Ships

I played SCO a lot for the first time this weekend, probably about 6 hours. My posts today are the notes I took while I did that.

Ships are not to scale, they all appear to be about the same size. Only health hints at size difference. Actual scale might make some ships too small, and others too big, but there should be a visual difference in size of the ships in relation too each other. Most gamers judge a ship's capabilities mostly by how big or small the ship is, it is the first thing they are looking for in evaluating a ship... “how big is it”. There should be a scale too the ships in the thumbnails and in the game that allows the players to tell the difference in size between them. For example, it just seems strange for two ships to be the same size while one has 20 hit points/crew and the other has 2... and they appear too be the same size. This is also important tactically in the game, it is a property of ships in a “dumbfire” (player/skill aimed weapons) game. Even standing still, a small ship is hard to hit and a big ship is easy to hit. Size is tactically relevant in this type of game and is a primary property of the ships just like speed, energy, and hit points are.

If you are wanting an editor that allows players to create the widest range of ships, then you need to establish what I call the “baseline” ship classes for that editor to work within. I've mentioned doing this before, but I didn't really fully explain what I meant. I'll use the United Federation of Planets as an example because they are familiar to everyone. If you were creating Star Fleet within SCO you would first establish the “baseline” classes of their fleet. Shuttlecraft/fighters, gunboats/fast patrol ships (the PDU's “Military Patrol Craft”), Frigate, Destroyer, Light Cruiser, Heavy Cruiser (Enterprise), Heavy Battle Cruiser, Dreadnought, Heavy Carrier, Battleship. There might be two dozen variants of each of these “base hulls”, but at first all you care about are the “base hulls/pure warships” and the combat balance between them by themselves. A “Destroyer” is “half of a Heavy Cruiser”, a “Battleship” is “two Heavy Cruisers”, a Dreadnought is a “Destroyer welded to a Heavy Cruiser” (or, said another way, 50% bigger than a CA)... “mass-based proportional movement” is intimately related to how the points work. Once you have these base hulls down, the variants pretty much design themselves. Anything reasonable within the balance of the base hulls is going to wind up being reasonably balanced, really without much playtesting needed just to confirm that there are no “unusual and unexpected interactions”. This is also a part of how you establish the point system, each class falls within a range of points. These are “weight classes” for ships, just like in boxing.

This is how you can arrive at the ability to have an editor that allows players to make anything they want, from a shuttle/fighter to a battleship, and have it work out to being reasonably balanced. You don't need the entire Federation Star Fleet's range of base hulls to do this (I actually even left a lot of classes out to simplify this), you just need to establish a range with a few of what you programmers call “data points” along the way. You need to established some defined benchmarks such as fighter, destroyer, heavy cruiser, dreadnought, battleship. Those five would work well for SCO, just conceptually for the developers. This provides a framework for how you think about balancing the vastly different ship classes against each other in a 1v1 fight. You have a frame of reference from which to contemplate a fight as being “between a single fighter and a freaking battleship” or a “heavy cruiser and a battleship”. These are both big mismatches, but obviously completely different kinds of fights. This really is the key to creating the editor you want in a way that allows players to create any type of ship they want, and in helping you to balance the combat between wildly mismatched ships. This is also another reason I think the ship point range is currently too low, you are trying to allow the player to create anything from a fighter (Shofixti) to a battleship (Ur-Quan).

 

Also, I assume you aren't currently using the “Range” rating on ships since they are all set to 2. Scryve's weapon reaches the edge of the screen and Trandal's is very short range and they are both rated at 2. This should be an attribute of the weapons/secondaries and not the ship itself. You should also add “damage” and “energy usage” as weapon stats so players see a rating for range, damage, and energy usage. It has to be by weapon, and not ship, because some ships have two “weapons” instead of a secondary device. Also, right now there is no middle ground in health, ships either have a lot or very little. Establishing “classes” to work within will solve this issue all on its own, right now it is as if there are no “cruisers” (“middleweights”) and only a couple “battleships” (“heavyweights”). The boxing analogy works very well because just like ships, boxing also has “hybrid classes”... like a “dreadnought” (“light-heavyweight”) or a “war cruiser” (“light-middleweight”). You can start to see how important defining classes is in making this all work.

