Star Sonata
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The State of BvB in Star Sonata
http://forum.starsonata.com/viewtopic.php?f=9&t=61300
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Author:  ShawnMcCall [ Sat Jan 16, 2016 12:44 am ]
Post subject:  Re: The State of BvB in Star Sonata

MasterTrader wrote:
Like I said in that very same post:

Quote:
Things that don't exist in this game at the moment and that may not ever exist in the game. They don't have to be done, some of them may not even fit within the context of Star Sonata, but they are options.


Danger wrote:
So the team with the most shms wins? Kind of a stupid idea. Bases heal other bases so that you can't just burst down 1 base and then another until there are none left. The attacker just has to sit on the edge of the system while their bases mag down bases and anyone who tries to get near them.


Transference Immunity. That problem is now solved. See how easy it is when you consider things that are completely outside of the box? There's no need to do anything I suggested, its just another angle of coming at the "supposed" issue.


I see what you're getting at, it's easier to balance bases if their only function is headbutting eachother until one side is dead, but at the same time you make a lot of augs and content useless in making that change, as well as killing any variety that currently exists in base building.

Author:  MasterTrader [ Sat Jan 16, 2016 2:21 pm ]
Post subject:  Re: The State of BvB in Star Sonata

ShawnMcCall wrote:
MasterTrader wrote:
Like I said in that very same post:

Quote:
Things that don't exist in this game at the moment and that may not ever exist in the game. They don't have to be done, some of them may not even fit within the context of Star Sonata, but they are options.


Danger wrote:
So the team with the most shms wins? Kind of a stupid idea. Bases heal other bases so that you can't just burst down 1 base and then another until there are none left. The attacker just has to sit on the edge of the system while their bases mag down bases and anyone who tries to get near them.


Transference Immunity. That problem is now solved. See how easy it is when you consider things that are completely outside of the box? There's no need to do anything I suggested, its just another angle of coming at the "supposed" issue.


I see what you're getting at, it's easier to balance bases if their only function is headbutting eachother until one side is dead, but at the same time you make a lot of augs and content useless in making that change, as well as killing any variety that currently exists in base building.


Which, again if we're thinking outside of the box, can be remedied by reworking some of those augs and content a bit. Instead of bases and drones being singular entities that don't mean anything to each other directly, you could make permanent drones impart bonuses to the bases near them and make picking off the drones the point off destroying the bases (You could even just add new permanent drones that do this stuff... call them Modules or something). And again, bases would still have weapons that would fire at players themselves.

Wanna see something crazy that may never happen? Keep transference weapons. Make it so bases cannot heal each other. They wouldn't even try. The transference weapons would be for healing other players.

Galaxy taking would be about setting up a siege in the galaxy long enough for your super weapon to fire enough times so that the bases defenses would drop and the base itself would go into lock down. The base launched missiles and fighters would be a part of that. Shit, you could even have the missiles do significant amounts of damage to the enemy base and the players need to escort the missile and keep the defenders from killing it. I honestly don't know what the "best" way to do it is, I'm sure the developers could figure out the best way.

You could fire on the bases if you wanted with conventional weapons, but it wouldn't be anywhere near as effective and you wouldn't be able to kill the base within the time an offensive team would have. Just ideas, none of them need to be taken seriously. Maybe someone else will see it and say "99% of that is shit, but this 1% right here is good and with some work could fit in nicely".

Author:  Antilzah [ Sat Jan 16, 2016 8:10 pm ]
Post subject:  Re: The State of BvB in Star Sonata

I fail to grasp what makes you think your proposal is superior to current system.

Author:  Masterful [ Sat Jan 16, 2016 9:24 pm ]
Post subject:  Re: The State of BvB in Star Sonata

Sieges would involve using 1 kit with an ach pulse, seeing how much range you can get it, then stacking all your monks behind it while you tractor it into range.

Author:  MasterTrader [ Sun Jan 17, 2016 12:05 am ]
Post subject:  Re: The State of BvB in Star Sonata

Antilzah wrote:
I fail to grasp what makes you think your proposal is superior to current system.


Quote:
There's no need to do anything I suggested, its just another angle of coming at the "supposed" issue.

...

Just ideas, none of them need to be taken seriously. Maybe someone else will see it and say "99% of that is shit, but this 1% right here is good and with some work could fit in nicely".


Masterful wrote:
Sieges would involve using 1 kit with an ach pulse, seeing how much range you can get it, then stacking all your monks behind it while you tractor it into range.


Quote:
Galaxy taking would be about setting up a siege in the galaxy long enough for your super weapon to fire enough times so that the bases defenses would drop and the base itself would go into lock down. The base launched missiles and fighters would be a part of that. Shit, you could even have the missiles do significant amounts of damage to the enemy base and the players need to escort the missile and keep the defenders from killing it. I honestly don't know what the "best" way to do it is, I'm sure the developers could figure out the best way.


If you're going to respond to the ideas at least respond to the actual ideas and not bring up issues that I already said "Hey here's how you could POSSIBLY deal with it"...

Author:  anilv [ Sun Jan 17, 2016 8:22 pm ]
Post subject:  Re: The State of BvB in Star Sonata

There's nothing inherently wrong with coming up with completely different mechanics, but there's nothing inherently valuable about doing that either. Since it takes everyone else in the discussion a nonzero amount of effort to read your posts, the onus is on you to make them have a nonzero value. I am not convinced you have done this.

Author:  MasterTrader [ Sun Jan 17, 2016 10:44 pm ]
Post subject:  Re: The State of BvB in Star Sonata

You're not convinced eh? :lol:

Author:  ShawnMcCall [ Sun Jan 17, 2016 10:57 pm ]
Post subject:  Re: The State of BvB in Star Sonata

MasterTrader wrote:
You're not convinced eh? :lol:


Enkelin isn't wrong. With your idea we have the same problem, except now the item that throws off the balance will be the drone bonuses. Any system will be difficult to balance as long as it is versatile, and your system doesn't seem worth throwing away the current system.

Author:  anilv [ Sun Jan 17, 2016 11:16 pm ]
Post subject:  Re: The State of BvB in Star Sonata

To reduce to absurdity, I could propose that BvB be replaced by an FPS minigame. My idea could be very well balanced, but that doesn't mean it's particularly interesting to the rest of the people in the discussion, nor particularly likely to catch the devs' attention.

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