Boarding Overpowered? (Also Suggestions)
Posted: Fri Oct 05, 2012 9:58 am
In the games I've played I've always found that having a boarding crew is always the easiest route.
With a maxed out teleporter there's not even that much of a risk of loosing men, as you can beam them out and back before they can be killed even when they are outnumbered... Even AI ships are beatable with this as you can do the damage and beam them back before they die from suffocation.
Because you get more scrap from boarding and lots more fuel and you don't need to spend money on weapons, and in fact you get so many off the boarded ships you sell them for even more scrap, you don't use up missiles or drones...
High level enemies with big shields and big weapons mean nothing, the only thing you really need if your totally stuck is to use a missile or bomb to take out the enemy med bay.
The end boss is also a cakewalk with boarding.
With all this extra scrap you get an awesome shielded and evading ship that rarely even takes damage, because you don't need big weapons or drones you have lots of surplus power.
SO, I thought of a few things to help balance this out a bit-
1. Change the oxygen system so that rather than generating oxygen faster its actually needed to have a bigger crew, cos more people means more breathing, right?
So say you get four crew members for free with one bar in oxygen but for each additional crew member after that you need another power bar. This would mean that boarding ships would lose their surplus power and they would need to keep spending money to upgrade this part of the ship. You could also use this to limit crew size by limiting the amount of upgrades allowed or by making upgrades prohibitably expensive.
To avoid gaining crew in scenarios basically ending your game when you cant afford the upgrades you could allow maybe one crew member over the limit but be penalised by having a really really slow oxygen resupply rate.
2. Don't allow boarding crews to board until the shields are down, this means that you would still need to use weapons to take out the shields so you wouldn't be able to just ignore this to save money. I don't think it would be a good idea to prevent beaming back- so you should still be able to beam back through the shields, but any further beam ins would once again have to wait until the shields are down. This would also give the enemy a chance to try and target your teleporter before their shields go down. Don't forget that this would also effect them, so they wouldn't be able to board your ship until your shields were down too, and likewise you get a chance to target their teleporter to prevent it (Except for boarding scenarios, which already ignore zoltan shields anyway).
With a maxed out teleporter there's not even that much of a risk of loosing men, as you can beam them out and back before they can be killed even when they are outnumbered... Even AI ships are beatable with this as you can do the damage and beam them back before they die from suffocation.
Because you get more scrap from boarding and lots more fuel and you don't need to spend money on weapons, and in fact you get so many off the boarded ships you sell them for even more scrap, you don't use up missiles or drones...
High level enemies with big shields and big weapons mean nothing, the only thing you really need if your totally stuck is to use a missile or bomb to take out the enemy med bay.
The end boss is also a cakewalk with boarding.
With all this extra scrap you get an awesome shielded and evading ship that rarely even takes damage, because you don't need big weapons or drones you have lots of surplus power.
SO, I thought of a few things to help balance this out a bit-
1. Change the oxygen system so that rather than generating oxygen faster its actually needed to have a bigger crew, cos more people means more breathing, right?
So say you get four crew members for free with one bar in oxygen but for each additional crew member after that you need another power bar. This would mean that boarding ships would lose their surplus power and they would need to keep spending money to upgrade this part of the ship. You could also use this to limit crew size by limiting the amount of upgrades allowed or by making upgrades prohibitably expensive.
To avoid gaining crew in scenarios basically ending your game when you cant afford the upgrades you could allow maybe one crew member over the limit but be penalised by having a really really slow oxygen resupply rate.
2. Don't allow boarding crews to board until the shields are down, this means that you would still need to use weapons to take out the shields so you wouldn't be able to just ignore this to save money. I don't think it would be a good idea to prevent beaming back- so you should still be able to beam back through the shields, but any further beam ins would once again have to wait until the shields are down. This would also give the enemy a chance to try and target your teleporter before their shields go down. Don't forget that this would also effect them, so they wouldn't be able to board your ship until your shields were down too, and likewise you get a chance to target their teleporter to prevent it (Except for boarding scenarios, which already ignore zoltan shields anyway).