Alternative solutions to "Human battles are too short" #9862
Replies: 11 comments 59 replies
-
This is just one of the many problems that ultimately stems from a lack of reasonable mass and capability scaling across ship sizes. Having said that, I wouldn't mind seeing something that can be done with asteroids. |
Beta Was this translation helpful? Give feedback.
-
As someone who doesn't grind on ES and focus on optimization nearly as much as many other contributors here, I find this:
I'm curious: is the too-short battle thing something brought up by new players, or experienced ones? Any experienced player can get themselves a ship that will only fight short battles, but I suspect that new players are more likely to have non-optimized builds like mine that don't have this problem. While early-game survival remains an issue, I'm not sure that the way to solve it is to make everything else take longer. Regarding asteroids: Personally, I'd love to have asteroid belts for our asteroids and not just for minables. What if we reduced the number of asteroids by 50%, dropped their speeds by 25% or so, and increased their size by about 10-20%? That would add an element of strategy to the asteroid game without letting HWs hide behind them like a pure size buff of 50-100% might. |
Beta Was this translation helpful? Give feedback.
-
I'm just thinking out loud. |
Beta Was this translation helpful? Give feedback.
-
I still maintain that, balance in this game is just an elusion.
I guess my point is, stop focusing so much time on balancing numbers and just make stuff that makes sense. Focus more on making the overall experience more enjoyable. Players will sort out the balance on their own. Players will always just do what ever they feel is fun for them, even if it means editing files. |
Beta Was this translation helpful? Give feedback.
-
Thinking out loud as well. I was wondering if this could be solved by applying an additional layer, such as a "dodge" skill (EDIT: to be applied after the collision and even to beam lasers). After all, there is almost no friendly fire in the game, so we already see ships that are not hit while on the line of fire. Other player skills that I think could be added would be related to ship boarding. While reasonable, ship boarding looks also very simplistic in comparison to the true tactics we would have with the real thing. |
Beta Was this translation helpful? Give feedback.
-
I'm not sure if I ever mentioned this before, but I, as well, never really had any issues while playing in human space during my first playthrough. At least none related to battle balance or length. The only reason I started this discussion was to provide an area to record alternative ways of addressing an issue being dealt with in the listed PR's. The "dodge skill" as you called it is something that will just become part of the smarter AI that the developers are working towards. The current AI is rather "stupid" and suicidal. I hope it will get sent for some combat training soon . (i.e. be programed to make more logical decisions) I also agree that boarding is currently too simplistic. The whole process of disabling, plundering, and/or capturing does not make a whole lot of sense, logically. I personally would love to see a more immersive and involved experience. |
Beta Was this translation helpful? Give feedback.
-
I think this is the best solution, because it solves more problems than just this one. |
Beta Was this translation helpful? Give feedback.
-
Another long read, but it's important to be clear. Just resetting the thread. We were starting to drift into 2 different topics. @Quantumshark @bene-dictator Why can't we ( we, meaning those of us in this discussion and those that actually change things ) simply redefine what already exists? Some outfits are already produced by a specific faction, but aren't identified as such. Syndicate Generators are a perfect example. (let's not get bogged down about when they should be available. That's a different conversation)
Currently, we get a very clear understanding that the Republic and it's navy are a stand alone faction right from day one. They have unique ships that the player can't buy. New player can safely assume that maybe one day they can buy them, and as it turns out, the assumption is correct. |
Beta Was this translation helpful? Give feedback.
-
Something I think might be worth noting is that, at least based on what I've seen, the most common complaints about combat being too fast come from new players dying to a random pirate heavy warship when they enter a system in their starting or second ship. This isn't possible to know without some serious data collection and analysis, but: if these complaints cease per-player as they become more experienced, then that might not represent a problem with the game's balance so much as the process of adjusting one's expectations to match its offerings. Fights between two equally-sized ships seem to play out reasonably, presuming an intended combat time of 30-60 seconds. The real problem, if there is one, appears to be the lack of freedom of player skill expression during asymmetric engagements. My own take is that:
|
Beta Was this translation helpful? Give feedback.
