From post: 158686, Topic: tid=10587, author=Nubarus wrote:From post: 158683, Topic: tid=10587, author=kb5ixd wrote:In as much as it seems that a change is going to happen:
Solutions: Assign Capitol Ships a random variable 0 to 7
Solution #1
0 = how they are now
7 = so tough 20 Mercenaries can’t kill it
Solution #2
0 = 1 Capitol Ship
7 = 8 Capitol Ships working together
Solution #3
Both Solution #1 and Solution #2 together
Let’em Guess Vice - lol
[Edited on 2-12-2013 by kb5ixd]
[Edited on 2-12-2013 by kb5ixd]
That made no sense what so ever.
lol I think what he meant was he wanted the capital ships to spawn with radomized difficulty. In one contract the capital ship may be the easy peasy lemon squeezy type to destroy as the ships are now, and another capital ship spawning with extreme difficulty (all chosen by a random integer)
Ffrankly I don't like this idea, the difficulty for all capital ships should be the same, especially due to the fact that we see the same capital ship model.
I don't agree with increasing the shield and hull armor, I find it fine just the way it is. Instead I agree with others who state that the cap ship's weapon loadout should be upgraded. Increasing the shield and hull armor is just going to make it take a little longer to destroy, but won't make it harder at all.
Capital ships should have a variety of weapon systems protecting the ship itself, including missiles, particle cannons and perhaps even lasers. The point is we need to make the battles harder, not stall the time it takes to destroy. This also clears any "sweet spots" that Rubber Chicken noted and encourages the player to be constantly moving while attacking.
Although this may be concerning for new players. it encourages the use of having a fleet/multiplayer co-op and creates a new challenge in defeating it (feeling more rewarding in the end). We want the capital ship to be something formidable, not an easy to kill target as we have now.
[Edited on 2-13-2013 by jeremyhak2]