#Fleet Engagement Discussion 2024-11-25
1 messages · Page 1 of 1 (latest)
if you have to have A to counter B and B to counter C and C to counter D and D to counter E and E to counter F
you just aren't going to have that situation in 90% of the game that is actually being played by people, even in big ships
you are going to get a bunch of fights with lots of A + B, maybe C
yes, thats why it is endgame content
for that 10% of time
when you see it
so for pvp
for the average groupplay
where you have maybe 10 people
and you have a neat capital ship
average group play is not capital combat
I can see that being made for either big org to org events or pve raid like content which are prepared and filled help tonparty finder
lol tell that to the 1000s of polarises flying around
you can have your fancy capital ship with 10 people
anyway
and you gonna be eaten alive by just slightly bigger group
thats people problem they fly capital solo/small group
for no reason
when combat gonna be for a reason - they gonna be eaten alive
Imo ships like Polaris should have been limited sales too
the point is that you're designing the meta of your large ship combat to be based on a fantasy situation that wont happen in practice for the vast majority of player experiences
it doesnt matter as limited sales are not limited
if you want "limited" ship, you can buy it
If I ever wanted Idris - I would have it
if CIG only designs for a big 30v30 engagement, they are going to end up with a really shitty game.
Taking down a fleet or even a capital ship shouldn't be a daily task but somehow an event. While people do their daily stuff on the side
they building capital endgame meta for people who interested in it
not for random dude who bought Polaris to solo it
literally WoW PvP raids
its not that much of players in MMO PvP
for pve? yeah
for PvP
yeah, no
we're talking about 10+ different roles in this conversation alone
because DPS role is more wide
meele, range, caster etc
there are much more "roles"
except large ship proliferation in this game is insane
what is insane - player who mindlessly buy those ship
that's not super relevant when you factor in crew requirements
they would not be able to use
5,000,000 accounts are mostly alts or people who will never play
the active accounts will multicrew those ships
if that's what is effective
no i dont
As an example when I was playing Aion there was a daily pvp event and both size knew about it. Players/guild would gather around it and at a certain time battle would start. I talk about hundreds of players.
Win would be set by manpower organisation and individual players skills.
Same thing can be done in any mmo
so why there is problem with 30 vs 30?
what i'm saying is that at low group sizes, there's no real argument for flying fighters
if a big ship is "immune" to fighters
just fly the big ship
you can crew a capital with a group of 5 though
you can
polaris would be just fine with 5
but you gonna lose to any properly crewed capital you engage
sure, but that should be a given with a crew number imbalance
I think what Sharezar is having issue with is imagining a very large amount of players grouping and organizing themselves with a commonn goal on a regular basis.
I might be wrong ofc
Ive seen that being made for weekly events yeah. Not impossible to donif people are motivated by a reward or something
anyway, I think they have it all backwards. with the way they are designing it, it stacks down from capital ships. you need subcaps to hit caps, you need gunships to kill subcaps, etc etc.
I would design it in reverse. make it so that any ship is vulnerable to fighters (even if not at threat of being destroyed), and needs fighters of their own to counter that threat.
its like a pyramid
at the base of the pyramid of whatever fleet you're building, you have fighters
then if you have a relatively small fleet, you have a fighter or two and a gunship
then if you have a medium fleet, you might have a couple gunships, a wing of fighters, and a perseus
then if you have a large fleet, you'd have a bunch of fighters, 4-5 gunships, several subcaps, and a capital ship
this scales to basically any group size you want
make it so that any ship is vulnerable to fighters
this is a part I strongly against
if you make fighters threat for every ship - we end up with the same
swarm of fighters
i think people really need to get over the idea that their "multicrew" is limited to one ship
I dont have that idea lol
multicrew if fleet battle
but if figters are threat for ANY ship - noone gonna fly anything but fighters
Again a capital ship should’t be a fleet on its own. Too vulnerable
people talk a lot about how rediculous it is to solo a large combat ship, but somehow their brain falls out when it comes to fleet composition and flying a solo ship
there's a reason i specifically said vulnerable, not actually at risk of "losing"
so like
well
capitals are vulnerable to fighters
fighters take down PDC
Lets be honest majority of people just think "big pew pew I want to blow up everything" well theyll be good meat to send frontline as decoy xD
making capital even more vulnerable for bombers
making it even more vulnerable to high caliber
I'm aware, but there's an extremely prevelant delusion by almost everyone in the SC community that their "hammerhead should win against a bunch of fighters"
yes, but my point is most people are like "this multicrew ship vs a bunch of fighters loses!"
the vast majority of this community has it in their brain that their fleet IS their ship
or their ship IS their fleet
yes i agree
i'm just saying this is clearly the dominant viewpoint from all the conversations i've ever seen
people think about flying their ship in isolation and complain when it cant "win against fighters"
i mean even fucking avenger one
with his stupid hammerhead video recently
Because so far cig never or rarely bring group or fleet subject on the table and educated players with powercreep ships
he's very delusional
but the video was actually decent
his conclusions were braindead
but he brought up the fundamental problem affecting multicrew ships currently
you mean that he was referencing?