-
@Quantumshark "Random [dodge, miss] chance does have a place, and that place is games that don't have actual collision detection. It should not be used in cases where it's already possible to not be hit by an attack by moving out of the way." Actually, games in the Elder Scrolls series, starting from Arena, Daggerfall, Morrowind, all have skills that improve the more you use them. Among them are skills such as the dodge one, that improves the more you evade, or even the light/medium/heavy armor skills, that improve the more you get hit. Sea Dogs is a pirate RPG/simulator. In addition to the ship stats, it has skills such as coordination, repair, sailing, reloading, defence, boarding, and you get 3-5 skill points every time you level up, through experience. Even officers add to such skills. Games such as X1, X2, X3, etc., on the other hand, do not have any player stat, but only ship stats, and you only evade because of your ability to fly. But they are also akin to 3D flight (and economy) simulators, in the way they work. Mount & Blade goes as a medieval simulator with horses, ranged and close combat, castles. And you can be a simple freelancer or running an empire. The more you practice a skill, via training or experience, the better you are at fighting with a certain weapon, but still you need to be good at actually dodging and landing hits. Also, there is no dodge skill here, but you have both agility (which influences the speed at which you actually move to dodge hits) and strength that influences your hit points and damage. These are all amazing games, IMO. All in all, I would say it's rather a matter of game philosophy and weighing all the elements, but a good balance can be achieved in many different ways. |
Beta Was this translation helpful? Give feedback.
-
I'm also thinking out loud here: Can we make solar systems larger and more complex? They are the terrain on which all battles take place. Right now they are a flat, featureless plain, but perhaps they shouldn't be? There should be places to hide and things to hide behind, pirate bases in the Oort cloud and police stations in the asteroid belt. The sun should be fatal, both to ships and missiles Gas giants should be systems unto themselves, but impossible to escape from with any but the most powerful engines. There should be tactical upgrades that carry no weight penalty but give a ship advantages in a system (an advanced auto pilot that will avoid gravity and ablation hazards (stay away from the gas giants and slow down in the asteroid fields). Missile ranges should be far greater than they are now. The practice of hovering over a star to refuel with a ramjet should be impossible (but if you have good cooling tech you can get closer). In general I feel that systems should be much much bigger than they are and have a lot more stuff in them. |
Beta Was this translation helpful? Give feedback.
-
Due to the fact that this discussion is outside the scope of PR #9851 and Issue #9802 , I'm starting a discussion here.
Side note I'm starting to learn that PR's and Issues are meant to have a very narrow focus and that people don't like it when people like me come in and offer input that drifts outside that focus. I'll try to be more cognoscente of that in the future.
I've copied and pasted my comment from #9851 to here. I'm not suggesting that the #9851 is unnecessary. Adjusting T1 ratios may very well be needed. However, I have feeling that T1 ratio matters more to game designers then it does to players. Just an opinion. According to some, adjusting that ratio will have ripple effects through out the game and will inevitably cause a lot of unnecessary work and a balancing nightmare. Not to mention, a divide as which way is best to alter that ratio.
Here is my question. Is adjusting the ratios the best way to deal with the "battles are too short" issue?
The big question is, what is the real issue in the comment human battles are to short?
I highly doubt players are referring to what is happening between the NPC's. How many players care how fast NPC's kill each other? I feel the complaints stem from the player dyeing too quickly. It certainly wouldn't be from the player killing too quickly. When was the last time you read "Ah, I killed them too quickly. I'm over powered, I wish my ship was weaker" ? You do see "Why do I die so fast?".
If I'm completely wrong about this, I'm sorry. Let me know and I will close this discussion.
How do you fix the "battles are too short" issue?
What are the options: --- I'll start with the ones I can think of. I'm sure I've missed some. Feel free to add your own.
training wheels
. I highly doubt any player would complain. (no ripple effect and no effect on tier ratio - only effects the player and only for the first part of the game)(also doesn't really mess with lore IMO)Any of the above ideas could be tweaked to only focus on early game and human space.
Beta Was this translation helpful? Give feedback.
All reactions