![]() |
![]() |
![]() |
![]() |
![]() |
|
|
Thread Tools | Display Modes |
#12
|
||||
|
||||
![]() This mechanic exploit has been bugging me for a while, though I used to dismiss it as exploit, and was expecting it to be ignorable as any other exploit should be (if not removed, that is).
Now this thread have finally pushed me over the worried limit. It's shouldn't be a standard practice to use an exploit. It's bad enough that it exists, but the game should be AT LEAST built around the idea of NOT using it. Ships for 460 points out of 500 are definitely NOT there for exploitless gameplay. I hope that the developers will address this. It's not even THAT hard to deal with either. First, to deal with the "core" of the problem. This'll probably be the most work-heavy part. Implement a downscaling debuff that reduces the core efficiency of a module (armour for armour plating, damage for weapons, shield strength and shield regen for shields etc.) as long as it's requirements are not met. Quote:
After this you might as well stop the equipment restrictions altogether. Which gets me to an optional derail. A natural evolution of this concept, which I'm not really suggesting, just mentioning while we're at it, would be to allow the module efficiency to scale upwards as well. Quote:
But going that far would probably require extra balanceing, and we don't really need to go that far anyway. Just downscaling should be enough. If it's too hard to implement on component level, a general debuff (something similar to the current debuff we get for going over the power limit) should do the trick too. Quote:
Second, once the exploit itself has been dealt with, we will need to deal with the game balance itself. And the easiest way to do that would be to increase the number of crew points per level (and, maybe, some command requirements tweaking is due along with it), to compensate for the impact that the exploit had on the balance. It's not a 1 for 1 trade-off, obviously, as the added crew points also mean added stats (such as damage from tactics), so this WILL need some extra balancing to get the rates right, and/or to tweak the stats, but I believe that it's easier than to rebalance the whole CP requirement table (along with command requirements) for exploitless gameplay. And if anyone is wondering "why not just leave it alone and accept it as a part of the game" the answer is: First - because it's too inconvenient to be accepted as a gameplay mechanic. Swapping crew around every time you need to equip a module is by itself crazy enough to warrant a need to dispose of this mechanic. Second - because it's too counter-intuitive to be accepted as a mechanic. Third - because there should really be a balance between going for better modules VS going for more modules, and that balance can only rely on ONE CP requirement table. You can't make it balanced for the ships that don't "crewswap", and for the ones that do, both at the same time. Point is - a point of CP "redirected" from command to modules or the other way around does not have the same "worth" for a ship that relies on 500 total crewpoints as it does for a ship that relies on "fake" points effectively brining it's limit over 500 and it's "module tier" above what's normal for the same amount of CP left for modules. So, deciding to go for less modules without exploits means a lot more for your "module tier" than it does with the exploit. The way I see it, the game should let the player decide which CP types to get above average, and which ones to get below average. So both the module requirements and the "command" requirements should end at "somewhat unreasonably high looking levels". AND at the same time it should balance these decisions in a way that, while not guaranteeing effectiveness of every possible combination, should guarantee that ALL possible CP types can receive more focus or less focus without making the ship steer far from "competing builds" in efficiency. In other words if there's a type of CP presented to player, be it tactics or command or structure, the player should be able to redirect at least some points from that CP type to a different type, or from a different one to this one without falling behind the best builds. Doesn't have to be ANY type, but has to be at least one build per CP type "direction", should be on the same level of balance as all the other efficient buids, IE at least one build with decreased "tactics" and at least one with increased "tactics". This is what proper balance is about, and this is something that "crewswapping" exploit stands in the way of. |
Thread Tools | |
Display Modes | |
|
|