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Reply #1 Top

Earthling – The Dan'Nath might be better, but other than that this is still the most powerful ship. The missile is too good and too powerful. They were able to make this work in SC2 because SC2 was practically on a hex map due to it having been designed with only 16 possible directions of movement. In your modern “free movement” where the missile is not “on tracks” that will cause it to miss unless you aimed it just right this becomes a big problem. With no point defenses or countermeasures the enemy ships are helpless against a guided missile. This could be solved with this “anti-ship missile” through its speed, turn rate, and range... but I think a medium-range Multi-Warhead missile solves this problem in a better way that will feel better and be more fun for the players. A “fully-capable” MW missile will be more fun, and seem like better game design, than an intentionally crippled anti-ship missile. The MW missile can also be designed as a 100% skill weapon that is not guided at all. The player would have to time/aim it right so that the “shotgun blast” of submunition missiles will hit the target.

Drenkend – I like the gun a lot. The boarding parties should have a timer and return to the ship, restoring the crew that was lost to launch it, so that they don't just endlessly chase you. If they don't succeed in catching the ship they soon “fail” and return to give the crew back. Like the Orz, all boarding pods on the map when the enemy dies should return to the ship so you don't lose the crew for the next fight. The boarding pods are probably still too big, if you are going to scale the ship sizes enough for players to visibly see the size difference at a glance. The Scryve Scout won't be much bigger than these boarding pods if you do that. The boarding pods should be even smaller than they are now, if they are going to “seem right” with the different ship sizes that should be a part of all this.

Trandals – I really like this ship a lot. This ship is probably probably pretty good as it is, although you might wind up slightly slowing down its rocket booster speed... but maybe not, the weapon has a very short range and is hard to aim even at close range. This is a really fun and unique ship, and a clever design. At first glance the rocket booster seems way too fast/powerful, but once you start using it you realize that the weapon is pretty bad. The fact that it is hard to aim even at point blank range does a lot to balance the “Ludicrous Speed” of the booster. “Speed is irrelevant at the point of contact”... and there is a decent chance you will miss and they won't once you there. This balances the otherwise near god-like ability to run rings around the enemy, which makes this ship a lot more powerful than most probably think it is. You dominate the maneuver game, but have a hard time hitting anything even up close. This will be a well-balanced ship in the end no matter which direction things wind up going, it is just a very good design for this genre and a unique type of thing that gamers really haven't seen before. If this ship had a straight-up gun like the Tywom ship, and if the ship orientation were not throwing off your aim, it would be nearly unbeatable.

Scryve – The flak guns should hit small targets like boarding parties, missiles, mines, everything. It's flak, it hits everything in the area and is meant to be a point defense weapon that causes light damage to ships. The flak is great for this ship because ultimately it should be like the Ur Quan that turns so slowly that the smallest and fastest ships can stay behind it for most of the fight. The flak gun prevents this ship from being helpless in that situation, just like the Ur Quan's fighters did in SC2. The current main gun is great for the AI, but hard for a human player to use well. The ships have to work in both single player and multiplayer, which are completely different things. The Scryve's “sustained beam weapon” is going to work fine for the AI, but not nearly as well for human players in multiplayer. I still think some type of long range seeking weapon works better for this ship, especially if it was as slow and sluggish as it should be and in multi-player games. The seeking weapon/flak combination would make it feel “relentless” as if there is no escape from it even if it can barely move and just holds the center. It would be the ultimate ship in the SCO lineup at controlling the center, which is what the “battleship” of the group should be. The seeking weapon would force the enemy to come too it and try to kill it as soon as possible to “silence the big gun” before it kills them.

