Post by Sliprunner on Feb 18, 2016 16:15:37 GMT -6
After review, it has been determined that there are a number of templates for the DP system that need revised. I am making a list of them here for reference. What I am interested in is in player opinions on how some of these templates should be rebalanced. Discussions here should be limited to possible rebalance of the templates.
Overpowering Templates
Assault Template, Crime: Being TOO good of a tank, capable of mounting moderate weapons capabilities in addition to overwhelming defenses
Armor becomes 1 DP per 22.5cm, no softcap
Shields cost 4 DP, but stay at 4 DP
Weapons max size reduced by 3 points before spinal
Gains Assault trait (Can launch Boarding assaults)
Siege Template, Crime: Being TOO good as a weapons platform, its advantages outweighing disadvantages in terms of "All Gun" warships
Weapons Max Size increased by 6 points before spinal. (Turret size goes up 6 DP before mandatory spinal)
Turret softcap reduced to (BP * 2)
Non-Missile weapons become half price. (1 point = 20cm)
PD becomes 2x price
Armor/shields/SCAR become 2x price
Missile Boat, Crime: Being a missile Boat POSTPONED UNTIL REVIEW ON MISSILE STATUS
Note: While carrier is comparable to the above templates, its status is currently unclear.
High Power Templates
Heavy Weapons Platform, Crime: Extra build time doesn't seem as much of a penalty for the raw power gained
ADD 10 POSTS TO BUILD TIME, GAIN NO EXTRA DP
Remove Armor and Shield softcaps.
Arrays cost 4 and stay 4, Armor costs 1 point per 25cm of armor, PD costs 1 per 2 turrets.
Weapons may have a Battery, adding copies of that weapon for 1/2 the cost of the original. No more additional turrets than ship size
Weapons may be 3 points larger before spinal
Remove Strikecraft cap, Hanger support for strike craft costs 1
FTL and STL drives may not be mounted.
Can be one size larger than latest researched hull size
Grand Warship, Crime: Doing exactly whats on the label, with the only penalty being its TL10 and time
ADD 10 POSTS TO BUILD TIME, GAIN NO EXTRA DP
Remove Armor, Shield, Strikecraft and Turret softcaps.
Weapons may have a Battery, adding copies of that weapon for 1/2 the cost of the original. No more additional weapons than ship size.
Armor costs 1 point per 20cm of armor PD costs 1 per 2 turrets.
Special Systems, Crime: Swiss army knife of support roles, specifically, overshadows the more specialized templates
Sensors become 2 DP cost and scale at 2
Armor becomes 2x price, (Shields remain same price)
Weapons become 3x price, max size reduced by 6, no spinals allowed
Reactors become (6/8/10) and scale as such, May mount Superheavy reactors for 12
Gains Advanced Sensor trait (Can mount Stealth Detection Sensors)
Gains Advanced Shielding (Can project area shields)
Gain Advanced Power Grid (Can project energy to nearby vessels, requires Wireless Power technology)
Gains Advanced Tracking (All mounted sensors also count as FTL sensors)
Can fit and drop FTL Beacons
Low Power Templates
Area Defense, Crime: Why would anyone use this, unless you are absolutely desperate for more point defense
PD gains one extra turret per point
Armor becomes 2x price
Shields become 2x price.
Weapons become 2x price.
Weapons max size reduced by 3 before spinal
Gains Advanced Shielding trait (can project area shields)
Hopelessly Weak Templates
Battlecarruier, Crime: Existing as the worst template bar none. Its so bad it wasn't even updated when Hanger costs were updated.
Weapons become 2x price
Armor/Shields become 2x price
Hanger support softcap changes to (BP * 3) then costs 2 DP per strikecraft
Special Case
The Command and Control templates, with separate issues.
Fire and Control: debatable effectiveness, status questionable
Electronic Support: Gives up considerable capabilities for rather limited capabilities.
Electronic Offensive: DISTINCTLY better then electronic warfare boat.
Stealth Template: Of questionable capabilities given the lack of cloaking devices outside of unusual ideas.
