First off, I'd like to say I'm very pleased with the way the devs have been taking the game, so great job! I really think this is one of my favorite games I play currently, just wish I had more time to play it. Being a perfectionist, I always look for ways to improve something, but I know there is no perfect solution. My suggestions I make here are merely my personal opinions on what I view would make the game even better than it already is currently.
Shield and Hull Resistance Mechanics
Seeing as this is a newer feature to the game, I understand it may still be in its preliminary stages of development, but here is what I'd like to see to give further depth to this awesome mechanic in the future.
- An actively updating simple and intuitive indicator of the ship's shield/hull/armor resistances. There are numerous ways to do this, but the point of would be help the player know what damage to look out for and if their resistances are being nullified (see later suggestion).
- Blocks have different resistance values. Blocks like armor should have higher overall resistances to damage types, where as "squishy" blocks should have much less overall initial damage resistances. Hull/Armor block's resistance would only be able to be seen in the builder when selecting a block due to varying resistances and materials (see next topics).
- Certain blocks such as generators, shield generators, energy containers, and hyperspace cores should be volatile, where when destroyed it will cause anywhere from 1000% to 2000% extra damage to the total Hull HP Pool. This extra damaged is based off of the HP of the individual block that was destroyed. These blocks typically have low Hull HP to begin with so that is why such a high value is used to ensure it does cause a lot, but not too much extra damage. There should also be semi-volatile blocks such as thrusters, engines, and crew quarters which only do an additional 250% to 500% extra damage when destroyed.
- Personally I think that resistance systems installed in ships should have more depth and variety. I would love to see two types of new systems for hull and shield separately (no shield and hull resistances in the same system unless a new artifact is added possibly 8)). These two systems would be a singular damage type resistance which would give a moderate bonus (5% up to 20% depending on rarity) to a specific damage type, and another "adaptive" system which would increase all the resistances of the shield or hull to a much smaller degree than the singular version (2% up to 12% depending on rarity) . There should definitely be diminishing returns with these systems in order to prevent large ships from becoming un-killable. 3 or more shield or hull resistance systems (separately) should be a detriment instead of a benefit (2 shield and 2 hull resistance systems would be ideal for a tanky shield and hull build as a further explanation). These systems would need to be installed permanently in order to get the affect to ensure players can't "swap on the fly".
- Shield/Hull/Armor should start with the following resistances:
Physical Antimatter Plasma Energy Electric Shrapnel
Shield: 40% 50% -250% 0% 10% 10%
Hull: -25% -200% 30% 30% 10% 0%
Armor: 25% -75% 50% 40% 40% 40%
Stone: 0% -200% 50% 40% (Immune) 10%
Armor Rework
Personally I think armor should play a different role into how a ship is built. Armor blocks should not contribute to the Hull HP pool, but instead have their own independent HP. The purpose of having independent HP values for each armor block would be to function as actual armor, protecting the underlying hull from damage.
- Armor should be much heavier making placement of it more important and tactical. A ship completely covered in armor should be painfully sluggish and very weak to railguns (see later)
- Integrity field generators that affect blocks only increase individual armor block and hull block HP by 2x instead of 10x. This is also important for hull as it will encourage focused fire on more "squishy" volatile blocks (see above) since more of the ship will be able to be destroyed with lower independent block HP.
More Combat Related Systems and Turrets
Avorion could use more variety when it comes to combat. Currently combat is simply HP and damage. There should be more variety when it comes to fleet combat.
