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[Suggestion] what if corvette abilities needed anti-matter?

By on May 22, 2012 8:57:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

stein220

Join Date 12/2008
+11

I like that corvettes are a good early counter to lrm (everything else notwithstanding) but what if their passive abilities were active and required a small amount of anti-matter and a small cool down so a hit from a light frigate could really hurt one?  (Edit: maybe a long duration/cooldown with a larger AM cost would be better, so the skirmisher's ability could have an effect).

If you want to be really fancy, nerf their base damage output but have their special ability also boost their damage back to current levels.  This way, when they run out of anti-matter or are hit with a sabotage reactor, they aren't as useful.

 

Edit 2: just clarified the title as it was a bit drab.

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May 23, 2012 5:49:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Corvettes counter everything early game. This is yet another brainfart of the devs. This game had no need for a new MUST BUILD 30 OF THEM EARLY GAME ships class.

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May 23, 2012 6:05:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is why they really should have created a new damage type for corvettes.  Corvettes needed to be good at 2 things: killing LRM frigates and killing capitalships.  Among the existing damage types composite was the "best choice", but It's far from perfect.   Composite deals great damage to everything, and can't eb changed to balance corvettes as it's a damage type also used by structures and heavy cruisers.

 

Really if stardock were willing to create a new damage type ti would be so much easier to balance corvettes- that way we could directly nerf their damage against light frigates, modules, and heavy cruisers without nerfing their ability to counter the things they are supposed to counter.

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May 23, 2012 9:13:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If you could change the armor type, what would it counter and be countered by?  Corvettes countering lrm but being countered by flak (as it is today, more or less) makes them just sound like big fighters with abilities.

if they were partially countered by lf and flak, that might make them a bit more interesting.

 

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May 23, 2012 9:22:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting stein220,
If you could change the armor type, what would it counter and be countered by?  Corvettes countering lrm but being countered by flak (as it is today, more or less) makes them just sound like big fighters with abilities.

if they were partially countered by lf and flak, that might make them a bit more interesting.

 

 

The armor type IMO isn't the problem.  Pretty much every type of damage besides capitalships is already strong against corvettes(almost everything does 100% damage to them)- the problem is that the corvette damage type is downnright amazing against everything as well.

 

 

They need their own damage type, not their own armor type.  That said, if they were given their own armor type, making antilight damage(fighters) better against them would certainly add a new strong counter.

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May 23, 2012 10:47:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Here's the segment on Gameplay.constants, abridged for convenience.

 

DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.33333
DamagePercentBonus:ANTILIGHT:VeryLight 1.0
DamagePercentBonus:ANTIMEDIUM:VeryLight 1.0
DamagePercentBonus:ANTIHEAVY:VeryLight 1.0
DamagePercentBonus:ANTIVERYHEAVY:VeryLight 0.5
DamagePercentBonus:ANTIMODULE:VeryLight 0.25
DamagePercentBonus:COMPOSITE:CapitalShip 0.75
DamagePercentBonus:COMPOSITE:VeryLight 1.0
DamagePercentBonus:COMPOSITE:Light 1.5
DamagePercentBonus:COMPOSITE:Medium 1.25
DamagePercentBonus:COMPOSITE:Heavy 1.0
DamagePercentBonus:COMPOSITE:VeryHeavy 1.0
DamagePercentBonus:COMPOSITE:Module 0.75
DamagePercentBonus:COMPOSITE:Pirate 1.2
DamagePercentBonus:COMPOSITE:Titan 0.70
DamagePercentBonus:CAPITALSHIP:VeryLight 0.25
DamagePercentBonus:CAPITALABILITY:VeryLight 1.0
DamagePercentBonus:TITAN:VeryLight 0.25

X vs Y: X against Y vs Y against X

  • Corvette vs Fighter: 100% vs 100%
  • Corvette vs Bomber: 200% vs 50%
  • Corvette vs LRF: 200% vs 100%
  • Corvette vs LF: 125% vs 100%
  • Corvette vs Flak: 100% vs 133%
  • Corvettes vs HC: 100% vs 100%
  • Corvettes vs Capital: 75% vs 25%

As you can see, Corvettes do pretty well against everything except flak.

 

If a new damage type was added, you would be able to balance things more easily.  Perhaps something along the lines of this...

  • Corvette vs Fighter: 100% vs 100%
  • Corvette vs Bomber: 150%/200% vs 50%
  • Corvette vs LRF: 150%/200% vs 100%
  • Corvette vs LF: 75% vs 100%
  • Corvette vs Flak: 90% vs 133%
  • Corvettes vs HC: 100% vs 100%
  • Corvettes vs Capital: 65% vs 25%

 

This would result in Corvettes hard-countering LRF and bombers.  Early on, they could be soft-countered by LF, allowing players to have an instant response.  Because flak counter harder, there would still be incentive to use flak once it becomes available.  Thus, you get Corvette>LRF>LF>Flak>Corvette later on while having Corvette>LRF>LF>Corvette early on.

Given that I don't primarily play online, the numbers could be played with, but I believe the concept is sound.

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