SEA BALANCE SUGGESTION
Posted: 21 May 2018, 14:25
some issues that I think need correction in how we think about sea balance:
1)BA should not focus or take into consideration water maps where your commander starts underwater.
Its nice if they exist and someone wants to play on them but the balance should not try to make sure the gameplay on them is good in terms of how the commander is.
A land commander simply does not fit the demands of starting underwater.
It doesnt feel right and you just keep feeling like it should be a submarine or a floating boat but definitely not an underwater amphibious commander.
This is TA's legacy and I think its fine. commanders can walk underwater and that is enough. If we want Comet Catcher like maps for water we simply need to make them with land at the starting positions.
2)There cant be too many ships in T1.
Subs should be at least 50% of sea gameplay. Why? Because they can shoot at anything with a single elegant weapon, the torpedo.
any ships that exist in t1 should be able to shoot subs or should be very niche like a janus or leveler on land.
balance proposition:
I propose 3 subs. 1 early scout sub with good sonar. 1 medium equivalent of the flash on land and another a niche sub. Maybe an arty sub or a janus like sub that shoots a slow aoe weapon with a long reload.
the main two subs should definately shoot 360 degrees torpedoes and should be fast and agile.
torpedoes should not home or home as little as possible.
The main two ships should be:
1)a medium speed missile ship renamed to a destroyer, firing missiles and depthcharges that are good against subs for cost. the missiles would not be homing but would fire against air as well.
2)a slow expensive resilient artillery ship with weaker depthcharge.
All depthcharges should shoot ONLY underwater and should not be homing or shoudl home very little so they can be avoided.
Now Im not excluding extra ships, like a minelayer for example or some support ships but the above should be the main ones, meaning that they would almost always be on the battlefield(mostly the missile ships and some times later in the game a few arty ships).
As far as defenses go, since we start the game with subs the lightest defense would be a short range torpedo launcher that can shoot at anything and its torpedoes would be fast so it can hit scout subs unless they are very well microed.
The current floating plasma tower should be replaced with a missile tower that can shoot missiles(or something between a missile and a torpedo in its appearance) that can both go underwater to attack surface and underwater units and can also shoot at air.
Once the battlefield has a good spread of torpedo launchers and subs, missile/depthcharge ships start coming into play. They out-range the lighter torpeo launchers but have the same range as the missile towers.
As missile ships amass, artillery plasma ships come into play.
As far as mexes go the regular ones are underwater, raided by the early subs. Surface mexes would be hardened front line ones. Ideas:
1) anti missile hardened mex that shoots down incoming projectiles in a radius around itself.
2)a hardened front line mex that submerges when enemies are in range and shoots torpedoes when under water but generates no metal when submerged.
3)a front line mex that can build certain things like dragon teeth.
Now what all this achieves is a stop to all hard counters including when it comes to defenses versus subs and ships.
Everything can shoot everything and damage everything.
It also spreads sub use and makes sure most of the sub usage is early game on small maps or stretched into the mid game on open big sea maps but is then replaced with mostly surface sea gameplay.
There might be additions but the subs ships and defenses described should form the core of the gameplay.
1)BA should not focus or take into consideration water maps where your commander starts underwater.
Its nice if they exist and someone wants to play on them but the balance should not try to make sure the gameplay on them is good in terms of how the commander is.
A land commander simply does not fit the demands of starting underwater.
It doesnt feel right and you just keep feeling like it should be a submarine or a floating boat but definitely not an underwater amphibious commander.
This is TA's legacy and I think its fine. commanders can walk underwater and that is enough. If we want Comet Catcher like maps for water we simply need to make them with land at the starting positions.
2)There cant be too many ships in T1.
Subs should be at least 50% of sea gameplay. Why? Because they can shoot at anything with a single elegant weapon, the torpedo.
any ships that exist in t1 should be able to shoot subs or should be very niche like a janus or leveler on land.
balance proposition:
I propose 3 subs. 1 early scout sub with good sonar. 1 medium equivalent of the flash on land and another a niche sub. Maybe an arty sub or a janus like sub that shoots a slow aoe weapon with a long reload.
the main two subs should definately shoot 360 degrees torpedoes and should be fast and agile.
torpedoes should not home or home as little as possible.
The main two ships should be:
1)a medium speed missile ship renamed to a destroyer, firing missiles and depthcharges that are good against subs for cost. the missiles would not be homing but would fire against air as well.
2)a slow expensive resilient artillery ship with weaker depthcharge.
All depthcharges should shoot ONLY underwater and should not be homing or shoudl home very little so they can be avoided.
Now Im not excluding extra ships, like a minelayer for example or some support ships but the above should be the main ones, meaning that they would almost always be on the battlefield(mostly the missile ships and some times later in the game a few arty ships).
As far as defenses go, since we start the game with subs the lightest defense would be a short range torpedo launcher that can shoot at anything and its torpedoes would be fast so it can hit scout subs unless they are very well microed.
The current floating plasma tower should be replaced with a missile tower that can shoot missiles(or something between a missile and a torpedo in its appearance) that can both go underwater to attack surface and underwater units and can also shoot at air.
Once the battlefield has a good spread of torpedo launchers and subs, missile/depthcharge ships start coming into play. They out-range the lighter torpeo launchers but have the same range as the missile towers.
As missile ships amass, artillery plasma ships come into play.
As far as mexes go the regular ones are underwater, raided by the early subs. Surface mexes would be hardened front line ones. Ideas:
1) anti missile hardened mex that shoots down incoming projectiles in a radius around itself.
2)a hardened front line mex that submerges when enemies are in range and shoots torpedoes when under water but generates no metal when submerged.
3)a front line mex that can build certain things like dragon teeth.
Now what all this achieves is a stop to all hard counters including when it comes to defenses versus subs and ships.
Everything can shoot everything and damage everything.
It also spreads sub use and makes sure most of the sub usage is early game on small maps or stretched into the mid game on open big sea maps but is then replaced with mostly surface sea gameplay.
There might be additions but the subs ships and defenses described should form the core of the gameplay.