Ender's "Capitals" Balance Mod

    Mered4

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    The goal of this mod is as follows:

    1. To dramatically increase the length of combat in order to provide some measure of tactical thought to PvP.
    2. To make Hull actually matter without making pretty ships obsolete or unnecessarily nerfing other types of ships.
    3. To eliminate/discourage the use of modules in ships (i.e power cap modules, shield modules for the core room, etc).
    4. To encourage larger fleet battles and keep fighters/drones a useful part of any fight.

    That said, here are the planned changes (initial draft):

    Either all weapons will be given 1/10th their current damage or all shields will be multiplied by 10.
    In addition, all Hull and Armor will have their armor increased tenfold.

    *Weapon Specific Changes*

    Boost Beam DPS over that of cannons, but give Cannons some sort of innate explosive or penetrating effect.
    Speed up nukes (to 85% of server speed, as opposed to <50%), and slow down BeamMissiles (Not too much - just enough that AMS systems have more time to respond).

    I'm also considering increasing the radius of effect for nukes, but decreasing the radius for Beam Missiles.

    *Power Specific Changes*

    WIP, open for suggestion on how to improve the power situation.


    As a brief summary, combat is just WAYYYY too short right now. It's almost insta kill between ships of different weight classes. I want to see how fun it would be if combat was dramatically longer.

    To compensate for the improved shielding, I might have to nerf the shield recharge so ships don't become COMPLETELY invincible to smaller ships :)

    *Updates*

    Added a spreadsheet with all the changes: https://docs.google.com/spreadsheets/d/1YBQYx7MzX-8INfMSDvjibI_-ECJafnCrbsKCOOG3PN0/edit?usp=sharing

    Initial Commit is up! Going to test it out later.
    https://github.com/Mered4/com.starmade.capitals.balance
     
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    Winterhome

    Way gayer than originally thought.
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    So it'll go from several minutes for small fighters to kill eachother to several hours.
     

    Mered4

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    So it'll go from several minutes for small fighters to kill eachother to several hours.
    Negative. 3 minutes to 6 minutes. Beam Weapons will make it easier to hit and kill fast moving targets. The difference is that capital ships will have a harder time killing jammed fighters.

    However, you've made me think. It's a problem and I'll look into it.
     
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    my sole advise is to "be less bad"
    i say that as from reading this i imagine you had a ship that lost in combat to a larger force. if you knew your enemy you would have brought a bigger ship, with increased shields and improved weapons. alas you did'nt so you want a way to make the game easier to build a ship.

    1) length depends on the quality of ships fighting. one good one bad= short / both good=long
    2) who says all pretty ships are obsolete, vice versa. look at builders like Dalmont, raiben, skylord luke and Osirus. they build pretty ships that are also effective at their roles.
    3)i do believe one of your most recent ships involved a similar design with internally docked power cores in the ship "Dream Runner"
    4)whats stopping large fleet combat. you just need a whole lot of people. e.g 34

    instead of changing values. change the amount you have. if its not enough add more.

    beams have instant damage meaning you dont have to lead a target whereas cannons do more damage. you can change stats with slaves and effects. Nukes are slow to compensate for damage. Lock ons are fast as to be effective. ams turrets require time to lock on, so instead of rushing in play smart and stay at range to give them time, or add more.

    nukes do have an increased radius. and lock ons are considerably less.

    if a little ship goes against a big ship or a fleet it will obviously lose. so you bring a larger ship in a suitable class or allies to assist.

    "ships don't become COMPLETELY invincible to smaller ships" so an a-wing could take on an executor class? nope. little ships arent suppose to be able to take on larger ships, that is why they are carrier borne with an escort fleet.

    so i go back to my original statement "be less bad" either build bigger more effective ships and get some friends together to form a fleet. i hope this is sufficient notes for you to work from =D
     

    therimmer96

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    *see's github link*

    oooo, actual mod!

    *clicks link*

    nope. never mind.

    looks good, but srsly, why github?
     

    Mered4

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    *see's github link*

    oooo, actual mod!

