![]() You can't overcome certain odds no matter what your skill/tactic is. ![]() Ships can be much more powerful than counterparts and it is perfectly acceptable to have tiers of ships. It is ok to have a ship that is the equal of 50x smaller craft as long as the requirements (economy, etc) are 50x or more than the smaller craft. In this model, you don't have to balance ships directly against each other. On the other side, you can consider how a specific ship fits into the overall theme, universe, and economy. In this world, a lone gladius can take down an Idris with the right circumstance/pilot. Kinda like Star Wars (Luke Skywalker) or a game like Wing Commander. Each player imagines themselves as the hero of the story and their ship should be balanced in such a way that it can enable them to perform amazing feats in different scenarios. It ignores external mechanics beyond the combat scenario and is really what I like to refer to as the "lone hero" type of game. On one side, you have the type of balancing that we're seeing where ships are compared to each other and there is a never-ending game of tweaking ships to bring them into balance with other ships. I think there is a fork in the road about what type of game Star Citizen will ultimately be. I think much of the focus on the Ion & Redeemer nerfs (and many that have come before) focus on the mechanics of "well this ship should/not be able to perform like this in XYZ scenario".
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