- EWAR systems should be introduced which affect enemy or allied ships in a radius around the ships. Depending on the system, it would either negatively or positively affect enemy or friendly ships within the radius of the system. These systems would encourage fleet support ships and disruptor ships. These systems in combination with resistance modules would making choosing the right combination of systems on a ship much more thoughtful instead of just stacking shield and turret systems. I would avoid any systems which completely restrict a ships ability to fight such as a "stun" or freezing in place. None of these systems should stack with another system of the same type. Only the highest value will affect a ship Examples of what I'd like to see are:
Warp Interdiction spheres (prevent enemies from warping in large radius - 10km to 35km)
Gravity Net (slows speed of enemy ships AND fighters in medium radius - 7.5km to 20km, 5% to 25%)
Tracking Disruptors (slows turret rotation speeds of enemy ships in a very small radius - 1km to 7.5km 10% to 35%)
Shield Nullification Aura (lowers shield resistances of enemy ships within medium radius - 7.5km to 20km, 2.5% to 22.5%)
Shield Aegis Aura (boosts allied ship's shield resistances in medium radius - 7.5 km to 20km, 2% to 20%)
Engine Energy Re-router (boosts allied ships AND fighter speeds in medium radius - 7.5km to 20km, 5% to 25%)
Tracking Assist Computer (slightly boosts allied ships turret rotation speed within large radius - 10km to 40km, 2% to 22.5%)
Cloaking Generator (makes the ship invisible, un-targetable, and not able to talk with NPCs until decloaked. Recloaking can only occur when out of combat and after a certain time period has passed. Can't be installed on stations)
- New weapon/Damage type: Proton beam emitter with a new nullifier damage type. It will have very low overall damage and medium range (~7km @3 Turret slots). It is a projected pulsating beam which lowers the hull and shield resistances of the target slowly over time . The more nullifier damage being applied the faster the resistances lower. Will only affect hull when shields have been destroyed. There is a limit to how much it can reduce hull and shield resistances of the ship, but should be significant in order for ships to be able to break massive hull or shield tanks (roughly 20% to 120%). Should be available in Xanion tier regions and up and is 3 turret slots or more.
- New weapon: Scattershot cannon. Has low range (~4km @1 Turret slot), low accuracy, and high projectile speed. Will shoot anywhere from 10 to 20 physical or antimatter based projectiles each doing similar damage to a bolter turret and will have a moderate fire rate with a heat up time and burst fire potential. Its purpose is to be a very close range brawly type of turret with very high hull/armor damage capabilities. Should be available in Naonite zones and up.
- New weapon: Swarmer missiles. Has average range (~7km @1 Turret slot), high projectile speed, and very low accuracy. Guaranteed tracking projectiles and turrets will shoot anywhere from 4 to 12 projectiles at once at a moderate fire rate. Damage should be either antimatter or plasma and should have an average dps similar chainguns
- Railguns penetrate armor only. Change railguns to where they pierce through armor (doing no damage) and damage the hull directly via an explosive charge which uses a mechanical trigger. Once it hits the hull it will not penetrate any more and just do a flat damage to the Hull block/HP pool. These will be deadly to ships/stations built with only or mostly armor and volatile blocks.
-Increase projectile speed of cannons slightly ~50% to allow them to hit targets farther off better
-Greatly increase missile speed ~100%, and update the missile animation (would be cool if they looked like mini torpedoes)
-Increase the spread of lightning guns significantly making them unlikely to hit smaller or far off targets. They should remain as high damage capital shield killers.
Fighter Rework
Fighters currently are very fragile when a dedicated flak/PDC ship targets them making them not worth the large investment of time and resources when entire squadrons are destroyed in seconds. They are also much slower than built ships which doesn't make sense for a ship meant to be small and fast.
- When a fighter is built at a factory, the durability and speed increment increases should give much more value to the fighter. Fighters will still have the same base stats, but their HP and speed will be able to be drastically increased per level added making them viable and worth the expensive cost when using a high quality weapon. Max speed (max increment value) of fighters should be around 1500-3000 m/s depending on material. HP would need to be balanced to ensure that they are killable, but able to stay in the fight much longer than they currently do (roughly 1500 max total shield/hull hp with Xanion material).
- Improved fighter commands in addition to the current "dive bomb" attack such as orbit, intercept, and sentry. Orbit would make fighters orbit at 50% of max range and shoot at selected target, intercept would work similarly to the "defend" independent turret option, where fighters seek out and destroy enemy fighters and torpedoes, and sentry would make fighters closely orbit the target and shoot at enemies within range (think of the end fight of Ender's game movie).
- Improved UI and usability of fighters to make commanding wings of fighters easier and less cumbersome. Users should be able to command either an entire squad or a group of squads with ease. Easy to use Hotkeys should be created for these commands and the ability to create a custom group of fighters similar to how turrets are grouped.
Make Large ships "large" and small ships "small"
Currently there is an issue with large 15-slot ships having the ability of a higher top speed and able to maneuver the same as a small ship. To fix this I think that there should be limits to ship's rotation values and modifiers to agility and acceleration based upon either ship slots or the mass of the ship using some equation. This would allow small ships to have an actual role, instead of the bigger is better.
