Hello! Since the addition of the new weapons (dev build) I have noticed that they come across as rather... Lacking. So, I started working on an effort to rebalance them on my own.
With this mod I have some very specific goals in mind.
If ever I post about my logic and reasoning, it shall be here.
by monday. when its ready to be released
With this mod I have some very specific goals in mind.
- Patch glaring balance issues as the game develops
- Open up combat to consist of more than just titans
- Give each weapon its own distinct feel
- Open up ship specialization
Fix shieldsbasically done- Buff weapons to be less gimpy
- Fix thrusters - see bottom of post
- (Possibly) edit tertiary effect modules
Cannon base damage increased to 25 (was 15)
Power consumption increased to 250 (was 150)
Artillery cannon speed 25% more than basic
Sniper cannon speed 75% more than basic
shotgun cannon range decreased by 25%
Beam damage increased to 8 (was 5)
Beam range increased to 650(was 500)
Beam power consumption increased to 1250 (was 750 I think)
Hulk missile configuration is now lock-on missile - hulk missiles already have a speed nerf, it makes no sense that they should not have lock on. they're now at least sort of viable.
Missile default radius increased to 15 (was 10)
Cluster missile missile spawn halved; at 1:1 you get 10 missiles, I think this is fair. Might move to 15
Shield load halved
Shield active regeneration power draw increased to 25 (was 10)
Shield passive power draw increased to 12 (was 0)
Under fire regen reduced to 15% (this might go back to 25%)
Power regeneration softcap increased by 500k
Power tank load increased to 1250 (was 1000)
Power consumption increased to 250 (was 150)
Artillery cannon speed 25% more than basic
Sniper cannon speed 75% more than basic
shotgun cannon range decreased by 25%
Beam damage increased to 8 (was 5)
Beam range increased to 650(was 500)
Beam power consumption increased to 1250 (was 750 I think)
Hulk missile configuration is now lock-on missile - hulk missiles already have a speed nerf, it makes no sense that they should not have lock on. they're now at least sort of viable.
Missile default radius increased to 15 (was 10)
Cluster missile missile spawn halved; at 1:1 you get 10 missiles, I think this is fair. Might move to 15
Shield load halved
Shield active regeneration power draw increased to 25 (was 10)
Shield passive power draw increased to 12 (was 0)
Under fire regen reduced to 15% (this might go back to 25%)
Power regeneration softcap increased by 500k
Power tank load increased to 1250 (was 1000)
If ever I post about my logic and reasoning, it shall be here.
Any suggestions are welcome here. I intend to release thisRight here is the formula for shield calc.ShieldExtraCapacityMultPerUnit>1</ShieldExtraCapacityMultPerUnit> <!-- totalUnitShieldRecharge = (unitSize*ShieldExtraRechargeMultPerUnit) -->
<ShieldExtraRechargeMultPerUnit>1</ShieldExtraRechargeMultPerUnit> <!-- shieldCapacity = ((totalUnitShieldCapacity*ShieldCapacityPreMul)^ShieldCapacityPow)*ShieldCapacityTotalMul -->
<ShieldCapacityPow>1.0</ShieldCapacityPow>
<ShieldCapacityPreMul>1.0</ShieldCapacityPreMul>
<ShieldCapacityTotalMul>495</ShieldCapacityTotalMul> <!-- shieldRecharge = ((totalUnitShieldRecharge*ShieldRechargePreMul)^ShieldRechargePow)*ShieldRechargeTotalMul -->
<ShieldRechargePow>1.0</ShieldRechargePow>
<ShieldRechargePreMul>1.0</ShieldRechargePreMul>
<ShieldRechargeTotalMul>5.5</ShieldRechargeTotalMul>
<ShieldRechargeCycleTime>1.0</ShieldRechargeCycleTime> <!-- time in secs between recharge cycles. This value is relative, so changing it won't affect the time a ship needs to fully recharge (e.g. twice as many cycles -> half as many reacharge per cycle)-->
<ShieldRecoveryTimeAfterOutage>10</ShieldRecoveryTimeAfterOutage> <!-- time, the shield will not recharge after reaching 0 -->
<ShieldDirectRecoveryTime>60</ShieldDirectRecoveryTime> <!-- this time is set to the value gives after each hit sustained. In direct recovery, <ShieldRecoveryMultPerPercent> is applied. Otherwise it's running on full recharge -->
<ShieldRecoveryMultPerPercent>0.5</ShieldRecoveryMultPerPercent> <!-- in direct recovery, the shield recharge will be multiplied by (1-((shield/max)*thisValue)); -->
<ShieldRecoveryMult>0.1</ShieldRecoveryMult> <!-- in direct recovery, the shield recharge will be multiplied: recharge = recharge*thisValue; -->
<ShieldRechargePowerConsuption>10</ShieldRechargePowerConsuption> <!-- (when shield < 100%) per block / second -->
<ShieldFullPowerConsuption>0</ShieldFullPowerConsuption> <!-- (when shield == 100%) per block / second -->
Most of the values are pretty self explanatory. If you pay attention, you will notice that shield power consumption when full is 0. You'll also notice that each shield block grants 495 capacity per block. This can build up VERY quickly. I made two very major yet small changes to this code.
