Nightflame wrote:QUOTE (Nightflame @ Apr 5 2012, 12:39 PM) For example what cashto is saying: just make it endgame money for power. That fixes the normal balance issues just dandy, but opens up other problems. Remember why giga SY didn't always get up to battleships? There was a reason for that. Belters have a similar problem. Actually, every faction with a different economy has such troubles. That's why every single SY we have right now works differently! It would be a painful amount of work to balance a rework of SY between the factions.
Giga didn't get up to even
cruisers. Their cruiser was "light". That wasn't done for balance reasons, btw, but for thematic reasons; Giga is the "cheap and shoddy" faction. As for battleships, not every faction has them.
Belters SY is notably cheesy for being cheap, easy to get, and strong. Basically the same problem as any other SY, except on steroids.
The problem of balancing SY among the factions is exactly why it shouldn't be a fourth techpath. If you put SY at the end, then nothing changes for the first 40 minutes of the game. We really don't have to worry about $#@!ing that part up; there's nothing to balance!
Honestly, most of the ships in SY are pointless. What I would probably do if I were CC lead is get rid of everything except assault ship and cruiser,
maaaaaybe keep an escort ship like the corv or destroyer around. GT's cruiser would be the HOD. If SY is Mark IV tech then there's no need for a frigate/cruiser/battleship progression.
Freighter would be an interesting $250 ship free in garrison that could ship out missles to an empty bomb run somewhere. It has no reason to be a capship. Should be no stronger than any other single-pilot ship. Or we could ditch it entirely. I'm cool with that. Freighter right now is a complete joke.
I would probably reduce the number of turrets on cruisers, or replace them with AC, and make it an SR receiver, because again, turrets are $#@!ing boring. I'd rectify the shield/hull balance a bit so that EMP actually has some use.
The big change would be to slow cruisers down. Like 50mps top speed. SY has no business relying on the element of speed or surprise. I also don't like how currently, if a cruiser gets within 3k of a base and is going full speed, then that base is toast.
(Yeah yeah, shoot missles. You're very clever. Now shut up. If a real game developer came up with "shooting missles" as a key mechanic in their game for defeating boss ships, they'd get their ass fired. It's a goddamned retarded idea).
It also sucks how easily a succesful capship can simply roll on to the next base. Pods should be able to easily pk themselves on a cap. I'd even give some thought as to making them completely unnannable (they are already nerfed against nan as is). People can just keep rushing at a capship, getting podded, coming back and doing it again multiple times; it won't be all about camping for them at an aleph. I'd have to look at ICE to see if this is doable, but I'd totally nerf prox against them. Camping is such a @#(!ty mechanic.
I'm not saying any of this would be easy, and maybe we're just better off ignoring SY like we currently do. But at least it's not a step in the wrong direction, which is what making SY a fourth techpath amounts to.