Scryve Scout – This ship is absolutely huge for what it is supposed to be, a “fighter” like the Sofixti was. This ship should have so few hit points that getting hit once, or maybe twice, by any weapon in the game kills it. It's should be tiny, and the fastest ship in the game. The gun is almost pointless, although it should have it, but it is really just an intentional waste of that “module”. The whole point of this ship, with it's “Orion Suicide Bomb”, is that it is a gamble you can take in your ship lineup. It adds to the strategic choices available too the player. If you can detonate on a larger, more expensive ship, then that is a big deal. But that is hard to do because if you get hit once you are dead. So it is a gamble in your ship lineup selection. You might take out something big with it, but more likely you will just get killed without causing any damage. This was a very clever way of making a balancing a “fighter v battleship” that works very well within the points system of Star Control, and I think it is a great thing to have available that adds to the strategic thinking of ship selection. But it has to be what it is to work right, this is much too powerful for its purpose right now... and really, really big for what it is!

Measured – I need a gamepad to evaluate this ship. So far, it seems too me like it is incredibly powerful when controlled by the AI but practically useless too a human player. This might be because I can't control it with the keyboard. Once I can use a gamepad, it might seem more useful too me, but I think the issue is probably that this flight model only works for a gamepad player and that nobody can be truly good using this ship with the keyboard. I really think that with this weapon this ship should be the Airlou of SCO. Very fast, intentionally hard to control, and killed by one or two shots from most weapons. The weapon seems to be very, very powerful right now. The Airlou's functionally identical, in a 1v1 fight anyway, “auto-aiming Tractor-Repulsor Beam” (...the Airlou ship was actually an Andromedan from SFB) did very little damage.

Tywom – This is a great and very fun design for a ship. It still moves too fast, like all the ships, and also has too high of a turn rate. As a result of the current speeds the ships are moving, it probably also has too much thrust for fighting all that momentum to turn around at the current speed. Like Trandals, this ship is going to wind up being fine as it is currently designed and just needs to be tuned to where the final balance winds up being. In fact, this ship should be considered to be your “baseline” ship that you compare/balance all the other ships with. The Tywom is your USS Enterprise. There are over 2,000 ships in the Star Fleet Universe and all of them were ultimately based on the “dual baseline ships”, the Federation Heavy Cruiser & Klingon D7 Battle Cruiser. I say this because it is tactically the all-around “best pure warship” of the group with “Disruptor Cannons” and what we call “Captor Mines”. If I was going in blind, not knowing which ship I would be facing (and the Earthling and Dan'nath weren't broken), I would use the Tywom. [As things stand now I'd take the Dan'nath and just wipe out the entire lineup with one or two of them...]

Pinthi – I like this ship a lot, but fighters should be limited in some way and not last forever once launched. They should need to return to the carrier after having fired a certain number of times, and you should be limited to having 3 fighters active at one time. I am generally avoiding talking about health on all the ships because the health is my only hint at how “big” each ship is supposed too be, so it is hard to even know what each ship is supposed too be in terms of size, health, speed, and maneuverability. Even though it is not something that you will ever present to the players in any way, you really need to work out ship classes because the way the point system works depends upon the existence of what might be called “proportional ship classes”. Without listing it all out, these classes did exist in SC1&2. And there really needs to be a visual scale of ship size. Not too scale, of course, but in what ADB calls “Omni Scale” which is essentially “size difference that works”. For example, the “Planet Killer” space monster from Star Trek: TOS would be like 2 feet long compared to the 3-inch Enterprise in 3788 scale. Two feet is obviously a little big for a hex map game, so things that big (or things that are too small, like shuttles and fighters) are made in “Omni Scale”. So the Planet Killer is really big, but still fits within a reasonable space on the map... and you can actually see a fighter! You need to do the same thing to fit the ships in the thumbnails, show the size difference even though it isn't truly to scale. Right now all the ships look pretty much the same size, even the Scryve Scout which is supposed to be a tiny little “fighter” like the Sofixti in SC2.

