 10%.
Small Ship Shields - Implement a base of 50, and give them a base regeneration of 2 or so, and have the utility tier upgrade push it to 100/3 per second. Means burst would be the primary thing to look out for, which is easier to obtain at closer ranges -- at larger distances, allows a bit more safety.
It could affect low-energy combats too much, where both combattants are completely out of energy. The shield regen could be higher or as high as the dps.
I would generally lower BC laser range. It would make BC positioning and movement more important and it gives you smaller safe zones around the BC, where small ship combat is futile for the opposing team.
More time to take a ship out later on in the game, where the small ship speed already allows very quick retreats.
Degra's Volley Idea - It's a good one. I do like it, but I don't feel as if we can increase the volley time too drastically due to the firing rate, so it becomes very limited.[/list]
Thank you.