1. Problems:
cheers,
Siv
- When building small ships(20x10x10), they're extremely squishy and stand no chance against anything; armor is pointless.
- When building medium sized ships(50x20x30), they're decent when it comes to power, shielding and weaponry - those are in the best place atm I think. Still armor is pointless
- When building destroyers(200x40x80) power problems start happening(armor still useless)
- Bigger ships - you have to really gimp those to get the amount of power you need.
2. Details:- When building medium sized ships(50x20x30), they're decent when it comes to power, shielding and weaponry - those are in the best place atm I think. Still armor is pointless
- When building destroyers(200x40x80) power problems start happening(armor still useless)
- Bigger ships - you have to really gimp those to get the amount of power you need.
- Reactor size bonus vs reactor count balance is a bad idea. it makes it necessary to put reactors all over the place instead in bunches.
- Shield capacitors/rechargers make sense.
- Weapon bonuses/weapon systems: weapons are either totally OP or totally underpowered depending on configuration.
- Diminishing returns on engines is a bad idea - makes big ships impossible to fly due to power used by engines.
3. Suggestions:- Shield capacitors/rechargers make sense.
- Weapon bonuses/weapon systems: weapons are either totally OP or totally underpowered depending on configuration.
- Diminishing returns on engines is a bad idea - makes big ships impossible to fly due to power used by engines.
a) Reactors: Get reactor dimensions (x, y, z). x*y*z = 100% filled with reactors and thus 100% size bonus. Size bonus is (x+y+z)/3 * 0.05 * ReactorOutput.
b) Cloakers & jammers - cost based on MASS^1.1
c) Engines - same formula as for the reactors for thrust but without mass bonus
d) Weapon systems
That should make the game more meaningful.- 1x1x1 reactor = (1 + 1*0.05) * 1 * 25 = 25 + 1 = 26 eu/tick
- 2x2x2 reactor = (1 + 2*0.05) * 8 * 25 = 200 + 20 = 220 eu/tick
- 10x10x10 reactor = (1 + 10*0.05) * 1000 * 25 = 25000 + 12500 = 27500 eu/tick
Reactors would also gain reactorBonus^1.1 more MASS.- 2x2x2 reactor = (1 + 2*0.05) * 8 * 25 = 200 + 20 = 220 eu/tick
- 10x10x10 reactor = (1 + 10*0.05) * 1000 * 25 = 25000 + 12500 = 27500 eu/tick
b) Cloakers & jammers - cost based on MASS^1.1
c) Engines - same formula as for the reactors for thrust but without mass bonus
d) Weapon systems
- Missiles don't do smal AOE damage, they do a spread-point damage - all damage goes to one point, then it spreads until it's done with less damage being applied until reaching max range.
- Beams have 2 modes - constant shooting(default) and pulse (beam+beam)
- Cannons look decent
- pulses are okay
e) Armor:- Beams have 2 modes - constant shooting(default) and pulse (beam+beam)
- Cannons look decent
- pulses are okay
- When a weapon damage hits a single armor module, said armor module removes 10% of the damage, without damaging itself. Then up to 60% of the damage is absorbed by ion modules, rest goes through shields and the armor module. Armor is damaged depending on the ratio of hit damage/remaining shields
- Armor would have a light/medium/heavy varieties with 1x, 5x and 25x it's mass but better damage resistance and better HP values
- Turrets should not require being attached to hull by cores - this makes them extremely susceptible to swarmer missiles; rather have it done via turret docking modules.
1 damage: 2000; shields: 10000
2 armor is hit, it takes 10% of the damage off top (d=1800)
3 IONs are 50% effective, they take 900 d (d=900)
4 armor is damaged for 900/10000 = 9% of the 900 damage = 81 damage
5 shield is damaged for 900-81 damage (shields = 9181)
This calculation is for 1 block. If the weapon attempts to damage another block, the weapon damage is used after step 2.2 armor is hit, it takes 10% of the damage off top (d=1800)
3 IONs are 50% effective, they take 900 d (d=900)
4 armor is damaged for 900/10000 = 9% of the 900 damage = 81 damage
5 shield is damaged for 900-81 damage (shields = 9181)
block 1 : damage: 2000; armor hit, 10% off
block 2 : damage: 1800(may be lower due to distance from POI); armor hit, 10% off
block 3 : (...)
- Armor is in versions: basic/standard/advanced would have HP ratings of 1000, 1000, 5000 and with mass of 1, 0.5, 0.2(advanced armor is tougher and lighter)block 2 : damage: 1800(may be lower due to distance from POI); armor hit, 10% off
block 3 : (...)
- Armor would have a light/medium/heavy varieties with 1x, 5x and 25x it's mass but better damage resistance and better HP values
- Heavy advanced armor = 25*0.2*mass; 5000 * 25 = 125000 HP per module
- Light basic armor = 1*1*mass; 1000 * 1 = HP
Makes it possible and meaningful to use armor for tank while not making armor overly OP.- Light basic armor = 1*1*mass; 1000 * 1 = HP
- Turrets should not require being attached to hull by cores - this makes them extremely susceptible to swarmer missiles; rather have it done via turret docking modules.
cheers,
Siv
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