NGSpeed
Active member
- Joined
- Mar 20, 2012
- Messages
- 166
- Reaction score
- 128
- Server
- Korell
- Main Pilotname
- NGSpeed
- Rank
- 99
- Clan
- Final-Sector
Hello Community,
Let's talk a little bit about energy in Pirate Galaxy.
Over the years we had one significant improvement, which is that known blueprints convert into energy depending on blueprint level. Sounds great and we still like this feature, even though it's relevance changes drastically, if you compare the impact of a blueprint dropped in Sol vs. a Vega/Antares/Gemini ancient bp in Sirius 5th ring., a simple energy cell has more value than the blueprint you put in a lot of work.
The increase of energy cost from the components (Vega-Tau Ceti) seems to be in a good relation, what becomes a problem here is the capacity of max. energy. The capacity grows linearly with the level of the player, while the component cost increase with a multiplier, which leads into insane energy costs starting in Sol System. Sirius and Tau Ceti are really hard to manage without a membership.
Solution: max. energy increases with a multiplier too and energy cells aswell, or the component cost increase linearly too.
Problem: Recharging energy in lower systems as a lvl 80+ player
Info: When you help your friends which are new to Pirate Galaxy, you participate in a special event, you want to do all sidequest in pirate mode or you have a conquest and visit the lower systems again, you seem to have a lot of energy. BUT your energy usage of drones and materializing is depending on your player level, while you are only able to charge up with energy cells and blueprints with extremely low amount of energy, so this will take a long time to fuel up.
Solution: the amout of energy in energy cells scales with the player which collects the energy cell. So while the new vega player only charges for 17-25e, the same energy cell charges for a lvl 80+ player around 650-800e.
Problem: Recharging drones
Info: recharging fully a drone costs 3/4 of your max energy. Multiplied by 3 makes 9/4 of your max energy. A drone loses 25%e each hour of its max. capacity, which means you have to fuel up after 4 hours. That the problem above influences this problem, should be obivious.
Solution: Percentage loss of the drone is in a balanced spot, but the capacity feels annoying high. Instead of 75% (3/4) of max energy, it should be 30 or 33%, so that you can recharge all active (3) drones with your max energy.
Problem: Unbalanced energy costs of ship classes
Info: Since years a types of damage ships drain your energy way faster than tank or support ships, which is okay in terms of killing enemies faster, but in terms of utility and "tankiness" vs. killing enemies faster is a hugh gap.
Solution: Here we have two different options 1) lower energy costs for damage ships or 2) increasing energy costs for utility and tankiness. While everyone would love to lower the energy costs of damage ships, this is in non correlation with those things said before, we as a community have to make some compromises. So in my option the second option is the way to go.
Let's talk a little bit about energy in Pirate Galaxy.
Over the years we had one significant improvement, which is that known blueprints convert into energy depending on blueprint level. Sounds great and we still like this feature, even though it's relevance changes drastically, if you compare the impact of a blueprint dropped in Sol vs. a Vega/Antares/Gemini ancient bp in Sirius 5th ring., a simple energy cell has more value than the blueprint you put in a lot of work.
The increase of energy cost from the components (Vega-Tau Ceti) seems to be in a good relation, what becomes a problem here is the capacity of max. energy. The capacity grows linearly with the level of the player, while the component cost increase with a multiplier, which leads into insane energy costs starting in Sol System. Sirius and Tau Ceti are really hard to manage without a membership.
Solution: max. energy increases with a multiplier too and energy cells aswell, or the component cost increase linearly too.
Problem: Recharging energy in lower systems as a lvl 80+ player
Info: When you help your friends which are new to Pirate Galaxy, you participate in a special event, you want to do all sidequest in pirate mode or you have a conquest and visit the lower systems again, you seem to have a lot of energy. BUT your energy usage of drones and materializing is depending on your player level, while you are only able to charge up with energy cells and blueprints with extremely low amount of energy, so this will take a long time to fuel up.
Solution: the amout of energy in energy cells scales with the player which collects the energy cell. So while the new vega player only charges for 17-25e, the same energy cell charges for a lvl 80+ player around 650-800e.
Problem: Recharging drones
Info: recharging fully a drone costs 3/4 of your max energy. Multiplied by 3 makes 9/4 of your max energy. A drone loses 25%e each hour of its max. capacity, which means you have to fuel up after 4 hours. That the problem above influences this problem, should be obivious.
Solution: Percentage loss of the drone is in a balanced spot, but the capacity feels annoying high. Instead of 75% (3/4) of max energy, it should be 30 or 33%, so that you can recharge all active (3) drones with your max energy.
Problem: Unbalanced energy costs of ship classes
Info: Since years a types of damage ships drain your energy way faster than tank or support ships, which is okay in terms of killing enemies faster, but in terms of utility and "tankiness" vs. killing enemies faster is a hugh gap.
Solution: Here we have two different options 1) lower energy costs for damage ships or 2) increasing energy costs for utility and tankiness. While everyone would love to lower the energy costs of damage ships, this is in non correlation with those things said before, we as a community have to make some compromises. So in my option the second option is the way to go.