Emphasis on Smaller ships.

Variabug

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#21
I personally don't think smaller ships are going to be very effective, at least from what I've seen so far of combat. But I shall wait for balancing and gameplay in the early access
On the contrary I think they'll do best taking out easy hard points like engines. We haven't seen the damage heavier weapons like missiles can do either.
 
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#22
On the contrary I think they'll do best taking out easy hard points like engines. We haven't seen the damage heavier weapons like missiles can do either.
That task can be done with turrets on larger ships, the only advantage a smaller ship would really have is the ability get better angles on the hardpoints.
But I will reserve judgement until a later date, just at this moment it seems larger ships are more viable due to armor and volume of fire
 

Variabug

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#23
That task can be done with turrets on larger ships, the only advantage a smaller ship would really have is the ability get better angles on the hardpoints.
But I will reserve judgement until a later date, just at this moment it seems larger ships are more viable due to armor and volume of fire
Well we can agree to disagree at least. I prefer more tactical ships than sluggers so fighters will be right up my alley.
 
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#24
Well we can agree to disagree at least. I prefer more tactical ships than sluggers so fighters will be right up my alley.
At this point, nothing has really been proven, it's just opinions and guesses, just gotta wait for that early access release for answers
 

Garino

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#25
they aren't going to be able to take many hits in comparison, do as much damage or hold cargo in any close amount I presume. Also more space means more space for Yolol chips, which can alter greater how the ship functions.
 

Wicca

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#26
Let me share a video to fuel your discussion

I think bigger ships is hard to build and manage alone, but with a large group you can take advantage of maybe ship building facitilies, or mining equiptment and ore storage. I would assume the developers might include ore refining and even ship building ability on larger ships, allowing larger teams to use have something to use larger ships for.

In either case, bases might also be a bigger part of the game than larger ships, and so such actions such as refining and building will be limited to stations.
 

CalenLoki

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#27
According to current knowledge, large ships won't be very useful in direct open space combat.
Hypothetical small vs large ship combat:
1. Small ship is more nimble, so can choose range and angle.
2. Railgun has the highest range, but it may take up to 5s for the projectile to hit
3. At not that high speed of 50m/s you'd need to leed shot up to 250m ahead of 5x5m target that can change movement vector.
4. Even if big ship has rail cannon that managed to hit (almost impossible), small ship could have all armour concentrated in front.

Of course large ship would be probably accompanied by escort of small fast sniper killers. Or in case of base siege you can't just kite your opponent infinitely. And large ships would be great as respawn/repair/rearm combat support. But that's not direct open space combat.
 

Happy

Endokid
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#28
A smaller ship would only require 1 player to maintain or 2 if under gun fire but if it gets shot by a big freighter ship it has a high chance of getting
shredded in a single shot. A big ship would require multiple players to maintain but would require a lot of gun fire to destroy. I believe that large
factions would have large battle freighters or container ships meanwhile loners or small factions would be using fleets of smaller ships.
 
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#29
According to current knowledge, large ships won't be very useful in direct open space combat.
Hypothetical small vs large ship combat:
1. Small ship is more nimble, so can choose range and angle.
2. Railgun has the highest range, but it may take up to 5s for the projectile to hit
3. At not that high speed of 50m/s you'd need to leed shot up to 250m ahead of 5x5m target that can change movement vector.
4. Even if big ship has rail cannon that managed to hit (almost impossible), small ship could have all armour concentrated in front.
This is assuming you can even get close enough to the large ship to get semi accurate shots in before getting ripped apart by flak, else you are just putting some holes in not essential areas. You have to balance distance with accuracy, which can be difficult when getting shot at by multiple types of weapons, even more so since there doesnt seem to be a camera like item that zooms in your view.
It just doesnt seem worth it to me to utalise smaller ships in these sorts of fights
 

Morrgard

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#30
This is assuming you can even get close enough to the large ship to get semi accurate shots in before getting ripped apart by flak, else you are just putting some holes in not essential areas. You have to balance distance with accuracy, which can be difficult when getting shot at by multiple types of weapons, even more so since there doesnt seem to be a camera like item that zooms in your view.
It just doesnt seem worth it to me to utalise smaller ships in these sorts of fights
Small ships should be deployed alongside large vessels for maximum effectivity. Otherwise, they are simple targets for lager vessels I have no doubt. Depends on the small ship class, however.
 

Wicca

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#31
If there is ammo and fule constraints, aswell as repairs that can be mended in the safety of a larger ship, it makes sense. Maybe we can outfit larger ships with more guns, bigger guns or special facilities.
 