Menkmack – The AoE area of this weapon is much too big, and the projectile moves too slowly. This weapon would be a lot more fun if it were like the “bombs” in Subspace, which were really “torpedoes”. It would have a much smaller AoE/detonation radius but move significantly faster than it does now (but still slower than “gun shots”). This would make it like a single-shot gun that detonates as an AoE weapon on a near miss. It does full damage on a direct hit and half damage as a proximity detonation on a near miss, the proximity detection/detonation radius is very small. You can try this yourselves in Subspace, and see how fun a weapon like this is. It's not really a change, just a re-balancing of what this weapon already is. A direct hit can happen by making it so that if the weapon is within the arc (or “on a vector”) for a direct hit it does not prox detonate and instead reaches the target as a direct hit. If the “wingman” is not set in stone due to lore, I would then replace this with a “towed array” type of weapon. A “tail” that deploys and whips around behind this ship as it turns. This is, intentionally, an almost useless weapon meant to waste the secondary ability of this ship... because the torpedo is so tactically good and easy to use. Knowing the lore, you may have a better idea for a “cool thematic way of wasting the secondary ability” that better matches with who this species is. This would make this a very fun ship, torpedoes are very fun to use.

Menkmack, like Trandals without using the speed boost, has trouble overcoming the gravity of the planet and can get stuck for long periods of time just trying to escape the gravity well. This problem will solve itself, however, when you get the speed balance down into a better range and make the planet smaller (think of it as a singularity, and not a planet, because that is what it needs to be to achieve that arcade-game “slingshot effect”). Right now you have been pumping up the gravity wondering why it doesn't work like other games that have had this, not realizing that the speed of the ships is powering them through the gravity and the planet is too big and getting in the way. When you find the right speed balance, you will also wind up turning down the gravity as a part of that. Like I mentioned in an earlier post, the best way to find the right speed/thrust/turn rate balance is to do strafing runs on a stationary turret. Avoiding the turret's gun while strafing it from behind. This will “ground” the speed/maneuverability balance to the reality of a fixed point in space (...and you'll also wind up with a really good turn rate balance for base mounted turrets and defense satellites, if you want them)

Mowlings – This ship cannot really be evaluated right now. I suspect that it will become a very powerful ship once the pace is slowed down and you can actually hit things with its weapon. I don't personally like just calling a second ship into the fight like both this ship and Menkmack do. I don't see the fun in calling in an AI ship to win the fight for me. If it were some type of support ship, like an escort that shoots missiles, mines, and fighters or provides some type of passive bonus to your ship, that would work better. Just a pure combat variant to fight the fight for you isn't really any fun. You call the other ship, then just run and evade and wait for the AI ship you called to win the fight for you. In PvP this ship is just going to be annoying, and not in a good way. But I know that this is a big lore thing in SCO and Jeff has to exist.

Jeff should assist the player in some way that gives them a temporary advantage while he is present, but it is still up to the player to damage the enemy ship. Since Jeff is obviously supposed to be a big deal, maybe he should be a kind of “Super Support Ship” that has a few different “forms” and between those forms he is useful in some way against pretty much all other ships. The “form” of Jeff that appears in the fight would be whichever one was most useful against the current opponent. So “Point Defense Escort Jeff” arrives if you are fighting the Pinthi or Drenkend, but “Dampening Field” Jeff arrives if you are fighting one of the super fast ships (slowing them down while he is present on the map). Anything that has Jeff temporarily support the player without fighting the fight for them... or the Mowling could temporarily become Jeff, like a Transformer/Mrrrm (or whatever it was) of SC2, but that probably doesn't match what Jeff is supposed to be.

Dan'Nath – This ship is awesomely powerful. If you are careful and focused first on staying alive and only causing damage when you can get away with it, you can defeat the entire enemy lineup with this ship. I never even really use the secondary ability. All gravity in SCO currently “feels wrong” because the ships are still moving too fast and largely overcoming the gravity with their speed. This is greatly impacting Dan'Nath's secondary ability, which is going to become a lot more powerful when the ships are slowed down. This ship is much too powerful. AoE weapons are very powerful in this type of game and the black hole has a huge radius. Offensively, the “Gravitic Torpedo Effect” is generally a medium-damage weapon that briefly slows/traps a target so that you can either shoot it with guns or seperate from it. It can be made to work without secondary guns. Once the speed/gravity is worked out you will probably decide to make the radius smaller as the gravity will be having a much larger effect in slowing the target and forcing a course change at the same time.

