I had a chat with someone as a result of my scathing assessment of the balance team on the forums this week as a result of the most recent patch. I decided to let action follow words. In this post I outline my vision for the Navy aspect of the game. While I know that some will just disagree because they do not like me, I accept that not everyone will agree with me on each change. While some suggestions can be excluded, others cannot. Overall there are many interconnected ideas between the suggested changes and I am not able to explain every single possible aspect (not even in a spreadsheet). The perfect balance of the values is not assured as it is mostly about redesigning but anyway, this is how I would like to have navy reshaped to take FAF into the future. The goal is to stay within the parameters of what appears reasonable, logical and feasible.
The proposed changes are aim at:
*Increasing strategic optionality + diversity
*Increase unit relevancy
*Create more interesting gameplay dynamics
*Increase balance without breaking it
A quick overall elaboration on the rationale of all these changes. The idea is to induce an amplified rock-paper-scissors dynamic into Naval warfare which takes it away from the current 1 dominant unit type (Destroyer at T2 stage, Battleship at T3 stage) to a much broader series of options that have their advantages and disadvantages over others. Strategic choices can influence the outcome of battle much more instead of purely superior ecoing and microing.
32 range as is
While emerged visionradius 32
While submerged visionradius reduces to 16 (I.e.Watervisionradius=Visionradius)
Advantages to the game:
*Makes emerging not just a thing for killing mexes on the shore,
2 fire modes with autotoggle and target priorities helping players prioritize.
- 1 Missile able to track navy units only (not land units/buildings) doing 1k damage a shot, has a longer reload cycle of 10 secs (100 Dps) and Range of 90.
- The existing bombardment without homing missiles
*Makes TMD on navy units that have it relevant.
*Increases optionality at the T2 navy stage.
*Enhances the relevancy of subs substantially in an indirect manner.
It’s good as it is.
Vision increase to 85
Gun fires only one shot doing 250 damage (well 2 shots same time 2x125),
MuzzleSalvoDelay = 0 (fires 2 shots at the same time looking as one)
Does stun damage for 2.2 seconds
Has range of 70
(Possibly does shield damage 200)
FiringRandomness = 0
MuzzleVelocity = 50
Stun radius of 3
RateOfFire = 0.28, (approx 3.57secs) Designed to mess up the firing cycle of UEF and Aoen Destroyers some but Cybran destroyers the most.
***(Ideally I would prefer a system like the normal gun firing every 3.33 seconds and every 10 seconds it would have a loaded overcharge like Stun weapon with Auto-OC like function / manual discharge dependent on the player’s preference with a 6 second stun to normalize the effectiveness vs all destroyers but I am not sure how to do this. The player could choose to fire the stun gun or shoot a regular round. However I do not have the coding skill to do this…)
*Act as a counter to counterintelligence boats of cybran.
*A tactical vessel able to stun high value vessels in a fight impacting their DPS or acting like a lasso when they are on the retreat.
*Makes Aoen cruiser competitive in direct combat vs Cybran cruiser but has its key strengths vs UEF and Sera cruisers.
*Seraphim can submerge destroyers, UEF can build shield boats to counter the stun gun.
I don’t it needs changing but it could be a 2 missiles system like suggested on the UEF cruiser tracking navy units doing 500 damage a shot, (100DPS)
Fires 12 torpedoes doing 50 damage each, very long reload cycle of 15 seconds, short range of 28, aim is to only counter t1 subs effectively.
Max speed 5.5 to make up for the shorter turret range of aoen and cybran destroyers.
Turret range to 65 to give a bit of advantage vs Seraphim destroyer while keeping it weaker than Cybran and Aoen destroyers and cruisers.
Range on main guns 60-->65
*The shorter range torpedoes makes the UEF destroyer a true close combat unit while maintaining the Cooper as the predominant anti-sub-unit.
*Kills 1 sub in one salvo but takes for ever to reload.
*Buff to range offsets reduction in HP and improves the imbalance for the main guns that has always existed.
Torpedo range of 35
*Enhances T2 subs effectiveness vs Destroyers while T1 subs are still no match for it.
Torpedo range of 35
Range on main guns 70-->75
*Enhances T2 subs effectiveness vs Destroyers while T1 subs are still no match for both.
Torpedo range of 42
Longest range torpedoes of 50
Has stealth already but when submerged, stationary and not firing should cloak
Torpedo range 42
When submerged, stationary and not firing should have stealth and cloak
Torpedo range 42
Is fine though the stealth field is tiny especially compared to that on the T3 Cybran Sonar…
Lower Sonarradius to 150 (passive sonar) and E to -400
Explore if it is possible to have an active sonar which would work like a wave with a range of say 300-350 when the player clicks the active sonar button it would increase E usage (Like on T3 arties) for the duration of the emitted wave, say -1000E and optically look like the suggested chrono of Deribus. Might be a good idea to make the Sonar stationary (.I.e no movement speed) for the duration of the active sonar scan. https://forum.faforever.com/topic/1354/chrono-dampener-rework?_=1675468176661
Seraphim does not get this feature because they always get the short end of the deal and can submerge their T2 sonar.
T3 nuke subs
Add the shorter range homing missile feature as mentioned for Cruisers to them and adding a secondary bombardment mode could also be introduced since UEF has 6, Cybran has 3 but I think only 2 should be used and the 3rd left for the nuke since 1 cybran missile splits 2 cybran missiles equal 8 and the damage is equivalent, Aoen has 4 missile silos +1 different looking silo for the nuke.
T3 Missile ships
Could have shorter ranged homing missiles for navy vessels to once more bring TMD on navy ships into play.
Suggested range for homing missiles: 120 range, 2x3 missiles, 100dps
As a contrast bombardment missile range is 200 (2x5 missiles)
Carriers should get mobile factories to make them more than a buffed cruiser.
Future Battlefield pack has a version of it in which the Sams come out like seen in the original trailer but the Atlantis in that mod looks different. I believe we can do that too with the right people.
Reverting one change from the last patch
Cybran frigate range back to 28
Other recommendations to enhance gameplay further:
HP from 720 down to 480 or 560
*Inities become more effective and hover flak miss them since they were changed much more than before.
Fix Sera and Aoen overshoot
*Sera and Aoen bombers cannot dive into a UEF shield boat and get 1 of their torpedos dropping inside the shield while UEF and Cybran can. Fixing their overshoot also fixes this issue.
Nuke subs&Nuke launchers
Nuke launchers to max range of 700 indirectly enhance Nuke subs and Sera battleships utility.
What I would need help with to implement this if desired:
The active sonar lua coding and optics.
Making Auto-Toggle as seen on Cybran cruiser work on UEF cruiser and on Aoen missileship.
Vision changing when submerging/emerging subs.
UEF Nuke subs script fixing or Lod file fixing in blender. Hatches open weirdly.
Lod file on Atlantis to have sams extend like in the Future Battlefield Pack without changing the entire look.
I took me ages even with some much needed help to get the UEF cruiser’s hatches and firing sequence to work properly many years ago, but I will need to do the same kind of script work around for the UEF destroyer it seems - someone with good lua knowledge will certainly spot how to translate it from one to the other.
Stopping the smoke on UEF cruisers when you cancel the firing cycle is something that would round it off even more.
The remaining changes I believe I can do myself.