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Factories:
I saw the list of planned content but didn't see anything for manufacturing. I think different-sized parts that match the sizes of the existing factories but have a much higher manufacturing speed buff would be a welcome addition. For example, the 4x4 nuke factory is almost non-existent in the vanilla ship builds because it is an expensive, slow, and large part. However, if the 4x4 factory buff part increased manufacturing speed by ~200% to any connected factory then it could easily make the consideration worth it. Not only that but cutting out the battery runs to individual factories would be a huge boon for other ammo/missile builds as well.
Cannons:
I think the planned "Projectile Weapons Subsystems" should revolve around cannons/flak with missiles being their own thing (or something else entirely as I talk about below). At the moment, I feel cannon-like weapons are the weakest weapon subtype by far. It is a bit ridiculous that a ship using any other type of weapon has a guaranteed free kill against those campaign stations that are solely armed with cannons and flak. All they can do is sit there and slowly be destroyed.
With that in mind, I think a range and accuracy buff would benefit cannons while providing little to no buff for the already strong railgun (because increasing railgun max range beyond visual range wouldn't be much of a buff). To avoid making vanilla lasers redundant, the ratio should favor range over accuracy so that lasers remain more efficient at their max range than a cannon would be.
For example, the vanilla range for cannons is 190m and the spread is 2.5 degrees, meaning there is a possibility of missing by ~4m to either side of the targeted part at max range. If the range is buffed to 200% (190m becomes 380m) then the spread angle should be something small like 25% (aka reducing spread to 75% which is 1.875 degrees) so that the potential to miss by at the buffed max range is now ~6m to either side of the targeted part. In this way, buffed lasers keep their current 50% damage increase, and buffed cannons can out-range them but they are still less efficient at that range than lasers would be.
As a bonus to these ratios, at the vanilla lasers' max range of 260m, the buffed cannons' accuracy returns to that of a vanilla cannon at 190m. All in all, this range to damage efficiently balance would be similar to Ion Beams with their reduced damage at their max range but full damage within their shorter effective range.
Turret Speed
A small (~1x2) part to buff turret speed would be great to have in combination with others. It could lead to some interesting playstyles like circle strafing. Imagine a ship primarily armed with large lasers plus Turret and Energy Weapons subsystems whose defenses are mostly shields and boost thrusters instead of armor to keep the speed up. Instead of the vanilla 45-degree per-second rotation of large lasers, they can now whip around at 135/sec. The strafer ship can now run circles around a target and relatively quickly knock out exposed parts like missile launchers and engines.
This play style is sort of doable now but not really all that effective because turret weapons struggle to stay on target and do enough damage during the brief window when passing by an exposed part. I think having an option like this available would allow for lighter and faster ships to be viable against the heavily armored behemoths that dominate the 2 million+ ship builds.
Edit: I cut down the suggestions to just the basics because I'm pretty sure the other ones I had would require new parts and probably not possible via buffs.
I've been thinking about the recent update by adding duplicates of vanilla parts because of how the current buff system is coded. I don't know how to solve that issue, but I'm not sure adding duplicates of vanilla parts is going to grab people's interest with this mod. I believe these cloned parts should do something other than be 1:1 copies that are compatible with the new subsystems.
Having a variety of different trade-offs would differentiate these cloned parts from vanilla enough to keep them interesting. I even wrote a little lore you can copy to give my concept added flavor.
Saving Credits via Consolidation
Penalties for auto shells could include a slower rate of fire, lower turret speed, longer delay to start firing, etc. I think it would be best to avoid penalties that substantially alter these parts from vanilla like reducing range or firing arc, because that would make them rather difficult to include with vanilla weapons in the same build. Also, be careful of which penalties you use because some can be especially harsh for certain weapons. