Navarch Ability Cooldown Scaling With Degree !!exclusive!! 〈Linux SIMPLE〉
🚀 P.S. – If the devs are worried about balance, they could make the scaling 0.5% per Degree (max 15% reduction) as a conservative start. But 1% feels right for the investment.
FleetTactician_Gamma Game: [Hypothetical Space/Strategy MMO] Topic: Navarch-class Command Ship Abilities The Current Problem As it stands, the Navarch’s special abilities – “Tactical Override,” “Coordinated Fire,” and “Emergency Fleet Jump” – are powerful on paper. However, their static cooldown timers (currently 180s, 240s, and 300s respectively) do not scale with the player’s Degree progression. navarch ability cooldown scaling with degree
Base Cooldown × (1 − (Degree × 0.01)) How the Numbers Play Out | Ability | Base CD | Degree 10 (10% red.) | Degree 20 (20% red.) | Degree 30 (30% red.) | |---------|---------|----------------------|----------------------|----------------------| | Tactical Override | 180s | 162s | 144s | 126s | | Coordinated Fire | 240s | 216s | 192s | 168s | | Emergency Fleet Jump | 300s | 270s | 240s | 210s | 🚀 P
This creates a frustrating plateau. A Degree 5 Navarch pilot has the exact same ability uptime as a fresh Degree 20 veteran. Given that Degree represents years of specialized command training and resource investment, this lack of scaling devalues late-game mastery. Introduce linear cooldown reduction scaling with Navarch Command Degree at a rate of 1% reduction per Degree level . A Degree 5 Navarch pilot has the exact
“What about PvP balance – spamming Emergency Fleet Jump?” Mitigation: Add a minimum cooldown floor of 120s for the Jump. Even at 30% reduction (210s), it’s far from spammable. Additionally, high-Degree Navarchs are bigger targets, so risk scales with reward.