 

I can't thank you enough for allowing me to finally experience something at least close to the Gravitic Torpedo in action, even with the gravity still not truly working right. I've always considered something close too this to be the “signature weapon” of both Pirate Dawn and Manifest Destiny, but understand that my “Gravitic Torpedo” (which this weapon essentially is) is one of the most powerful primary weapons ever conceived for space ship games and any ship armed with one is going to be inherently tactically powerful. It makes a Photon Torpedo look like a BB gun! SVC would never accept this weapon into the SFU, he would say “It's better than a Hellbore Cannon, it's way too much!”. It's not easy to make this work in a reasonably balanced way, the damage caused by it is only half of its true power. This should be a medium size/speed ship at best, the main point of this type of weapon is that it allows a slower ship to somewhat even the playing field in the speed/maneuver department. A fast and agile ship doesn't need this weapon, and is too good at using it, but it still makes sense on a moderately fast and agile “medium” ship which Dan'Nath could be. Based on the health and thrust you are currently thinking of this as a small fast and agile ship, but it would also make sense as a medium sized ship. The look of it says “War Cruiser” too me, which is a “compact and streamlined heavy cruiser”.

Reply #2 Top

I explain in my Crazy Cyborg Super Melee v0.69 impressions how to use the Scryve beam.  Lead the target and the AI will not dodge the beam they will float into it.  Trail the target when you are moving in a way that the beam will sweep across the enemy and they will not dodge that either.  I also explain how to dodge the Crazy Cyborg Scryve AI's beams.  The AI gives you a fraction of a second to dodge before the beam activates.  Also if you are circling the Scryve AI it will shoot behind you where you used to be.  So I think the beam is working just fine now and I like the beam because it is different than the nuke.

 

Oh no don't nerf the Plinthi they are almost impossible to win with (see my Crazy Cyborg Super Melee v0.69 thread), because Infection is so slow and the Contagion almost never actually hit a Crazy Cyborg.  There was nothing wrong with The Kzer-za Dreadnaught being able to launch a lot of fighters and so should the Plinthi be able to launch a lot of Contagion.  Yeah the Contagion costs no crew, but it costs a lot of battery to launch one.

 

I don't know if I want the Menkmack barrel to change.  The Plinthi Infection and the Dan'Nath black hole are more like a torpedo it is a really slow but big projectile.

 

Thank you for your comments about the Dan'Nath.  I did not even review that ship because I am not good enough with it yet.

 

Reply #3 Top

The AI uses the Scryve weapon well enough, but human players are going to have a hard time doing that.  If the speed balance was right, the Scryve will need the ability to reliably "reach out and touch" the enemy to force the enemy to come too it, since it can't get too them.  The Scryve should maneuver like the Ur Quan in SC, very slow and very slow turning.

Yes, the Pinthi weapons need some work in the end.  At this early stage I was really just evaluating the general nature of each ship and the combination of weapons/devices that they have.

The Dan'Nath is currently, alongside the Earthling, the ultimate stand-off ship.  As long as you think in terms of "first, second, and third stay allive... then damage the enemy only when you are certain it is safe to do that" defeating the entire lineup with it is not very difficult to do.  It is the Scryve and its sustained beam weapon that usually gets you, if something gets you.

Reply #4 Top

The Scryve AI is better at aiming the laser than I am.  But I just told you that leading the target or sweeping the laser makes it much easier for me to hit the AI.  I hope you try it.