ShieldExtraCapacityMultPerUnit>1</ShieldExtraCapacityMultPerUnit> <!-- totalUnitShieldRecharge = (unitSize*ShieldExtraRechargeMultPerUnit) -->
<ShieldExtraRechargeMultPerUnit>1</ShieldExtraRechargeMultPerUnit> <!-- shieldCapacity = ((totalUnitShieldCapacity*ShieldCapacityPreMul)^ShieldCapacityPow)*ShieldCapacityTotalMul -->
<ShieldCapacityPow>1.0</ShieldCapacityPow>
<ShieldCapacityPreMul>1.0</ShieldCapacityPreMul>
<ShieldCapacityTotalMul>250</ShieldCapacityTotalMul> <!-- shieldRecharge = ((totalUnitShieldRecharge*ShieldRechargePreMul)^ShieldRechargePow)*ShieldRechargeTotalMul -->
<ShieldRechargePow>1.0</ShieldRechargePow>
<ShieldRechargePreMul>1.0</ShieldRechargePreMul>
<ShieldRechargeTotalMul>5.5</ShieldRechargeTotalMul>
<ShieldRechargeCycleTime>1.0</ShieldRechargeCycleTime> <!-- time in secs between recharge cycles. This value is relative, so changing it won't affect the time a ship needs to fully recharge (e.g. twice as many cycles -> half as many reacharge per cycle)-->
<ShieldRecoveryTimeAfterOutage>10</ShieldRecoveryTimeAfterOutage> <!-- time, the shield will not recharge after reaching 0 -->
<ShieldDirectRecoveryTime>60</ShieldDirectRecoveryTime> <!-- this time is set to the value gives after each hit sustained. In direct recovery, <ShieldRecoveryMultPerPercent> is applied. Otherwise it's running on full recharge -->
<ShieldRecoveryMultPerPercent>0.5</ShieldRecoveryMultPerPercent> <!-- in direct recovery, the shield recharge will be multiplied by (1-((shield/max)*thisValue)); -->
<ShieldRecoveryMult>0.1</ShieldRecoveryMult> <!-- in direct recovery, the shield recharge will be multiplied: recharge = recharge*thisValue; -->
<ShieldRechargePowerConsuption>15</ShieldRechargePowerConsuption> <!-- (when shield < 100%) per block / second -->
<ShieldFullPowerConsuption>5</ShieldFullPowerConsuption> <!-- (when shield == 100%) per block / second -->
Shields now consume 50% more power when charging, and 1/3 of that when full. On top of that, I slashed the default load in half. This makes it so that shields are not a mindless addition to a ship's system; you still have to power those suckers. It also makes them less undeadable.
Here's the thruster code.As you can see, I don't have as much of an option here. I'd love to be able to actually use a formula for this that would eventually have thrust reach a soft cap at some point.<PowPerThrustCollection>1.05</PowPerThrustCollection> <!-- velocities in this config are based on the assumption of 100 being the server max speed -->
<UnitCalcStyle>LINEAR</UnitCalcStyle> <!-- LINEAR, BOX_DIM_MULT, BOX_DIM_ADD -->
<UnitCalcMult>1</UnitCalcMult> <!-- multiplied with result of UnitCalcStyle -->
Scientifically and balance wise, there is basis for this change. The closer you approach the speed of light , the more force must be used. There will reach a point where it is physically impossible to pass the speed of light.
BUT COM, HOW IS THIS RELATED? shut the FUCK UP GOD DAMNIT
this also applies for greater object mass. If there was a way to curve the thrust differential of a ship based on its mass, that would be perfect. Eventually there would reach a point where adding more thrust blocks would simply not be worth it. So, there's not much I can do with that right now.
Since I'm here I'd like to say that weapons feel pretty gimpy. It may also be a case of weapons being 2week and shields being 2stronk.
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