Open matthewhively opened 4 years ago
Keep in mind that more advanced weapon systems give +hp to the ship they are equipped on.
This might be what is "intended" to balance higher tier weapons with armor scaling, but I don't think it works properly. But will need to take that into account when re-balancing the system.
Should create a spreadsheet to see how much weapon mount HP contributes to the overall ship totals. Also does the weapon hp get also multiplied by the section armor modifier?
A good idea would be to offer basic options for "reinforced construction" as part of a separate group from the "armor".
Weapons scale up in damage faster than ship HitPoints do.
This is compounded by more weapon upgrades are possible than armor upgrades. So each player can get easily screwed on armor technology and thus become a "glass cannon" Weapons scale up to 250% percent (example 150dmg -> 400dmg) While armor scales up only by 100%. This means in decked out end game technology ships die over twice as quickly.
Solution 1) Boost armor scaling to more closely match weapon scaling factor. 2) Make armor upgrades more likely overall. This can be achieved by:
Also consider switching the name of Quark Resonators with Adamantite Alloys. Quark sounds more advanced than a simple Alloy.