Overview
We have been working on finalizing our proposal for an Engineer revamp to go live alongside the Shield Monkey and healing revamp (which is nearly finalized) and a rebalance of all the support freighters. Our proposed changes aim to make Engineers more engaging to play. We are especially focusing on making each new skill immediately impactful and gameplay-changing. In order to get a feel for our proposed changes to the class, we will be implementing the items listed below on the test2 server for playtesting and player feedback. Nothing is set in stone, but at least this is what we’re going to start with.
Skill Changes
Engineer Skill
Engineer Class 1: 1 Additional energy slot in support freighters and capital ships
Engineer Class 2: +25% drone ops. (More on how drone ops will now work below.)
Engineer Class 3: 1 Extra aug slot.
Drone Mastery
+1 drone slot per level (no drone ops anymore)
Beam Mastery
+33% tractor power, +33% tractor range, drones will prioritize your tractor target (both friend and foe if applicable), and do 33% more crit damage against that target (all per level for 3 levels)
Damage Control
Engineer overloads his shield with extra electricity. 20% of incoming damage per level is absorbed by the energy bank, scaled with current energy percent. When maxed at level three, this skill will grant the Engineer up to 60% damage mitigation, although that figure will scale down as their energy bank drains. Provided the Engineer has good energy stats, this skill will outperform the current Damage Control skill for mitigation.
Adv Subskills
Mechanical Engineer: +3 temporary drone equip slots, can repair while in combat
Computer Engineer: Your attacks leave a computer virus, causing your drones to do up to double damage to target up to 100% of the value of your attacks. Also works with healing.
Electrical Engineer: Your weapons do 10x damage, but take 10x more energy per damage to fire, scaled with your energy bank percent.
Civil Engineer: +100 armor on temp drones (done)
Changes to Drone Ops
Drone ops will no longer give drones a bunch of stats, but instead give drones 1% of your ship’s augmenter stats. All four drone ops bonuses are converted into this new stat.
How this will play out is that instead of Engineers trying to maximize for the most Drone Ops possible, almost at the expense of everything else, they will need to get a mixture of Drone Ops and the stats they want their drones and ship to actually have. We estimate that (with the extra aug slot) drones will overall be a little bit more powerful under this system, but also much more specialized. Drones will also have access to stats they didn’t have before, like electric tempering and transference power. Players will be able to specialize for burst DPS, sustain, tankiness, range, etc. much more than they could before with only a single drone controller. Of course, we will make sure to thoroughly test this change on the test2 server in order to verify our theorycrafting, and make changes accordingly.
Drone controllers will still work the same, to get dynamic changes in drone abilities, but the new Drone Ops will allow a much more personalized baseline and create much more interesting augmenter choices than before. In addition, the Engineer’s ship will share a lot of stats with their drones now, making it possible for Engineers to actually use their weapons in combat.. Hello, spacebar!
Item Changes and New Items
Elec Beam
Instead of giving a constant elec amount to target, elec beams link the two ships’ energy, sending a portion of the elec consumption of the target to the Engineer’s ship to be consumed there instead. If either ship banks out, the beam disconnects. Different beams have different percentages that go to the engineer, with higher constant additional elec cost for higher percentages. We came up with this concept because we weren’t happy with the lack of scaling in the current elec beam mechanic. Once the Engineer can power their end of the beam, there is no advantage to further developing the character’s energy stats. While this new concept will take a lot of testing to balance, it will encourage Engineers to really develop their energy stats, rewarding them with potentially even higher energy support abilities than they can currently get with the highest-tier elec beams.
Repair Drone
Repair Drone generates a short range field around the drone with nanobots that repair allied ships at a rate of 1% per second as long as the ally can pay the docked repair cost. Can be used in combat. Requires Mechanical Engineer
Tesla Field Generator
Tesla Field Generator is a new type of field generator that will wirelessly transmit elec to allies in range (500ish) at a rate of 1% of their missing bank per second scaled by the engineers energy bank percent, doubly effective with drones. (With lightning graphical effects) Rename Super Capacitor and Super Capacitor Mk II to be Tesla Field Gens. Disallow use on slaves.
New High Tech Non-Mobile Drones
Create new high tech non mobile drones that do more DPS and more HPS than the current high tech mobile drones so that mobile drones will no longer be best DPS or HPS for any given tech or damage type.
New God Aug Drone Controllers
Zeus, Ares, Athena, and whatever else looks appropriate. Possibly also create plus versions made out of the God+ augs.
Questions and Comments
Please direct all questions and comments about this blog post to the forum here: http://forum.starsonata.com/viewtopic.php?f=9&t=63599