Reply #5 Top

Did they change it?  When I fire the laser the ship locks in place.  The issue is that if the speed balance were correct the Scryve will "own the center".  It won't be able to catch any of the other ships.  But it is supposed to be the "big mean scary bad guy" ship.  This problem is not unique to Star Control.  Most space ship games what the "big mean bad scary bad guy" ship, and fail miserably in creating that because "bigger" doesn't mean "better", it means slow, sluggish, easy target.  It has to compensate for that in weapons.  In a "realistic and detailed" space ship game this is easy to do because such a large ship will be literally bristling with weapons.  In an arcade game like Star Control, where all the ships have only 1 or 2 weapons, this must be achieved through simply giving it "super weapons".  The Dan'nath's black hole would actually be perfect for this, but that doesn't math the story they are telling or the racial lore.  The flak gun is good to protect the sides and rear of what should be a Mycon-like "I can barely move" monster ship.  The sustained beam weapon is not going to be good enough to force the enemy to come too you, which is what such a slow and sluggish ship needs.  Just as you say, as a human player you don't have a lot of trouble dodging it.  And if Scryve's turn rate were more like the "battleship" that it is, the beam will become even less effective and harder to aim.  As long as avoiding it is relatively easy, the alleged "big mean scary bad guy" ship is going to feel pretty helpless to do anything but wait for the enemy to come too it.  It needs a weapon that forces the enemy to come too it, in a human v human fight.

 

 

Reply #6 Top

Quoting Prof_Hari_Seldon, reply 2

I explain in my Crazy Cyborg Super Melee v0.69 impressions how to use the Scryve beam.  Lead the target and the AI will not dodge the beam they will float into it.  Trail the target when you are moving in a way that the beam will sweep across the enemy and they will not dodge that either.  I also explain how to dodge the Crazy Cyborg Scryve AI's beams.  The AI gives you a fraction of a second to dodge before the beam activates.  Also if you are circling the Scryve AI it will shoot behind you where you used to be.  So I think the beam is working just fine now and I like the beam because it is different than the nuke.

 

Oh no don't nerf the Plinthi they are almost impossible to win with (see my Crazy Cyborg Super Melee v0.69 thread), because Infection is so slow and the Contagion almost never actually hit a Crazy Cyborg.  There was nothing wrong with The Kzer-za Dreadnaught being able to launch a lot of fighters and so should the Plinthi be able to launch a lot of Contagion.  Yeah the Contagion costs no crew, but it costs a lot of battery to launch one.

 

I don't know if I want the Menkmack barrel to change.  The Plinthi Infection and the Dan'Nath black hole are more like a torpedo it is a really slow but big projectile.

 

Thank you for your comments about the Dan'Nath.  I did not even review that ship because I am not good enough with it yet.

 

 

It's Pinthi.

Reply #7 Top

I had missed the comment about the Pinthi fighters.  This issue isn't realism, 12 fighters in a squadron is perfectly normal.  But in this 1v1 fight it starts to seem silly that you have 8 fighters chasing you around, and that the fighters have unlimited endurance away from their carrier.

Reply #8 Top

I know the Pinthi fighters can get to really high numbers if you don't start shooting them down, but they fly so disorganized, slow, and have so slow weapons that when I was a player using them against Crazy Cyborg AI I almost always lost against any ship because the Contagion were just irrelevant.  So I don't really care one way or the other that Pinthi can have so many Contagion, they just need to be fixed in general.

 

Quoting Kavik_Kang, reply 5

Did they change it?  When I fire the laser the ship locks in place.  The issue is that if the speed balance were correct the Scryve will "own the center".  It won't be able to catch any of the other ships.  But it is supposed to be the "big mean scary bad guy" ship.  This problem is not unique to Star Control.  Most space ship games what the "big mean bad scary bad guy" ship, and fail miserably in creating that because "bigger" doesn't mean "better", it means slow, sluggish, easy target.  It has to compensate for that in weapons.  In a "realistic and detailed" space ship game this is easy to do because such a large ship will be literally bristling with weapons.  In an arcade game like Star Control, where all the ships have only 1 or 2 weapons, this must be achieved through simply giving it "super weapons".  The Dan'nath's black hole would actually be perfect for this, but that doesn't math the story they are telling or the racial lore.  The flak gun is good to protect the sides and rear of what should be a Mycon-like "I can barely move" monster ship.  The sustained beam weapon is not going to be good enough to force the enemy to come too you, which is what such a slow and sluggish ship needs.  Just as you say, as a human player you don't have a lot of trouble dodging it.  And if Scryve's turn rate were more like the "battleship" that it is, the beam will become even less effective and harder to aim.  As long as avoiding it is relatively easy, the alleged "big mean scary bad guy" ship is going to feel pretty helpless to do anything but wait for the enemy to come too it.  It needs a weapon that forces the enemy to come too it, in a human v human fight.

