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Re: Non specific equipment slots for Jumpgate Evolution ships
So this is now a a Jumpgate ship balance thread?
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Re: Non specific equipment slots for Jumpgate Evolution ships
Sure why not
![]() I think I said way back in this thread that I love the idea, if not, then I said so in my own thread about multiple type of modx. I feel that more customization will add to the fun of PvP and the skill needed to figure out what kind of loadouts are being used. Sure, it MIGHT be a balancing nightmare, but if it can be done, I think it should be. hitbox hitbox hitbox. //sorry had to ![]() |
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Re: Non specific equipment slots for Jumpgate Evolution ships
I like the idea of altering ship equipment, but I dont think any piece of equipment should go into any slot. Engine slots for engines, guns for guns and the like. To me it just doesnt make sense to put an engine upgrade where your guns would normally go.
If your ship had a limited amount of power available and you could fit whatever you wanted in the specific slots within a certain power range I think it would work a lot better. I know its repeating a couple ideas that have been said, but I dont like the idea of complete customization, because that becomes a balancing nightmare. |
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Re: Non specific equipment slots for Jumpgate Evolution ships
I.... am torn on this prospect. On one hand, I like the idea of taking a hull that I like, slapping on an absurdly big engine and an absurdly big gun and then go screaming around the universe with my pants on fire. On the other hand, that kind of thing is what can really ruin PVP balance, and it's a nightmare for the devs to tweak.
If I had to, I'd skew on the side of somewhat less customizability to make the ships and components easier to balance. Plus, it'll have the bonus effect of letting there be more ship types in the game, since there will be niche roles to fill, where a single, high-slot-count hull might just populate the universe with an endless string of lookalikes. |
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Re: Non specific equipment slots for Jumpgate Evolution ships
Fitting everything in a big hole instide the ship doesn't sound too good, even that I would enjoy playing with the possibilities for sure. Maybe going with, don't know how to call it, package slots as a compromise could be done.
1-X Engine package slots: 1-2 engine(s) each, afterburner (up to 1 for each engine), maybe optional FF addon (maybe as some kind of small additional rocket engine), optional more AF fuel or FF charges. 1-X gun package slots, guns, additional ammunition, additional cap, additional braking thrusters, gun ModX (ML Amplifier). 1 power package slot, 1-2 reactor(s), 1-2 shield(s) (or as a set of shield systems like shield recharger, shield cap), cap, cooling system, power and shield ModX (Abattis) 1 sensor slot: radar, ECM, sensor type ModX (camera, BCU, rotacol, bullseye...) maybe 1 ship hull slot: Armour. Here more armour could equal more drag, and of course more weight If it's possible every slot could have it's own hitbox, meaning selected system failure, then each slot could have an armour option for additional protection of the systems inside this slot, and maybe repair systems (maybe a basic repair system should be in place anyway, though I considered it quite fun rescueing stranded subs in SARAC, or hoping no enemy finds me first being the one stranded. But I guess this type of game feature (including the SARAC features of limited oxygen (out of O2 = loss of ship) and fuel (none left = immobile)) are considered too harsh for nowadays WoW crowd). But balancing would be an issue again. Though as soon as the ships differ significantly this is the case. |
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