target size and displacement vs range
basically a fighter can sit out at 2km and hit a hammerhead all day because the hammerhead cant possibly dodge those shots and its hitbox is massive. meanwhile the hammerhead wont hit shit at that range.
against a fighter
Considerating content creators words is like asking for someone else to think for you imo. Especially in a constantly moving case like SC
that's what he's arguing, but it isn't necessary
that's just a bandaid fix
the real fix is engineering + armor
engineering shrinks the hitbox of actual vulnerable components on the large ship to be smaller than fighter sized
combine that with armor, where you need very slow projectile speeds to penetrate the armor to actually damage those components
and you get an asymmetry
a fighter would have to take something like deadbolts to damage a hammerhead component
while a hammerhead can run CFs all day
suddenly the hammerhead has 1800m/s weapons while the fighter has 900m/s weapons
and the fighter has to hit tiny little components on the hammerhead
the fighter would need to get very close to the hammerhead to effectively apply damage
(if it even has those weapons equipped)
they can give the turrets armor
That is a person complaining about everything, don't take it seriously
and the turrets are about fury sized
i know, he's got shit takes on a lot of stuff
but in this case he's not wrong about the problem. he's just wrong about the solution.
ehhh fuck me
i dont like linking to him rofl
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PREDIT...
Armor pass and Maelstrom essentially gonna resolve it. For fighter to deal damage short range would be required, making evading lot harder
its very typical of high skill players in games to recognize the problem and be horrible about understanding the solutions
Good thing I'm not that skilled so I can see both problem and solution

Nah, I would not do that. I don't see range itself being solution. But effect over range
Like you can't penetrate armor from 2k range, but you can form 1k
So HH at 2k range spreads your fighter paper armor
my whole idea for armor penetration is that basically you get bonuses/penalties for different aspects of your weapons
basically, take your hardpoint size as your base penetration value
then if it is ballisic, add +2 to that value. if it's laser +0
if it's 1000m/s, add +1 to that value. 1400m/s is +0, 1800m/s is -1
if its a cannon, add +1 to that value, if it's a repeater -1 (repeaters would get a raw dps advantage)
then ships would get an armor value. so something like a capital ship would get an armor value of 10. a fighter would have like 2.
But fighter need to close to 1k just so it can have a chance of penetration
so a s5 deadbolt would have
+5 (from hardpoint size)
+2 (from ballistic)
+1 (from 1000m/s)
+1 (from cannon)
+9 total
so you'd be -1 against a capital armor value, meaning you could deal damage at a reduced value
meanwhile a s3 CF
+3 (from hardpoint size)
+0 (from laser)
-1 (from 1800m/s)
-1 (from repeater)
+1 total
it wouldn't do shit
its at a -9
you'd probably cap the ability to deal damage at a delta of -4 or something
tbh i dont really know what they plan for shields going forward
but yeah, shields down lets say
There surely plan on shields level affect damage to hull
And it looks like level itself matter, not power into shields
But also, what is important, looks like CIG going into specialization of damage type. Energy takes down shields fast and melt armor, but have no penetretion or very low
While ballistics is actually what deals internal damage
I'd probably scale it like this based on delta:
+4(and higher) - 100% damage
+3 - 80% damage
+2 - 70% damage
+1 - 60% damage
+0 - 50% damage
-1 - 30% damage
-2 - 20% damage
-3 - 10% damage
-4(and below) - 0% damage
but parts still have hp
and they are protected by armor
do a simple raycast of the projectile and see what armor pieces it hits on its way
do the delta calculation, deduct that from the damage value
At 100% you penetrate 100m into hull, at 25% it is 25m
ehhhhh
I don't like bullet sponge damage model
I'm not really a fan of distance-based-penetration
And looks like CIG too
the armor isn't consistent throughout the volume of the ship
it's a thin layer on the outside
Damage as number is something that eventually won't matter that much
they definitely will because that is what's going on underneath lol
in the end it's the same result
if you use guns that are slower, have limited resources (ammo), or have a damage penalty/ROF penalty (cannons vs repeaters), you'll get more penetration
you compare the penetration value against the armor value of the target, calculate the difference, and use that to determine the damage value
its always hp underneath
Yes, but component HP
but CIG is moving those "hp" values to components
yes
those are the things you'll have to shoot through armor
Not "hey, this hull part have 100 HP"
Then yeah
component hp being the actual lifeline of a ship is 100% necessary for making large ships work
Penetration depth and component damage scale is something I expect
otherwise they'll lose on hitbox size alone, every time
i dont like penetration depth because the ships are horribly inconsistently designed with respect to that
like take perseus with that nice engineering area right behind the cockipt. easy as fuck to hit that area, it's exposed as hell
then take other ships where it's buried deep inside the center of the ship
like most things in SC, the ships just weren't designed with that in mind
I'd rather see them just do a raycast and see what armor the projectile would hit on the way. then they can place armor hitboxes wherever they want to make a ship vulnerable from whatever angles they want to varying degrees