 

They did not change it.  What I mean is you either turn the Scryve to lead the target before you fire and the AI drifts into your beam, or you get the Scryve drifting in a direction that sweeps the beam.  The beam only stops the Scryve from rotating.  It does not stop the Scryve from drifting.  If you drift right (drift antiparallel from the enemy and lead the target if they are circling you or drift perpendicular to the enemy if they are flying straight at you) the beam does sweep over the enemy.

 

I agree right now it is too easy for the player to dodge the Scryve beam.  One can dodge the beam in two ways.  The first way is to see when the AI is lining up the shot and quickly reverse direction.  That is ok.  But if you circle the Scryve then the AI always shoots behind you where you used to be, as if it cannot understand you moving not in a straight line but in a circle.  That is not ok it is just a little bit too easy.

 

I disagree that the Scryve wants to force the enemy to come to it (the AI targeting the beam can be improved until it is hard enough).  The beam gives the Scryve a very "sniper" feel and is so powerful that it can one-shot any ship in the game if it hits the target long enough (especially another Scryve because they are so big and slow).  The flak is weaker than paperwork and maybe the Menkmack's barrels too.  I think the Scryve wants to kill large slow ships with its beam at long range and the flak is for the smaller faster ships (eg. be Pinthi and get close behind a Scryve, the Scryve AI does not even attempt to turn around and use the beam it just keeps firing flak, but the Pinthi wins the fight anyway because it can fire so many Infections and the Infections are slow but they are fast enough to catch up to the Scryve).  The flak is not only low DPS but it does not reliably kill every boarding party or Contagion due to randomness.  So right now flak is just inferior and the Scryve actually does really poorly at close range.  The flak is balanced right now because the small ships with low crew that are hit by the flak have the opportunity to kill the huge Scryve crew because they have higher DPS than the flak.

Reply #9 Top

I am thinking of how it will work once it is actually working well, not how it works right now.  When the Pinthi fighters are more effective, you'll want to not have too many of them on the map.  It also just starts to seem silly once there are 6 or so of them out there.  If they slow this down to where you can actually maneuver the Pinthi ship will become more effective than it is now without changing it at all.  It's weapon, and the fighter weapons, have too short a range for the speed everything is moving at right now.  Once it can effectively "turn in to knife fight", it will be a much more effective ship.

The Scryve weapon can be made to work to force the player to come too it when the AI is controlling it, but not when a human is.  The ships have to work both in the AI/adventure game and the PvP "Fleet Battles" which I love, just dropping the "Star" from SFB... since there was so much SFB in the original SC games.  The Ur Quan is a Hydran from SFB with the Battlestar Galactica's fighter bays attached too it, for example.  But once that big battleship Scyrve is moving more like an Ur Quan/Mycon it is going to need a weapon that forces the enemy to come too it, because it won't be able to catch anything and it is supposed to feel like "the biggest and most powerful ship".  It doesn't have that feeling at all if you can just toy with it endlessly from range and it can't do anything about it.

Reply #10 Top

The Contagion are not fighters, though. They're new Pinthi hosts, iirc, so it makes sense that they're independent. It's not so much a carrier as an amoeba.

Reply #11 Top

Quoting Volusianus, reply 10

The Contagion are not fighters, though. They're new Pinthi hosts, iirc, so it makes sense that they're independent. It's not so much a carrier as an amoeba.
 

 

Yeah I like that the Plinthi Contagion have unlimited flight time.

