Posted: Tue Jul 20, 2010 8:03 am
Whilst I'm not sure the solution presented woud make much diffence, I expect it would be a slight improvement. You are right that the ready state of the plasma isn't really the issue. But you are not correct to imply that the issue is just that it doesn't hit.mjwest wrote:That really won't do anything. The issue is that plasma can't hit, not that it isn't ready. So, whether you launch those two Pl-S torpedoes on turn one, or turn two, they still aren't going to hit a target moving 24+1.rulesjd wrote:Like I pointed out, rather than fudging the plasma movement or changing BPV's, it would simply be more practical to allow plasma races either to be fully loaded or at least be in rolling delay at the start. This means a 1st and 4th turn launch capability for them in tournaments with similar power curve limits as Fed's.
Actually, not hitting is a generally false statement from my experience anyway, they nearly always do hit, just that the hit comes after the damage has degraded to a point that is acceptable to the target.
Part of the reason plasma tends to play the way you find boring is the 3 turn arming. Even if plasma was a proper direct fire weapon you wouldn't go firing it unless you had a good chance of delivering a game winning strike if it still took 3 turns and bucket load of power to arm. If you failed to effectively win in that 1 shot then you are in big trouble the following 2 turns. That is why bolts, whilst useful, are situational at best. As noted by someone else earlier, bolts have a good chance of missing and are don't usually deliver decisive damage when they do, yet you will then have to wait 3 turns to fire again. It is a combination of being a seeker that can be outrun, with damage that degrades the longer it runs, and a 3 turn arming cycle that biases plasma races to play in a way you think is broken. I don't think it is unbalanced, but obviuosly what we see as being 'broken' because of some subjective 'excitment' factor is going to differ from person to person.
In a tourney especially, with a hard time limit, that 3 turn arming is a killer, you are possibly going to get just 1 shot so best wait until you can make it a good shot, and after that 1 shot you will find that fixed map, which is supposed to be your friend, is a double edge sword as you try to avoid the enemy whilst rearming.
Changing the chance to hit would cetainly improve plasma, so would other things even if the chance of hitting didn't improve. If like drones they did full damage all the way out they would be improved, if you could 2 turn arm (the normal size, not just an F) they would be improved. They may be non-starters for whatever reasons, and I don't see a need for any improvement, but just saying that hit chance is just 1 factor that makes them what they are.