Morrgard

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#32
If there is ammo and fule constraints, aswell as repairs that can be mended in the safety of a larger ship, it makes sense. Maybe we can outfit larger ships with more guns, bigger guns or special facilities.

Larger ships should be designed to bring what you need to the battlefield for the effectivity to be on peak during battle (or whatever said ship's purpose is)
 

Strite

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#33
Quite happy to stick with smaller, specialist ships personally. I'm generally a specialist pilot in these types of games anyway. I flew recon in EVE Online for years, long after my Corp buddies had all advanced to larger ships for pew pew. I flew mostly combat recon (Curse was my baby) but did a little bit of force recon too. With Starbase being a much more 'real time' kind of game than something like EVE I'm really looking forward to testing my skills in small skirmishes. I'll leave the flying of larger, pricier vessels to my victims :devilish:
 

Morrgard

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#34
Quite happy to stick with smaller, specialist ships personally. I'm generally a specialist pilot in these types of games anyway. I flew recon in EVE Online for years, long after my Corp buddies had all advanced to larger ships for pew pew. I flew mostly combat recon (Curse was my baby) but did a little bit of force recon too. With Starbase being a much more 'real time' kind of game than something like EVE I'm really looking forward to testing my skills in small skirmishes. I'll leave the flying of larger, pricier vessels to my victims :devilish:
Hope you can manage the different controls from EVE online to Starbase. Will be a drastic change from what you are used too
 

Strite

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#35
Hope you can manage the different controls from EVE online to Starbase. Will be a drastic change from what you are used too
I haven't played EVE for a long time tbf, quit in 2012 and have only subbed occasionally since then. Spent the past few years primarily playing Worlds Adrift and more recently Star Citizen, with a side serving of Empyrion Galactic Survival, Space Engineers and the Dual Universe alpha so it shouldn't be too much of an adjustment hopefully :) The YOLOL will take some getting used to though, since I'm pretty useless when it comes to programming, even with simple stuff but hopefully I'll end up crewing up with someone who can handle that side of things :D
 

K-T0N

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#36
One of the factors which may heavily influence wether to chose small or larger ships will be aiming. If we can only do it on eyesight, then the farther we shoot, the more weapons we will need to fire to increase our chance of hitting it, thus needing larger mor strongly armed ships.
 

Morrgard

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#37
I haven't played EVE for a long time tbf, quit in 2012 and have only subbed occasionally since then. Spent the past few years primarily playing Worlds Adrift and more recently Star Citizen, with a side serving of Empyrion Galactic Survival, Space Engineers and the Dual Universe alpha so it shouldn't be too much of an adjustment hopefully :) The YOLOL will take some getting used to though, since I'm pretty useless when it comes to programming, even with simple stuff but hopefully I'll end up crewing up with someone who can handle that side of things :D
Yea you seem to be stacking up games of similar types haha. I'm sure it will be at least decently similar, all games have a learning curve though. I'm sure you will be able to tackle it with relative ease!

As for crew and such, that depends very much indeed who you go with, plenty of Industries, factions & guilds to choose from :)
 
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#38
One of the factors which may heavily influence wether to chose small or larger ships will be aiming. If we can only do it on eyesight, then the farther we shoot, the more weapons we will need to fire to increase our chance of hitting it, thus needing larger mor strongly armed ships.
Its a balancing point between distance and precision, distance for safety from most guns and inability to hit with accuracy, or become swiss cheese with the chance of hitting engines, turrets, fuel tanks etc.
 

Morrgard

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#39
One of the factors which may heavily influence wether to chose small or larger ships will be aiming. If we can only do it on eyesight, then the farther we shoot, the more weapons we will need to fire to increase our chance of hitting it, thus needing larger mor strongly armed ships.
Not necessarily, you should make use of more careful aiming and predictions. The number of guns you have should not influence the number of hits you get on an enemy vessel in such away. That also means you would be wasting a LOT of ammunition on the attempts that more guns mean more hits.

It would be better to just practice aiming and predicting what trajectory the enemy ship is moving in. As having fewer guns but more accurately placed shots would cause more moderate damage than a few stray bullets from a mass of them.
 

K-T0N

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#40
I may have badly expressed myself. What I meant is that, based on the devs battle video and the lack of any zooming aiming features, aiming at an enemy ship that is not close by seems really hard. More weapons would then not mean more hits on enemy, but rather a suppressing fire with more chances to have at least on hit.
 
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