ReDo weapon stat formula && All weapons - generic balance

    NeonSturm

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    1. Put weapons offline for sqrt(number)*seconds after one block got destroyed or the stats changed sqrt(number-stat points)*seconds.

      • You won't make a single big gun for close-combat / brute-force ships



    Weapon-CPU table:

    • Base-Value | Potential (everything assigned to it) | Current-Value | Points



    Available number of stat points = number-blocks /(stat1-points+1) /(stat2-points+1) /... for everything with stat-points >0



    Extra-stat-points = sqrt(stat1.minusPoints) + sqrt(stat2.minusPoints) - allow unique weapons which are repurposed.



    If the number assigned points exceeds the number available + Extra-stat-points, reset the configuration. Add a save/load for configurations (per weapon cpu).

    Free points count toward the already biggest stat and backup the configuration for the case you build on the array or some parts get destroyed.



    Stats are: powerEfficiency(between 0, 100% and infinite), damagePerShot, reload, dps, ...



    Calculations

    • base-value * (plusPoints+1) /(minusPoints+1) for linear functions (like damage)

      For area, use square root on the result.

    [*]base-value / (1+percentage) for decreasing the base-value and 1- (1-base-value) / (1+percentage) for increasing on somehting like "armourPenetration (0-100)" (if a similar stat exist) and other stats with lower/upper limit.


    The values are tied to another by number available points.

    With 6 points, you can do 2*3 or 1*6 on two stats (reload and damage for example)
     
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    They are already redooing the entire weapon system... this includes rebalancing...
     

    Lecic

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    This will just make people want to use a checkerboard shotgun more.
     
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    Actually pvp is pretty bad. And fight with full speed is completly chaotic (due to loading of chunks, borders of solar systems, laggs etc.).

    We should also wait for new weapon system. We can\'t be sure how it will work. Schema can also change his mind about some aspects of weapon system.
    PvP should be done before we will think about rebalancing.

    Balancing pvp should be done parallel with balancing economy. Some cannons will drain more energy. Energy = energy generators = money.

    It\'s too early Neon, too early. I know that You just get idea that is awesome in your opinion. But u need to cool down and dinstance yourself.
     

    NeonSturm

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    You make a weapon with some default stats and can tune them with this strategy.

    If you abuse a weapon and turn it into another one, it will not have the same power as the dedicated one. Good if you and your faction mates built the same thing but require different strengths on them for a fleet. Good if you want some strength of one weapon on another, but don\'t need 100% efficiency. Good if you want to re-config your battleship for an upcoming challenge while you have some time left, but bad if you want 100% power.
     

    NeonSturm

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    I wouldn\'t mind if ships in PvP are a bit ressource-saving. (Only a light sphere/3D-elipsoid which have a small light bulb instead of 10^3 blocks.).

    • Basically you only have to fire at radar signatures (core+turrets).



    Turrets could benefit from it too and ambushes with cloacked ships - we have no pinpoint weapon with high reload and decent dps.



    We could also cheat with math and use a smoothed movement of enemy ships and move the projectile as if it were fixed-docked to the enemy ship for the ammount of time the enemy-movement update-packet needed to travel through the internet before the shot was fired.



    Thus I don\'t share your oppinion.
     

    NeonSturm

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    This will just make people want to use a checkerboard shotgun more.


    What makes you think so?

    If peoples prefer close combat, they will put everything on damage - as long as you don\'t add to range or reload speed it scales linearly.

    But if two peoples fight at 100(% lightspeed :) you may want a gun with a higher projectile speed and not 35 dps per block.

    If you want a turret to cover the whole flank of a 800m ship, you need to add some range and projectile speed (and more of these stats, dependent if you use it vs fighters or bigger ships).