Lestradae wrote:What about an energy bomb compromise going like this:
Make the energy damage around 400 or such. Then ships up to and a little beyond the Cobra's 256 are destroyed. Anything big or very strong will survive but be weakened.
Let NPC's have the EB, too, but let it make only 200 damage against players and let the AI only use it as a last resort. And build an EB protection in players can buy that shields against it.
Viable?
No, not really. Oolite is not a player-centric game; that's a big part of its great charm. However, it is still a game, and a single-player game at that. Literally the
only thing that matters in Oolite is that the player is enjoying him- or herself. We don't have to worry about being "fair" to the NPCs, but we do have to worry about breaking the immersive feel of there being an active, ongoing universe out there all around us.
The E-bomb breaks that immersion, if only players get to use it. But, if NPCs get to use it too, it becomes a massive pain in the arse. There is almost nothing worse in terms of game design – except under very closely plotted circumstances – than letting the game press a massive "ha ha, you're screwed" button that kills or even seriously inconveniences the player. Even if you tone it down, it's still immensely annoying. And if you provide a special protection against it, you start to wonder what the point of it is. The E-bomb would go from "massive pain in the arse" to "irrelevant", as soon as you had enough money. You'd never have to think about it again.
Think how NPC E-bombs would be used. How common would they be? They're not exactly hugely expensive or even very high-tech, so you might expect to find them on maybe 25% of ships you encounter. So in a typical pirate pack there's a good chance someone's got an E-bomb. "NPCs only using it as a last resort" is no good: I kill NPCs all the time, they're always being pushed to the "last resort". So there you are, fighting away, flying like you're Roger Ramjet and generally being cool and awesome when KAPOW! – suddenly your shields are stripped, your energy banks are dangerously low (assuming you survive at all), half your prey have spontaneously died, most of the floating loot you want has vanished, and you're having to make a run for it until your shields recharge. And this happens time and time again. Not fun. You should never, ever put anything into a game that's not fun.
The E-bomb as it is is an immersion-breaker. That's bad, and reason enough I think to get rid of them – there are other tactics you can employ if you're faced with overwhelming odds – but it's not catastrophic. NPCs with E-bombs would be catastrophic.
JazHaz wrote:I don't see why energy bombs can't be carried by non-player ships. Yes, Zieman is probably right to say that it should be toned down to 500 energy rather than a 1000.
I think that it ought to behave more like a Q mine, in that there is a delay between deployment and explosion. Perhaps then, you have a chance to get away on injectors. Perhaps you could get a warning message on your console to say that an energy bomb has been triggered and that it is building towards detonation.
Essentially, you're in favour of turning the E-bomb into a less dangerous form of Q-mine. That's not a bad idea: personally I think the Q-mine is too awesomely powerful. The cascade effect is cool but – for something you can legally buy and fly around with – it's way over the top. It would be a great one-shot plot device to end a mission with but for everyday use it's too much.
Again, though, having any sort of area effect, overkill weapons fired by NPCs on anything approaching a regular basis would rapidly become deeply annoying. For me, anyway, Elite and Oolite are about dogfighting in space. Why was Frontier such a letdown? No dogfighting in space. So anything that threatens to mess with dogfighting in space = bad idea.
Essentially, if the E-bomb is in the game, it should be player-only and probably weaker in effect (it definitely shouldn't kill Thargoids). But it would be better, in my opinion, if it was taken out. I don't feel that we should be obliged to stick to a game-element, just because it was in the original.