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Originally Posted by Garbad_the_Weak
With this in mind, what is your philosophy regarding scout/warship balance now? Do you think its working?
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Scouts are about where I want them. Warships are a bit off. It's a problem with how the modifiers interact with the base ship stats. Part of it lies in hidden, low-level sailing characteristics and their relationship to modifiers.
All of that speed bleeding stuff, one quick turn stuff worked fine until people found the right combination of mods that effectively broke the system and allowed maintained high-speed turning. So, right now I'm running experiments with different combinations of stats to try to get the desired modded, modded and extreme modded performance. So far, I haven't found a combination that works that wouldn't require a change to the sailing model - it's still that extreme situation where the problems crop up. Changing the sailing model at this point is very, very scary, so I don't want to do that.
I'm targeting a couple high-end warships with the changes I'm looking at now, and I'll put those live before going over all the others. However, that's gated behind lots of skill-related work so I'm not sure when I'll be satisfied with a set of constants to make them go live.