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Evocati 3.14.0 - Ship Combat Dynamics Info Post

Jul 3rd, 2021 (edited)
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  1. Ship Combat Dynamics - Information and Feedback
  2. Dear SC players,
  3.  
  4. Star Citizen Alpha 3.14 has a lot of changes when it comes to spaceship and vehicle based combat. Due to the introduction of capacitor gameplay / power management v2 and missile operator mode we had the opportunity to review and rebalance almost all of our combat stats.
  5.  
  6. We will now cover below the design goals and changes for shields, weapons and ships:
  7. Shields
  8. -----------------------------------
  9. Design Goals:
  10. - we want fast regenerating shields on fighters
  11. - we want smaller ships needing to grind through bigger shields very slowly, rather than but against insta-regen
  12. - we want players to feel more in control what their shields are doing
  13. - Shield regen rate is dictated by the power triangle
  14.  
  15. Brief:
  16. The changes to shields are not very extensive however for the initial release but we have removed a couple of non-player facing delays and tried to split the generator sizes for certain ship classes:
  17.  
  18. Size 0 and Size 4:
  19. - no changes as those sizes currently only contain vehicle specific shield generators
  20.  
  21. Size 1:
  22. - high regen / HP ratio
  23. - low HP overall
  24. - typically used on small fighters and transporters (e.g. Gladius)
  25. - bubble shields only
  26.  
  27. Size 2:
  28. - normal regen / HP ratio
  29. - about 4 times more HP compared to size 1
  30. - typically used on heavy fighters and larger ships (Freelancer, Vanguard)
  31. - bubble shields only
  32.  
  33. Size 3:
  34. - large multi-crew ship sizes
  35. - about ten times more hp compared to size 2
  36. - typically used on heavy multi-crew ships (e.g. Reclaimer, etc.)
  37. - quad faces or above
  38.  
  39. Additionally the following changes apply:
  40. - shield generators in the same class temporarily all have the same stats to aid the initial balancing pass
  41. - Shield hardening has been removed as it did not produce interesting gameplay choices, we will redevelop it at a later point.
  42. - The shield UI has changed slightly
  43. - A lot of time dynamics in the shield regen process have been removed to make it easier to predict when the shields will be up again.
  44. - The regen rate is dictated by the power triangle.
  45. - powering off one shield generator will remove the shield properties from the shield system (half HP and regen if you turn off one of two generators)
  46.  
  47. Weapons
  48. -----------------------------------
  49. Design goals:
  50. - Weapon loadout must matter and be meaningful
  51. - The player should choose carefully when to employ the weapons
  52. - Taping down the fire button should not be a valid combat strategy
  53. - Every weapon should have pros and cons
  54. - Energy weapon regen rate is dictated by the power triangle
  55. - Make player controlled turrets more powerful
  56.  
  57. Brief:
  58. There are a lot of updates concerning weapons and their new associated capacitors and how ammo and regen distribution works for energy weapons. In 3.14 every ship has a capacitor item that produces "ammo" for the energy guns ( this item is not visible but in the future we want to make a proper swappable item out of it).
  59.  
  60. Two variables come into play here:
  61. - Regen: how fast the ship can replenish energy ammo
  62. - Ammo Load: how much energy ammo the ship can hold at the same time
  63.  
  64. Both regen and ammo load are distributed across all powered energy weapons on a ship. So if you have one energy cannon and two energy repeaters you have the choice to disable the energy repeaters. The ammo load and regen will then be distributed completely to the energy cannon. That means that one energy cannon will not just be able hold more ammo but it will also regenerate faster.
  65.  
  66. In addition, we gave each weapon category an intended purpose:
  67.  
  68. Energy Repeaters S1 to S4:
  69. - dedicated anti-fighter weapons
  70. - should be the most dangerous energy weapons against fighters
  71. - normal regen and ammo load cost
  72.  
  73. Energy Repeaters S5+
  74. - dedicated anti-large ship weapons
  75. - relatively high fire rate to keep larger multi-crew ships shields under strain
  76. - normal regen and ammo load cost
  77.  
  78. Energy Cannons S1 to S4:
  79. - fighter carried anti-large ship weapons
  80. - should not be very effective in dogfighting against other fighter classes
  81. - regen and ammo load cost is reduced to make it more efficient than repeaters
  82.  
  83. Energy Cannons S5+:
  84. - dedicated anti-large ship weapons
  85. - very low fire rate, very high damage
  86. - regen and ammo load cost is reduced to make it more efficient than repeaters
  87.  
  88. Ballistic Weapons:
  89. - have the same RPM as energy weapons of the same class (except for some specialized weapons)
  90. - higher damage output compared to energy weapons and penetrate shields
  91. - higher range compared to energy weapons
  92. - We want ballistics to be specialized weapons
  93. - Ballistics are very strong alpha strike weapons
  94. - Ballistics are not supposed to be a good choice for long duration engagements
  95. - Ballistics should feel limited in terms of ammo but be very powerful when you employ them
  96.  
  97. Scatter guns (energy and ballistic):
  98. - they are now specialized short range weapons
  99. - high risk / reward
  100. - very high damage output that cannot be employed as easy as before
  101.  
  102. Distortion changes will come later, it needs a lot more discussion. An entire tackle and interception mechanic.
  103.  
