Space Engineers

Space Engineers

Star Trek Mod Pack 5.8
此主題已被鎖定
Qarannia  [開發人員] 2022 年 1 月 14 日 上午 9:13
IMPORTANT: Balance of the Mod Pack
So the point of this is to put forward ideas I'm toying with for balancing my mod pack. It specifically involves balancing the weapon damage output, armor durability and resistances and the power output of the power producing blocks. Please note that nothing is set in stone yet; I have only just started formulating in my head what I want this to look like.

The bottom line is everything is too high. Weapon damage, armor strength and power output. To the point where it's not feasible to make a ship out of normal armor and use any of these weapons. I want to change that. I want the weapons to be viable without the armor and vice versa. I want the power plants to still produce more than vanilla but not stupid amounts. So here's where my head is going:

1. Armor - Tritanium Armor will be as light as Light Armor and as durable as Heavy Armor in terms of the raw HP each block has. On top of that, Tritanium will have a bonus resistance to Energy damage (I'm currently thinking 2x) but it will have 1x resistance bonus to Kinetic. In other words hulls will be more vulnerable to Kinetic (think "torpedoes") vs. Energy damage from phasers.

2. Weapons - With such a serious reduction in armor strength has to come a serious reduction in firepower. As the baseline for damage I'm considering making the phasers do 1,000 DPS (they currently do 60,000 DPS). The rationale behind this number is the burst length of three seconds. I want a vanilla light armor block (2,500 HP) to pop from one phaser burst of three seconds.

All phasers, beam and pulse, would have this three second burst. They will put out around 60,000 total damage which means firing time of 60 seconds plus another 10 seconds (rounded) for the pauses between bursts. This means 70 seconds (roughly) between recharges. So more frequent recharges. To balance this out, recharge will be 20 seconds, not 60. This will help for those wanting to change the colors as well. (Sorry, I didn't change the way reloading works, WeaponCore did).

Torpedoes would be balanced against the phaser baseline as well. I'm not 100% sure how their damages will look yet.

Because of the stupid high values on shields, all weapons would receive a significant bonus to damage against shields. Not so much that you can one shot them, but high enough so battles don't just involve seeing splat marks on someone's shield.

3. Power Production - To help counter the OP shield mentality (yes, I'm guilty of aiding and abetting with my massive reactors) the warp cores would have power output reduced. I'm not sure to how much, but ballpark would be 1-2 GW for the 1x1x1 and 3-6 GW for the 3x3x3.

With reduction in power, obviously there would be a commensurately large reduction in power draw and idle power for all weapons.

This is just the first iteration on the back of the napkin of my mind. I've put it out here to get some reaction. If there are people interested enough to comment / discuss then great.

If you're just here to go "ZOMG, y u NERF everything??? I hate u." then please go away and find another mod to use.
< >
目前顯示第 1-4 則留言,共 4
SolarFlare1234 2022 年 1 月 19 日 下午 5:04 
maybe the different phase(r) weapons would have increasing power draw and damage (as well as construction cost) based on their time frames? like earlier game ENT phase cannons being cheaper in supplies and energy but weaker, maybe add spatial torpedo launchers as well
最後修改者:SolarFlare1234; 2022 年 1 月 19 日 下午 5:05
Qarannia  [開發人員] 2022 年 1 月 20 日 上午 12:11 
In the earliest iterations of the weapons, when they were still single mods, they did have different power requirements and damage outputs. The reason they were changed is because I realized 99% of people weren’t interested in that subtlety. They just slapped on a whole bunch of whatever the most powerful one was, whether it made sense or not. So ironically they’re all the same so that users can choose to use different ones without feeling penalized.

As for spatial torpedoes, I doubt that will ever happen. I am not a fan of Enterprise and only made the Phase Cannon so I could learn WeaponCore’s animation system, lol.

Thank you, though, for actually taking the time and effort to put something in here. The balance is going to happen soon and some people (shield users) are going to be upset, but so be it.
Cobra85 2022 年 1 月 24 日 下午 6:56 
I do like the idea of reducing the power of the reactors, I was using another warpcore mod that had the power around the level you are talking about and they kept shields from being over powered and made combat encounters more interesting, I like building my ships with a nanobot repair system but with ridiculous shield strength I would never sustain hull damage and never needed to repair or mine for more ores and it got kinda boring
Qarannia  [開發人員] 2022 年 1 月 25 日 上午 1:33 
Yeah, it got awkward to drop the reactor power, and people would just use another OP reactor instead ‘cos that’s how people are. So I went for the other option which is what we have now where it no longer rewards shield bricks.
< >
目前顯示第 1-4 則留言,共 4
每頁顯示: 1530 50