 

Quoting Kavik_Kang, reply 9

I am thinking of how it will work once it is actually working well, not how it works right now.  When the Pinthi fighters are more effective, you'll want to not have too many of them on the map.  It also just starts to seem silly once there are 6 or so of them out there.  If they slow this down to where you can actually maneuver the Pinthi ship will become more effective than it is now without changing it at all.  It's weapon, and the fighter weapons, have too short a range for the speed everything is moving at right now.  Once it can effectively "turn in to knife fight", it will be a much more effective ship.

The Scryve weapon can be made to work to force the player to come too it when the AI is controlling it, but not when a human is.  The ships have to work both in the AI/adventure game and the PvP "Fleet Battles" which I love, just dropping the "Star" from SFB... since there was so much SFB in the original SC games.  The Ur Quan is a Hydran from SFB with the Battlestar Galactica's fighter bays attached too it, for example.  But once that big battleship Scyrve is moving more like an Ur Quan/Mycon it is going to need a weapon that forces the enemy to come too it, because it won't be able to catch anything and it is supposed to feel like "the biggest and most powerful ship".  It doesn't have that feeling at all if you can just toy with it endlessly from range and it can't do anything about it.

 

Ok I understand what you are saying about the Pinthi.

 

Which ships can toy with the Scryve at range?  The nuke is approximately the same range and the Scryve laser has the advantage of instantly hitting the target and having higher DPS.  Boarding parties and Contagion can fly around really far, but flak kills them.  The Dan'Nath black holes have unlimited range, but you can only fire one at a time (you have to hold down the left mouse button to make your black hole fly farther) and they are so slow even the Scryve can dodge them at long range.

Reply #12 Top

Would you guys feel less of me if I told you I print out your posts and read them at length on the couch?

b

Reply #13 Top

That is how I would do it, Brad;-)

Pinthi lore thing makes have a cloud of them chasing me make perfect sense, I didn't know that.

Some ways that I can see that the speed of the ships is too high across the board (or, said another way, that the momentum is too high)...

...the Scryve twists and turns like a heavy cruiser, when it is the “battleship” of the game. A “battleship” is “2 heavy cruisers welded together” within the class structure that exists whether you use it or not. Just like the weight classes in boxing exist whether you are considering them or not.

…with most ships you have to turn around backwards and thrust to slow down enough to maneuver. Try to turn left or right, what happens? You don't turn, you slightly alter your course. Real-world space guys call this “Delta V”, the velocity in your direction of travel. Right now the thrust is almost insignificant compared to the Delta V.

...gravity is having almost no effect on the ships. This is, again, Delta V. The ships have far too much momentum so the gravity is barely affecting them.

...you slam into stationary objects at an insane speed. When you fly into an asteroid you come at it really, really fast. Subspace was the game I played whenever most of you would play an FPS game. It was my “FPS game” for almost a decade. So this isn't coming from board games, I can feel how fast this is from all that time fighting within the barrier walls in Subspace maps... Quack! ;-)

...when two ships fly past each other, there is almost no opportunity to “strafe” as you pass by. The Mowling's weapon should be very powerful if you are good with it, but at this speed it can't be. You can never do more than slighting tap them as you blast past each other.

…Towling's fast rate of turn feels almost comical. What good is it doing you, other than for aim? And speaking of aim, it's not easy to hit things with those straight-up guns, is it? That's because you have to lead the target so far, because the target is moving so fast, that there is a very short window within which you have to connect a shot. Those shots can only possibly hit at the end tip of their range because everything is moving so fast. And having to lead by that much makes it an almost impossible shot.

...you can't even hope to dodge a missile, because you can't maneuver. To try and dodge the missile you would have to first turn around and thrust towards it to get going slow enough to be able to change direction.

...Measured can't be made to seem “fast and agile” because everything else is moving at least “fast”, and there is no such thing as “agile” except for Measured because of the Delta V-to-Thrust ratio.

...Scryve Scout doesn't feel fast and agile for the same reasons that Measured doesn't.

Reply #14 Top

Quoting Frogboy, reply 12

Would you guys feel less of me if I told you I print out your posts and read them at length on the couch?

Kavik - you're enabling Brad to destroy the forests... ;P