Without these changes, the next update would not be called the Combat update.
1.Jump drive discourages players to avoid the battle
The current version of the jump engine seems to be ok? But in a massive battle, the presence of the jump engine could destroy all ship battles! Here's why: The cost of the jump is too small, the rewards of combat are trivial (I'll come back to that later), and why risk your craft when you can just run away? So in most survival modes, when you actually run into another hostile player, your best bet is to jump and run, which is not conducive to combat.
So what's the solution?
Here are a few ideas to solve this problem:
1. Make the jump charge longer and the ship is vulnerable during the charge. This encourages the player to fight straight instead of running away, and also makes the jump engine more balanced.
2. Add weapons that disarm the jump engine, such as EMP, and the ship will be unable to jump for a period of time after hitting it. This is more in line with the "combat update", and it works.
2. Combat rewards are too low.
This is also deadly to combats, as in the current version, you have to build your ships one by one block -- don't get me wrong, this is very much in line with the "Space Engineer" philosophy, but it also creates a serious problem:you have to go through and fix them block by block after battle. It's a lot of repetitive work, and it can be tedious for the player, especially when they have to check and repair after every battle. This makes combat almost unappealing to the player, as there is no need to fight for a few items from the opposing ship and repair the ship after the battle. So in the current version, players are encouraged to avoid combat (because the reward for combat is too low), players are more likely to flee rather than fight when encountering players, and only in creative mode can players be motivated to fight (regardless of damage and repair work), which is fatal to "combat updates".
How to fix it?
The main problem to be solved is the difficulty of repairing ships, and there is a simple solution to this: the official auto-repair drone; Or players can locate missing parts of the ship and build their own self-repairing drones.
This greatly reduces the amount of post-combat hassle, reduces the player's anxiety and gives the player a real reason to fight.
Conclusion:
1. The jump engine allows the player to avoid any damage from combat
Solution: The ship becomes weak when the jump engine is charged or add the jump engine EMP
2. A lot of post-combat repair work makes combat more good than bad for players
Solution: Added auto-repair drones that can locate missing blocks by comparing blueprints
- Why not disable the jump drive during combat altogether? E.g. if damaging or taken damage in the last 10 seconds?
- Combat can be rewarding if there are any contested features in the game (in most combat games, looting players is not needed)
- I agree repairing is slow, and often not worth the combat, but it might worth it depending on the contested element
- Contested elements also let players prepare and choose for battle instead of being offline raided
In general I agree and upvoted this feedback.
- Why not disable the jump drive during combat altogether? E.g. if damaging or taken damage in the last 10 seconds?
- Combat can be rewarding if there are any contested features in the game (in most combat games, looting players is not needed)
- I agree repairing is slow, and often not worth the combat, but it might worth it depending on the contested element
- Contested elements also let players prepare and choose for battle instead of being offline raided
In general I agree and upvoted this feedback.
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