Forums » Suggestions

Capital swarms should cost energy to fire

«12
Sep 04, 2021 greenwall link
wow normal swarms take energy now? is that what I've read? huge bummer
Sep 04, 2021 incarnate link
wow normal swarms take energy now? is that what I've read?

What is a "normal swarm?". Let's be super specific, because people keep being misinformed and posting confused arguments.

Capital Swarm Turrets already required energy to fire. They were slightly reduced in their requirements, from 600/volley to 500/volley.

Capital Swarm Missile Launchers (which are a Chaos Swarm variant), solely those specific to Capital class ships, did not previously require energy to fire, which was the subject of this Suggestion. They now also require 500 energy per volley, like the turrets.

No fighter class swarms have been modified in any way.

Obviously, as people previously posted, there's a long history of missiles requiring energy to fire (Screamers), so this isn't so weird. Nor is that entire vague argument particularly useful for Suggestions.

These are all balance tunables. They exist to allow balance adjustment to gameplay.
Sep 04, 2021 greenwall link
But, Chaos Swarm primary weapons were not using energy at all, and are now using 8x62.5.

^the source of my confusion. Happy to hear non capital chaos swarms are unaffected.
Sep 04, 2021 look... no hands link
"Capital Swarm Missile Launchers"

There is a cap swarm you can put as the primary weapon? How the hell did I not know about this? Where can they be obtained.
Sep 09, 2021 urshurak link
Ok, i'll be crystal clear:

Capital swarm missiles should NOT use energy.

I don't care if other missiles use energy, or is capswarms have used energy in the recent past.

This change has NO justifiable reasoning for it's implementation.

This renders capital ships defenseless in both NPC and Player-based attacks.

This breaks the game.
Sep 09, 2021 incarnate link
This change has NO justifiable reasoning for it's implementation.

How would you know?

I have a lot of changes in the pipe, and yes, correctly tying turret usage to something other than "magical intra-turret powercells" has always been the intention. The only reason why it wasn't like that previously, was a technical limitation.

This renders capital ships defenseless in both NPC and Player-based attacks.

Really? Are you unable to launch from your ship, for some reason?

This breaks the game.

I disagree. A lot of other people disagree.

But let me be equally clear: The game of the recent-past, and the game of the present, are not the "Vendetta Online" I'm working towards. I'm building something else. And the only certainty I can guarantee you is that more changes are coming.

Also, in general, Suggestions is about coming up with nuanced alternatives and reasoned arguments. There's a lot more value in that kind of discussion, than just posting "DO NOT WANT@!#".
Sep 09, 2021 biretak link
Dent ships are not powerless against npc or player attacks. My dent fights unrats and queens. Success against players depends on how many are logged in on your team and how you all are coordinating. But, battles are fun, win or loose.
Sep 17, 2021 BanhammerUA link
-1 it just become as useless as enrgy turrets in moth rn
Sep 17, 2021 Anewold link
have to say i like it but -1 at the same time
Sep 19, 2021 HunPredator link
Eww...

"Really? Are you unable to launch from your ship, for some reason?"

Sorry but who the f*ck would be so dumb to undock from a capship in a fully loaded XCs while being chased... To get blown to pieces?
Because every trader/manuer or miner has only 4-6 XCs in a capship trying to survive and not getting pinned down
Also... even if you undock while attacked by unrats or a player, you will be dead before you even can turn around. After that your capship will be blown to pieces with all of its expensive cargo.
Thats illogical logic. Not everyone flies their dents full of fighters.
Just had to say because I seen some illogical logic in this.
Everyone who thinks logically how capships are used now would agree most likely...
Sep 20, 2021 DeathSpores link
I use my both my capships with onlu one single ship in it mostly a pcb/aap hound.
i scout wh sector for unrats before jumping into, if i found any i replace my hound with a swarm rag then i jump with both cap ships and back stab the unrats while they are trying to kill the cappies. I havent lost a cappy to unrats for a while now. (and i did the same strategy when i owned only one capship)
If you want to protect your ship
1-scout while leaving your cappy in a safe empty sector
2-change your capship ships loadout when hostiles are detected. to be able to deal with the situation

Sep 20, 2021 incarnate link
Sorry but who the f*ck would be so dumb to undock from a capship in a fully loaded XCs while being chased... To get blown to pieces?

HunPredator, it would be best if you could be less aggressive and rude in the way you try to make your points (#3).

The fact is, that capships give flexibility of loadout, players can definitely bring along a defensive craft, and be willing to make less profit per run. And that should be an expectation. Or at least a very carefully assessed risk-tradeoff.

Going back to the recently updated Rules sticky, see Rule #10. DeathSpores response is a good example of "adaptation".

One could just as well ask "who would be so dumb as to think that over-stuffing capships with XCs, and operating without any expectation of fighter defense, is going to be a long-term strategy?"