  104. Weapon Loadouts:
  105. To reflect the intended gameplay changes we adapted a lot of the default loadouts on some ships:
  106.  
  107. - Defensive ship turrets should now always be equipped with energy repeaters
  108. - Offensive ship turrets are supposed to be equipped with either energy repeaters or energy cannons
  109. - No turret has scatter guns due to the limited range
  110. - No turret should have ballistics equipped unless it is for a special role like a drop ship.
  111. - Scatter guns should be not default equipped as they are specialized weapons
  112. - On all default loadouts energy weapons should make up at least 50% of all equipped weapons
  113. - By default Fire group 1 should usually be assigned to energy weapons, fire group 2 to ballistics.
  114.  
  115. Of course players are free to customise their ships as they want, this is just for the default loadout.
  116.  
  117.  
  118.  
  119. Thrusters and Ship Tuning
  120. -----------------------------------
  121. Design goals:
  122. - Tune each ship towards the role that it should fulfill
  123. - Do not have a best ship for everything
  124. - G numbers should make sense based on the fighter class
  125. - G numbers should reflect what humans can roughly endure
  126. - Boost (former afterburner) give you only a short time advantage but player must make a conscious choice to employ it
  127. - Boost regen is dictated by the power triangle
  128. - Avoid nose to nose combat
  129. - Make ships different enough to allow varied combat geometry
  130. - Discourage PIP wiggling and other movement scripts
  131. - Boost regen rate is dictated by the power triangle
  132.  
  133. Brief:
  134. We are now trying to tune the ships towards their intended role. That means tuning the ships so they fit within an expected performance envelope for the things they were designed to do while having very clear pros and cons.
  135.  
  136. Light Fighters (e.g. Gladius):
  137. - Excels at: 1 vs 1 dogfights or swarm tactics
  138. - low durability
  139. - Highest agility: excels at lateral acceleration, high rotation rate
  140. - Boost affects mostly lateral acceleration
  141.  
  142. Interceptor / Interdictors (e.g. 300i):
  143. - Excels at: forward acceleration
  144. - low durability
  145. - carries often specialized equipment
  146. - Highest forward acceleration, otherwise average agility
  147. - Boost affects mostly forward acceleration
  148.  
  149. Medium Fighters (e.g. F7CM):
  150. - Excels at: high loadout flexibility due more hardpoint and equipment choice
  151. - average agility
  152. - average durability
  153. - Boost affects all axes equally
  154.  
  155. Heavy Fighters (e.g. Vanguard):
  156. - Excels at: prolonged combat, n vs n engagements
  157. - only fighter class allowed to equip manned turrets, S2 shields and heavy weaponry
  158. - poor agility
  159. - Boost affects all axes equally
  160.  
  161.  
  162. The boost (former afterburner) was reworked to offer only short term advantages and disencourage constant usage:
  163. - The amount of boost available is dictated by the thruster capacitor charge (you can see the state on HUD when you use it)
  164. - Heat should not be the short term limitation of boost anymore
  165. - Boost needs a minimum capacitor charge to engage
  166. - Engaging boost is not instant but it needs to spool up for a short time before it is actually engaged
  167. - Boost not just affects the linear axes but also rotational acceleration (very useful on bigger ships)
  168. - Boost has a minimum cost when employed and regen delay after use
  169. - The spacebrake does not automatically enable boost anymore (there is an option though)
  170.  
  171. Ships
  172. -------
  173. Most ships have been updated in terms of how much HP they have on the hull and some items. Certain elements (like wings) are more sturdy now and won’t fall as easy. Ship parts that carry a lot of items (e.g. Vanguard engine nacelles) are much sturdier.
  174.  
  175.  
  176. What we need from you?
  177. ----------------------------------
  178.  
  179. The basic milestone for 3.14 we want to achieve is not to have combat completely finalised done. What we want to achieve is a workable archetype balance which we hope will serve as a good foundation for further combat development in subsequent patches. So we would like you to play the builds particularly specifically in PVP and be very vigilant about these topics:
  180.  
  181. Weapons & Damage
  182. - Do weapons feel right or too strong or limited?
  183. - Is the ammo load for energy weapons high enough?
  184. - Do ballistic weapons have enough ammo for their purpose?
  185. - Do ballistic weapons feel limited but powerful?
  186. - Are cannons less suitable against fighters but good against larger ships?
  187. - Are there any outliers in terms of damage, RPM, regen costs?
  188. - Are there any ships that seem to have an unsuitable weapon loadout?
  189. - Are turrets deadlier than before?
  190.  
  191. Ship Tuning
  192. - Are ships pulling the expected amount of Gs
  193. - Does the agility of the ship feel right compared to its intended role?
  194. - Does the amount and regen rate of boost feel okay?
  195. - Do you see more varied maneuvering in PVP?
  196. - Are ship variants similar to each other?
  197.  
  198. Shields & Ship Hull:
  199. - Are there ships that have the wrong shield generators mounted?
  200. - Are there ships which seem too tanky for its class
  201. - Are there ships which seem too flakey?
  202. - Are there any ships that insta regen shields?
  203.  
  204. Combat in general
  205. - Does it feel better or worse than 3.13?
  206. - Do you always need to use the same strategy to win?
  207. - Do you have all the information you need to make meaningful combat decisions?
  208. - Are there obvious obstacles destroying the fun?
  209. - Are power triangle assignments too strong?
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