So, I was thinking... well, I have been thinking for a while... I have been doing a lot of thinking at different points in time, and whatever...
And I came up with a few ideas that together, might make the game a bit more... epic? Basically... I wanted to try to make each unit (with 100+ people on board) slightly more important... slightly harder to kill, and slightly more painful to lose.
Maybe a bit more balanced too.
So...
Ideas:
1. Mess with the fleet supply.
a. double the fleet supply of every ship.
b. increase the starting fleet supply from 100 to 200
2. Mess with the ships
a. make every ship a capital ship... no new abilities, exact same ships, but they level up (gaining hp, armor, shield, antimatter regen, and all that good stuff) and take up a capital ship slot.
b. mess with the capital ship limit... at tier 1 it should be around like 10-14ish, at tier 8, it should be 500 (enough for 2000 fleet supply of scouts)
basically here... the capital ship limit is now the number of ships limit, and the fleet supply limit is the quality of ships limit... so basically for Tec, if you want your lrm and flack spam you have to pay more to upgrade your ship limit than if you invested in carriers and heavy cruisers... it would also make planet bombers and anti-structure frigs a bit more appetizing due to their large fleet supply cost, but low total ship limit cost... and you might actually have reason to build a third or 4th (real) capital ship.... and best of all it makes scout spam hurt. (Sorry Amish)
c. switch illums and disciples... switch their armor and damage type values, and ranges and put the disciple where the illum was on the tech tree, and so forth.
Basically here... I want the 4 fleet supply unit to be the lrm and the 6 supply unit to be the lf... so that lrm spam is discouraged, because you would be hitting the capital ship limit faster...
3. mess with the shield mitigation
the biggest thing that kills ships is the shield mitigation system... if you’re doing 12.5 dmg or 125 dmg, the shield mitigation goes straight up to the max... basically... instead of a linear shield mitigation system... I want a system where low damage doesn’t raise it much, while higher damage raises it a lot... something where on a graph of damage dealt vs. damage taken, the line looks like the function of y = sqrt(x), where x is the raw damage taken and y is the damage dealt to the ship.... BASICLY.... I want a system where focus firing is discouraged. (now... the function of the sqrt(x) is WAAAAY too harsh... 100 dps would be reduced to 10 dps... something closer to y = x^(3/4) or y = x^(4/5) would be better... at less than about 100 dps the damage dealt to the ship would actually be HIGHER, (ish) but as the focus fire increases, things take more damage slowly...
this would of course be hard to do, because you have to mess with what the shield mitigation of the cap ships is vs. non-cap ships... and what do the advent shield mitigation bonus mean.. And so forth.
SO...
Thoughts, ideas, comments? I really think a non-linear shield mitigation system needs to be in the normal game... not just a mod... so that cap ships don’t pop so fast... are some of these things even possible? Did I miss something stupid?