As an EXAMPLE:
(agility modifier is in regards to the 4 rad/s maximum, so a x0.1 modifier reduces maximum achievable agility to .4 rad/sec. Velocity and Acceleration modifiers apply directly to the base stats of the ship)
I know this may not be for everyone, but personally I'd love to see shields that form a bubble around the ship instead of a larger square for each block. This would likely even be more performance friendly when dealing with larger block count ships as the shield would be generated based upon the longest length/width/height values of the ship and their position. Additionally shields would make shield "ripple effects" easy to do making taking shield damage look very awesome. Shields should be very transparent except when regenerating or taking damage from enemies
Active Tanking
Active tanking will allow the option for ships to not just be pools of HP vs pools of HP. This will need to be carefully balanced, however in order to prevent large ships from becoming un-killable.
- Active tanking systems which encourage more than just HP pools and resistances. These systems would greatly decrease the current designed overall Shield or Hull HP for the trade off of the shield and hull being able to regenerate itself during combat at a decent rate.
- Due to the system's large decrease in total HP, this would eliminate the possibility of a ship being able to withstand an ungodly amount of damage from stacking regen systems thanks to a significantly smaller HP pool. Active tanking would be more beneficial for smaller skirmishes with enemies and being a detriment in larger fleet fights.
- These system's affects should not take affect on the ship if there are not enough mechanics or engineers crewing the ship.
Rethinking Material Tiers
Currently in Avorion each tier of material essentially has something like 25-50% more HP and "ability affectiveness" (not sure what to call it but essentially generator's energy output, shield generator's shield, engine's thrust, ect). I feel as if this shouldn't be the case with every tier of resource, and each tier of resource has a few "specialties" which won't just encourage everyone to shoot streight to Avorion tier as fast as possible.
- Below is a suggestion of each material tier and its "specialties".
Iron- Remains relatively unchanged, its dirt cheap, very common, and the only other block with inertia dampeners besides avorion. Solar panels -50% credit cost per volume.
Titanium - The lightest possible material, yet durable and heat resistant. All blocks have 5% less mass than avorion blocks currently in the game and 10% more Hull/Armor HP per block than Titanium blocks do currently. All blocks have 10% extra plasma damage resistance for all blocks but 10% less antimatter damage resistance.
Naonite - Possesses abnormal but useful magnetic properties. Hyperspace core blocks are only give 10% less jump range per volume than avorion hyperspace core blocks (still can't pass through void though). All Naonite blocks have +25% extra electric damage resistance.
Trinium - A lightweight material with a very neatly arranged molecular structure. All blocks have 5% less mass than currently in the game and have 10% less physical damage resistance. Integrity field blocks of this material also give 10% extra resistance to all damage types in addition to 2.5x more individual block HP instead of 2.0x more.
Xanion - A material which possesses many great superconducting properties. Generator, Shield Generator, and Energy Container blocks have 10% less energy/shield per volume than avorion equivalent blocks do currently in the game. Destroyed volatile blocks do 200% additional volatile damage (instead of 1000%-2000% more damage its 1200% to 2200% additional volatile damage).
Ogonite - An extremely dense and tough material that is hard to fabricate. All blocks have 25% more mass per volume, 25% more credit cost per volume, +15% extra Hull HP per volume, and +10% extra damage resistances across the board than currently. Armor blocks get 25% more HP instead of 15% more than currently in the game.
Avorion - Still the king of lightweight and powerful materials. 15% more thrust and acceleration from engines and thrusters and all blocks have 5% extra damage resistances across the board.
- These changes should help to ensure that all material tiers are still useful in a way even in the endgame, with avorion still remaining the best overall. Ogonite will still be useful as armor/hull plating, Xanion shield gens/generators/and energy containers will be a discount slightly less effective version of avorion, Trinium will remain lightweight and its integrity field generator will be very useful, Naonite will have great discounted hyperspace cores and be useful in high energy damage situations, Titanium will be incredibly lightweight for builds designed for speed, and Iron will remain as the heavy, cheap, and abundant building material with cheap solar panels (good for the start)
- Armor blocks should all have 50% more mass
Let me know what you think about these changes! They are meant to work with one another to enhance the combat and gameplay while still remaining balanced.
Suggestion
TESL4
First off, I'd like to say I'm very pleased with the way the devs have been taking the game, so great job! I really think this is one of my favorite games I play currently, just wish I had more time to play it. Being a perfectionist, I always look for ways to improve something, but I know there is no perfect solution. My suggestions I make here are merely my personal opinions on what I view would make the game even better than it already is currently.
