I like all of these ideas. Inability to dodge due to need to keep the shrine undisturbed makes some sense. Making Talisman a low-damage armor component so it tends to not work as soon as the ship is "violated" also seems appropriate. Reducing the effect to a unique to-hit bonus I also like, though it does remove the unique ability of the Talisman (which is an unbalancing ability, but maybe it makes more sense to balance it in other ways but preserve its effect).
Net suggestion: Give talisman a -20 defense penalty and make it 10kT "hit first/armor", explaining that it cannot be disturbed by damage or excessive maneuvering without damaging its holy balance and making it not work. Retain the unique "always hits" ability.
PvK
Quote:
Originally posted by LGM:
[b] quote: Originally posted by Suicide Junkie:
Any more comments on Point Defense? or the Talisman?
Would a significant defense penalty on the Talisman be a good idea?
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A defense penalty would be nice for play balance, but it does not make sense that a blessed ship is easier to hit.
In my mod, I made it 10KT armor, so that you can take it out with the first non shield hit. Temporary blessing.
Otherwise, treat it as an improvement to Sensor III: Either Stackable + 20% or Nonstackable +85%. I think that this would make Religious still worth taking as you get a modifer no one else gets. Combine this with War and Death shrines and they will still be tough advesaries, but no longer untouchable.
This would take away my biggest complaint with the Talisman: Range does not matter, which makes it a +1000% to hit and at least a +50% to defense by hanging out a long range.