Animosity is expected to have two components...one, draw fire from your other ships and two, tank...
The more powerful the tanking ability is, the less capable the radiance must be in drawing away enemy fire...the better the radiance draws enemy fire, the less powerful its tanking must be...
There still doesn't seem to be any good explanation of the changes to the Radiance? I am very unenthusiastic about the 0.21 version.
You are comparing these benefits with the previous tanking component which requires different limitations...
If we use hull regen on damage taken, this ship is going to be near to invincible while the ability is active...therefore, a longer cooldown and a shorter range will be needed...
If we use shield mitigation, this ship will not be as good at tanking...and therefore, the cooldown will need to be shorter and the range longer so this ship becomes better at serving some purpose (in this case, drawing enemy fire away from other ships)...
The current cooldown and range reflect shield mitigation being weaker than hull regen...you cannot use the same limitations as were used when this ability gave hull regen...
I completely agree with you that if hull point regen is used then the cooldown needs to be longer (60s was a good number given the duration of 20s)...likewise, if the ship is this powerful then obviously the range will not need to be very large (original values would be fine)...if hull regen is used it will always be accompanied by a shorter range and a long cooldown...
However, shield mitigation isn't as powerful...therefore, the ratio of duration to cooldown needed to reflect that change...likewise, the weaker the tanking component of this ability is the more powerful the primary effect of animosity needs to be...the lvl 3 range of 5000 isn't enough to affect LRFs...even if you drive your Radiance into the enemy fleet, a lot of ships will be unaffected because they will be out of range...take into account that shield mitigation no longer makes this ship invincible for awhile, and running into the enemy fleet will still be suicide...
The problem with hull regen isn't so much the concept...the problem with hull regen is how difficult it will be to balance...let's say we found a magic number that prevents the ship from taking hull damage no matter what...how are we going to make higher levels of this ability better?
Increase the duration? Then the cooldown has to be increased as well, making this ability even less frequent (and therefore the radiance more vulnerable)...we could decrease the antimatter cost, but with energy absorption (and a long cooldown) that would just be silly...we could increase the range, but that is a marginal bonus not worth an extra ability point...the only real measure that could increase per level would be the actual hull regen value...if finding one good value is difficult, three different values is going to be even harder...
I am strongly against having a max number of targets...the whole point of this ability is to draw fire from your other ships...I get the feeling that you want to turn this into a tanking ability, but that is not its purpose...yes, we want this ability to increase the Radiance's resiliency, but that is not the main point of this ability...add a max target limit, and you might as well just make this solely a tanking ability...
Of all the advent capital ships, which ones would you take out first? The Halcyon and Rapture both have very powerful AoE abilities...the Progenitor has two very powerful abilities that can be extremely powerful if used properly...reverie on the revelation can be an absolute pain and often can cost you a capital ship if you ever have to retreat...vengeance on the rapture can be very painful if you are trying to take down a starbase or specific capital ship...the only good reason to kill a radiance is if you cannot afford to have detonate antimatter prevent you from using a key ability...if your enemy is FFing on your radiance or Kol, its because either A) its your only capital ship or
psychologically they have a burning desire to kill caps even when its really not worth (and don't we all like popping caps?)...
Point being, killing a Radiance is not a high level priority...animosity can take fire off your halcyon or progenitor or starbase or whatever and buy you extra time to escape/heal/pray/surrender or do whatever it is you need to do...that ability right there is extremely powerful, but it requires no limitation on max targets, a decent range, and a decent frequency...
With the increased mitigation and range and shorter cooldown the ship will become yet a further Advent ship that is deadly to TEC as part of a battleball, and that Vasari will have to attack with phase missiles. This is neither balanced nor needed. The concept is just wrong, and probably unplayable.
I disagree...the shield mitigation makes the ship beatable, it can be killed, and that is important...hull regen makes the ship pretty much invincible...two radiances on opposite sides of an enemy fleet could stay alive virtually for ever, having all the enemy ships turning in circles while healing the radiance everytime they shoot it...limit the number of max targets, and this ability is now just another tanking ability with no other purpose...increase the cooldown, and you made Animosity weak unless it is paired with another radiance...
I am still concerned that there isn't an organised testing schedule for this mod. There are experienced players who want changes to multiplayer and who will help given proper encouragement. Its very positive when we can meet and play and discuss the mod, rather than have to deal with the often poor notions of players who have never been online.
I don't know what to tell you...only 4 people have played this mod with me online...a few others have seemed to indicate they've done some testing/experimenting on their own in singleplayer...I will play online when I can (which will be mostly on weekends) but I don't have to be there every time this game is tested...I know you've tested this before online and I appreciate that...even if I'm not there to watch this mod be tested in an MP game, that doesn't mean I won't give credence to suggestions/criticisms/conclusions posted on here...