Shield and Hull Resistance Mechanics
Seeing as this is a newer feature to the game, I understand it may still be in its preliminary stages of development, but here is what I'd like to see to give further depth to this awesome mechanic in the future.
- An actively updating simple and intuitive indicator of the ship's shield/hull/armor resistances. There are numerous ways to do this, but the point of would be help the player know what damage to look out for and if their resistances are being nullified (see later suggestion).
- Blocks have different resistance values. Blocks like armor should have higher overall resistances to damage types, where as "squishy" blocks should have much less overall initial damage resistances. Hull/Armor block's resistance would only be able to be seen in the builder when selecting a block due to varying resistances and materials (see next topics).
- Certain blocks such as generators, shield generators, energy containers, and hyperspace cores should be volatile, where when destroyed it will cause anywhere from 1000% to 2000% extra damage to the total Hull HP Pool. This extra damaged is based off of the HP of the individual block that was destroyed. These blocks typically have low Hull HP to begin with so that is why such a high value is used to ensure it does cause a lot, but not too much extra damage. There should also be semi-volatile blocks such as thrusters, engines, and crew quarters which only do an additional 250% to 500% extra damage when destroyed.
- Personally I think that resistance systems installed in ships should have more depth and variety. I would love to see two types of new systems for hull and shield separately (no shield and hull resistances in the same system unless a new artifact is added possibly 8)). These two systems would be a singular damage type resistance which would give a moderate bonus (5% up to 20% depending on rarity) to a specific damage type, and another "adaptive" system which would increase all the resistances of the shield or hull to a much smaller degree than the singular version (2% up to 12% depending on rarity) . There should definitely be diminishing returns with these systems in order to prevent large ships from becoming un-killable. 3 or more shield or hull resistance systems (separately) should be a detriment instead of a benefit (2 shield and 2 hull resistance systems would be ideal for a tanky shield and hull build as a further explanation). These systems would need to be installed permanently in order to get the affect to ensure players can't "swap on the fly".
- Shield/Hull/Armor should start with the following resistances:
Physical Antimatter Plasma Energy Electric Shrapnel
Shield: 40% 50% -250% 0% 10% 10%
Hull: -25% -200% 30% 30% 10% 0%
Armor: 25% -75% 50% 40% 40% 40%
Stone: 0% -200% 50% 40% (Immune) 10%
Armor Rework
Personally I think armor should play a different role into how a ship is built. Armor blocks should not contribute to the Hull HP pool, but instead have their own independent HP. The purpose of having independent HP values for each armor block would be to function as actual armor, protecting the underlying hull from damage.
- Armor should be much heavier making placement of it more important and tactical. A ship completely covered in armor should be painfully sluggish and very weak to railguns (see later)
- Integrity field generators that affect blocks only increase individual armor block and hull block HP by 2x instead of 10x. This is also important for hull as it will encourage focused fire on more "squishy" volatile blocks (see above) since more of the ship will be able to be destroyed with lower independent block HP.
More Combat Related Systems and Turrets
Avorion could use more variety when it comes to combat. Currently combat is simply HP and damage. There should be more variety when it comes to fleet combat.
- EWAR systems should be introduced which affect enemy or allied ships in a radius around the ships. Depending on the system, it would either negatively or positively affect enemy or friendly ships within the radius of the system. These systems would encourage fleet support ships and disruptor ships. These systems in combination with resistance modules would making choosing the right combination of systems on a ship much more thoughtful instead of just stacking shield and turret systems. I would avoid any systems which completely restrict a ships ability to fight such as a "stun" or freezing in place. None of these systems should stack with another system of the same type. Only the highest value will affect a ship Examples of what I'd like to see are:
Warp Interdiction spheres (prevent enemies from warping in large radius - 10km to 35km)
Gravity Net (slows speed of enemy ships AND fighters in medium radius - 7.5km to 20km, 5% to 25%)
Tracking Disruptors (slows turret rotation speeds of enemy ships in a very small radius - 1km to 7.5km 10% to 35%)
Shield Nullification Aura (lowers shield resistances of enemy ships within medium radius - 7.5km to 20km, 2.5% to 22.5%)
Shield Aegis Aura (boosts allied ship's shield resistances in medium radius - 7.5 km to 20km, 2% to 20%)
Engine Energy Re-router (boosts allied ships AND fighter speeds in medium radius - 7.5km to 20km, 5% to 25%)
Tracking Assist Computer (slightly boosts allied ships turret rotation speed within large radius - 10km to 40km, 2% to 22.5%)
Cloaking Generator (makes the ship invisible, un-targetable, and not able to talk with NPCs until decloaked. Recloaking can only occur when out of combat and after a certain time period has passed. Can't be installed on stations)
- New weapon/Damage type: Proton beam emitter with a new nullifier damage type. It will have very low overall damage and medium range (~7km @3 Turret slots). It is a projected pulsating beam which lowers the hull and shield resistances of the target slowly over time . The more nullifier damage being applied the faster the resistances lower. Will only affect hull when shields have been destroyed. There is a limit to how much it can reduce hull and shield resistances of the ship, but should be significant in order for ships to be able to break massive hull or shield tanks (roughly 20% to 120%). Should be available in Xanion tier regions and up and is 3 turret slots or more.