    *clicks link*

    nope. never mind.

    looks good, but srsly, why github?
    Because I use it for the other games I mod. What's wrong with it? .ZIPs are fairly compatible files.
     

    therimmer96

    The Cake Network Staff Senior button unpusher
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    Because it's primarily for code, not configs :/

    It works, it just doesn't seem right
     

    Mered4

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    Because it's primarily for code, not configs :/

    It works, it just doesn't seem right
    It was either this or Dropbox, and Dropbox has been giving me some weird errors lately. :)

    And this config IS code - it's just formatting code.[DOUBLEPOST=1417566560,1417562960][/DOUBLEPOST]
    my sole advise is to "be less bad"
    i say that as from reading this i imagine you had a ship that lost in combat to a larger force. if you knew your enemy you would have brought a bigger ship, with increased shields and improved weapons. alas you did'nt so you want a way to make the game easier to build a ship.

    1) length depends on the quality of ships fighting. one good one bad= short / both good=long
    2) who says all pretty ships are obsolete, vice versa. look at builders like Dalmont, raiben, skylord luke and Osirus. they build pretty ships that are also effective at their roles.
    3)i do believe one of your most recent ships involved a similar design with internally docked power cores in the ship "Dream Runner"
    4)whats stopping large fleet combat. you just need a whole lot of people. e.g 34

    instead of changing values. change the amount you have. if its not enough add more.

    beams have instant damage meaning you dont have to lead a target whereas cannons do more damage. you can change stats with slaves and effects. Nukes are slow to compensate for damage. Lock ons are fast as to be effective. ams turrets require time to lock on, so instead of rushing in play smart and stay at range to give them time, or add more.

    nukes do have an increased radius. and lock ons are considerably less.

    if a little ship goes against a big ship or a fleet it will obviously lose. so you bring a larger ship in a suitable class or allies to assist.

    "ships don't become COMPLETELY invincible to smaller ships" so an a-wing could take on an executor class? nope. little ships arent suppose to be able to take on larger ships, that is why they are carrier borne with an escort fleet.

    so i go back to my original statement "be less bad" either build bigger more effective ships and get some friends together to form a fleet. i hope this is sufficient notes for you to work from =D
    No offense, but what are you talking about? are you sure you are in the right thread? None of these problems have ANYTHING to do with the mod. I'd love to hear suggestions, but coming here to just whine about my actions on MFleet is just not appropriate and should be done in person. Which you refused upon my gracious offer.
     
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    i made a counter point for each of your points. i laid out my points in a similar structure to yours so that it was clear to see which point corresponds to what. as for the Mushroomfleet relevance, i used the names of 3 master builders (acquired by being recognised as excellent builders in all aspects) Osirus is just a mate i name dropped as a shameless plug for him as that is what friends do. And as for this gracious offer was offered after that post had been posted while i was helping someone (like as you are so fond of reminding everyone "thats what admins are for")
    so i return to my original point and simply say "Be less bad"
     
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    He never did say that those pretty ships were obsolete, but he did say that hull practically is. I mostly just use standard armor because if my ship's shields fail... well whatever breached those shields will have an easy time breaking through hull anyways. Sure you can always get a larger ship but in my view that was not the point of this. Also you kinda stated the obvious with the a-wing, executor thing. Thats a 10 meter long ship vs. a 19 km long ship. OF course it cant win. The invincibility thing was probably just stating that one larger ship could possibly tank the damage of a few smaller ones.
     
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    This is a good idea. I was complaining that combat was too short on my server and I was thinking raising shields by 10x would be a good idea. I glad some one thought of it with skill to apply it.
     
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    Mered4

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    This is a good idea. I was complaining that combat was too short on my server and I was thinking raising shields by 10x would be a good idea. I glad some one thought of it with skill to apply it.
    Just be aware that the armor buff will essentially make every ship useless in the new system unless you manually reblock it, rebuild it, or just repair it with repair beams. If you don't want that issue, just keep the blockBehaviorConfig.xml file. This file just has the shield changes.