Mobile Shipyard: ONLY LOOKING FOR OPINIONS ON ITS ABILITY TO "SELF-REPLICATE" VIA BUILDING MOBILE SHIPYARDS.
Overpowering Templates
Assault Template, Crime: Being TOO good of a tank, capable of mounting moderate weapons capabilities in addition to overwhelming defenses
Armor becomes 1 DP per 22.5cm, no softcap
Shields cost 4 DP, but stay at 4 DP
Weapons max size reduced by 3 points before spinal
Gains Assault trait (Can launch Boarding assaults)
Siege Template, Crime: Being TOO good as a weapons platform, its advantages outweighing disadvantages in terms of "All Gun" warships
Weapons Max Size increased by 6 points before spinal. (Turret size goes up 6 DP before mandatory spinal)
Turret softcap reduced to (BP * 2)
Non-Missile weapons become half price. (1 point = 20cm)
PD becomes 2x price
Armor/shields/SCAR become 2x price
Note: While carrier is comparable to the above templates, its status is currently unclear.
High Power Templates
Heavy Weapons Platform, Crime: Extra build time doesn't seem as much of a penalty for the raw power gained
ADD 10 POSTS TO BUILD TIME, GAIN NO EXTRA DP
Remove Armor and Shield softcaps.
Arrays cost 4 and stay 4, Armor costs 1 point per 25cm of armor, PD costs 1 per 2 turrets.
Weapons may have a Battery, adding copies of that weapon for 1/2 the cost of the original. No more additional turrets than ship size
Weapons may be 3 points larger before spinal
Remove Strikecraft cap, Hanger support for strike craft costs 1
FTL and STL drives may not be mounted.
Can be one size larger than latest researched hull size
Grand Warship, Crime: Doing exactly whats on the label, with the only penalty being its TL10 and time
ADD 10 POSTS TO BUILD TIME, GAIN NO EXTRA DP
Remove Armor, Shield, Strikecraft and Turret softcaps.
Weapons may have a Battery, adding copies of that weapon for 1/2 the cost of the original. No more additional weapons than ship size.
Armor costs 1 point per 20cm of armor PD costs 1 per 2 turrets.
Special Systems, Crime: Swiss army knife of support roles, specifically, overshadows the more specialized templates
Sensors become 2 DP cost and scale at 2
Armor becomes 2x price, (Shields remain same price)
Weapons become 3x price, max size reduced by 6, no spinals allowed
Reactors become (6/8/10) and scale as such, May mount Superheavy reactors for 12
Gains Advanced Sensor trait (Can mount Stealth Detection Sensors)
Gains Advanced Shielding (Can project area shields)
Gain Advanced Power Grid (Can project energy to nearby vessels, requires Wireless Power technology)
Gains Advanced Tracking (All mounted sensors also count as FTL sensors)
Can fit and drop FTL Beacons
Low Power Templates
Area Defense, Crime: Why would anyone use this, unless you are absolutely desperate for more point defense
PD gains one extra turret per point
Armor becomes 2x price
Shields become 2x price.
Weapons become 2x price.
Weapons max size reduced by 3 before spinal
Gains Advanced Shielding trait (can project area shields)
Hopelessly Weak Templates
Battlecarruier, Crime: Existing as the worst template bar none. Its so bad it wasn't even updated when Hanger costs were updated.
Weapons become 2x price
Armor/Shields become 2x price
Hanger support softcap changes to (BP * 3) then costs 2 DP per strikecraft
Special Case
The Command and Control templates, with separate issues.
Fire and Control: debatable effectiveness, status questionable
Electronic Support: Gives up considerable capabilities for rather limited capabilities.
Electronic Offensive: DISTINCTLY better then electronic warfare boat.
Stealth Template: Of questionable capabilities given the lack of cloaking devices outside of unusual ideas.
Mobile Shipyard: ONLY LOOKING FOR OPINIONS ON ITS ABILITY TO "SELF-REPLICATE" VIA BUILDING MOBILE SHIPYARDS.