- New weapon: Scattershot cannon. Has low range (~4km @1 Turret slot), low accuracy, and high projectile speed. Will shoot anywhere from 10 to 20 physical or antimatter based projectiles each doing similar damage to a bolter turret and will have a moderate fire rate with a heat up time and burst fire potential. Its purpose is to be a very close range brawly type of turret with very high hull/armor damage capabilities. Should be available in Naonite zones and up.
- New weapon: Swarmer missiles. Has average range (~7km @1 Turret slot), high projectile speed, and very low accuracy. Guaranteed tracking projectiles and turrets will shoot anywhere from 4 to 12 projectiles at once at a moderate fire rate. Damage should be either antimatter or plasma and should have an average dps similar chainguns
- Railguns penetrate armor only. Change railguns to where they pierce through armor (doing no damage) and damage the hull directly via an explosive charge which uses a mechanical trigger. Once it hits the hull it will not penetrate any more and just do a flat damage to the Hull block/HP pool. These will be deadly to ships/stations built with only or mostly armor and volatile blocks.
-Increase projectile speed of cannons slightly ~50% to allow them to hit targets farther off better
-Greatly increase missile speed ~100%, and update the missile animation (would be cool if they looked like mini torpedoes)
-Increase the spread of lightning guns significantly making them unlikely to hit smaller or far off targets. They should remain as high damage capital shield killers.
Fighter Rework
Fighters currently are very fragile when a dedicated flak/PDC ship targets them making them not worth the large investment of time and resources when entire squadrons are destroyed in seconds. They are also much slower than built ships which doesn't make sense for a ship meant to be small and fast.
- When a fighter is built at a factory, the durability and speed increment increases should give much more value to the fighter. Fighters will still have the same base stats, but their HP and speed will be able to be drastically increased per level added making them viable and worth the expensive cost when using a high quality weapon. Max speed (max increment value) of fighters should be around 1500-3000 m/s depending on material. HP would need to be balanced to ensure that they are killable, but able to stay in the fight much longer than they currently do (roughly 1500 max total shield/hull hp with Xanion material).
- Improved fighter commands in addition to the current "dive bomb" attack such as orbit, intercept, and sentry. Orbit would make fighters orbit at 50% of max range and shoot at selected target, intercept would work similarly to the "defend" independent turret option, where fighters seek out and destroy enemy fighters and torpedoes, and sentry would make fighters closely orbit the target and shoot at enemies within range (think of the end fight of Ender's game movie).
- Improved UI and usability of fighters to make commanding wings of fighters easier and less cumbersome. Users should be able to command either an entire squad or a group of squads with ease. Easy to use Hotkeys should be created for these commands and the ability to create a custom group of fighters similar to how turrets are grouped.
Make Large ships "large" and small ships "small"
Currently there is an issue with large 15-slot ships having the ability of a higher top speed and able to maneuver the same as a small ship. To fix this I think that there should be limits to ship's rotation values and modifiers to agility and acceleration based upon either ship slots or the mass of the ship using some equation. This would allow small ships to have an actual role, instead of the bigger is better.
