Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Sunflower Corporation Rebalance
   
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Tags: Mods
File Size
Posted
Updated
5.016 MB
9 Mar @ 5:54am
4 Aug @ 7:04pm
2 Change Notes ( view )

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Sunflower Corporation Rebalance

Description
This is a rebalance from Sunflower Corporation mod and therefore requires that mod to work.

I love that mod, but in my opinion it has somethings very unbalanced. The weapons deal a ridiculous amount of damage. Therefore, I decided to make a rebalance, and also modify a few other things to make it more interesting.

Changes Summary
I made a lot of changes from the original mod. You can read the changes in the changelog. To sum it up:
  • Changed description of many things.
  • Reduced damage of all weapons.
  • Reduced price of all weapons.
  • Added Electrobuff to all energy weapons.
  • Reworked Arc Emitter. Now causes a self EMP (as Deck Cannon's stun) when it shoots, has targeting, and Arc Transformers make it shoot faster instead of stronger. The damage is now explosive damage with some delay for aesthetics purposes.
  • Reworked Ion Blaster and Heavy Ion Blaster. When the "missile" collides, it now bursts into a cone of rays that penetrates the ship causing damage, fire, and stunning crew. Can't penetrate shields.
  • Reworked Galvanic Armor. Now it uses a beam instead of bullets for better precision, attacks faster but with damage falloff over distance, and has preferred fire mod and targeting.
  • Rebalanced Cluster Missile. More base health, damage, impulse, and radius. Lower cluster damage and impulse.
  • Rebalanced Ion Diffusion Lattice. Lower cost and penetration resistance.
  • Added a Spanish translation.

Currently, I'm not sure about the state of Arc Emitter. Maybe I should reduce the EMP pulse. However, I think that when compared with Deck Cannon (the only other deck mounted weapon), it seems too much better as it requires far less crew, has more range, can't be countered by point defense or flak cannon and has 360º arc.

Why did I make the changes?
Some things were simply incredibly unbalanced. For example:
  • Previously, Arc Emitter with 6 Arc Transformers dealt 8000 (damage per tick) x 12 (buff) x 12 (effect scaling) = 1152000 damage per tick, for 5 ticks each time it attacked. It could instantly disintegrate 5 components each time it attacked. Also, it instantaneously destroyed shields.
  • Each Heavy Ion Blaster dealt 10000 damage and then spawned 10 rays (from left to center, cause it was aligned wrong) and each bursted in another 10000 explosive damage.
3 Comments
SonicYeager 29 Mar @ 4:29pm 
How about extending the range with dmg falloff when adding arc generators?
The emp could scale with that too, range or duration, whatever feels better or is easier to mod for.
Enderluck  [author] 15 Mar @ 12:00pm 
I'm glad you like it. What do you think about the EMP effect of the Arc Emitter? I'm not sure if reducing it a bit. I feel that this weapon is too good when compared against Deck Cannon, but not that good against Ion Beams. Not sure what to do.
Bonible 13 Mar @ 4:40am 
Gods work, I was going to do this myself but you stepped in first. May you live with good health!