As an EXAMPLE:
(agility modifier is in regards to the 4 rad/s maximum, so a x0.1 modifier reduces maximum achievable agility to .4 rad/sec. Velocity and Acceleration modifiers apply directly to the base stats of the ship)
Ship Size Ship Agility Modifier Ship Max Speed Modifier Ship Acceleration Modifier
1 x1.0 x2.0 x2.0
2 x1.0 x2.0 x1.75
3 x1.0 x1.75 x1.5
4 x1.0 x1.5 x1.25
5 x1.0 x1.25 x1.0
6 x0.9 x1.0 x0.95
7 x0.8 x0.95 x0.9
8 x0.7 x0.9 x0.875
9 x0.55 x0.85 x0.85
10 x0.45 x0.8 x0.825
11 x0.3 x0.75 x0.8
12 x0.325 x0.75 x0.775
13 x0.3 x0.75 x0.75
14 x0.25 x0.75 x0.75
15+ x0.15 x0.75 x0.75
Shield Visuals
I know this may not be for everyone, but personally I'd love to see shields that form a bubble around the ship instead of a larger square for each block. This would likely even be more performance friendly when dealing with larger block count ships as the shield would be generated based upon the longest length/width/height values of the ship and their position. Additionally shields would make shield "ripple effects" easy to do making taking shield damage look very awesome. Shields should be very transparent except when regenerating or taking damage from enemies
Active Tanking
Active tanking will allow the option for ships to not just be pools of HP vs pools of HP. This will need to be carefully balanced, however in order to prevent large ships from becoming un-killable.
- Active tanking systems which encourage more than just HP pools and resistances. These systems would greatly decrease the current designed overall Shield or Hull HP for the trade off of the shield and hull being able to regenerate itself during combat at a decent rate.
- Due to the system's large decrease in total HP, this would eliminate the possibility of a ship being able to withstand an ungodly amount of damage from stacking regen systems thanks to a significantly smaller HP pool. Active tanking would be more beneficial for smaller skirmishes with enemies and being a detriment in larger fleet fights.
- These system's affects should not take affect on the ship if there are not enough mechanics or engineers crewing the ship.
Rethinking Material Tiers
Currently in Avorion each tier of material essentially has something like 25-50% more HP and "ability affectiveness" (not sure what to call it but essentially generator's energy output, shield generator's shield, engine's thrust, ect). I feel as if this shouldn't be the case with every tier of resource, and each tier of resource has a few "specialties" which won't just encourage everyone to shoot streight to Avorion tier as fast as possible.
- Below is a suggestion of each material tier and its "specialties".
Iron- Remains relatively unchanged, its dirt cheap, very common, and the only other block with inertia dampeners besides avorion. Solar panels -50% credit cost per volume.
Titanium - The lightest possible material, yet durable and heat resistant. All blocks have 5% less mass than avorion blocks currently in the game and 10% more Hull/Armor HP per block than Titanium blocks do currently. All blocks have 10% extra plasma damage resistance for all blocks but 10% less antimatter damage resistance.
Naonite - Possesses abnormal but useful magnetic properties. Hyperspace core blocks are only give 10% less jump range per volume than avorion hyperspace core blocks (still can't pass through void though). All Naonite blocks have +25% extra electric damage resistance.
Trinium - A lightweight material with a very neatly arranged molecular structure. All blocks have 5% less mass than currently in the game and have 10% less physical damage resistance. Integrity field blocks of this material also give 10% extra resistance to all damage types in addition to 2.5x more individual block HP instead of 2.0x more.
Xanion - A material which possesses many great superconducting properties. Generator, Shield Generator, and Energy Container blocks have 10% less energy/shield per volume than avorion equivalent blocks do currently in the game. Destroyed volatile blocks do 200% additional volatile damage (instead of 1000%-2000% more damage its 1200% to 2200% additional volatile damage).
Ogonite - An extremely dense and tough material that is hard to fabricate. All blocks have 25% more mass per volume, 25% more credit cost per volume, +15% extra Hull HP per volume, and +10% extra damage resistances across the board than currently. Armor blocks get 25% more HP instead of 15% more than currently in the game.
Avorion - Still the king of lightweight and powerful materials. 15% more thrust and acceleration from engines and thrusters and all blocks have 5% extra damage resistances across the board.
- These changes should help to ensure that all material tiers are still useful in a way even in the endgame, with avorion still remaining the best overall. Ogonite will still be useful as armor/hull plating, Xanion shield gens/generators/and energy containers will be a discount slightly less effective version of avorion, Trinium will remain lightweight and its integrity field generator will be very useful, Naonite will have great discounted hyperspace cores and be useful in high energy damage situations, Titanium will be incredibly lightweight for builds designed for speed, and Iron will remain as the heavy, cheap, and abundant building material with cheap solar panels (good for the start)
- Armor blocks should all have 50% more mass
Let me know what you think about these changes! They are meant to work with one another to enhance the combat and gameplay while still remaining balanced.
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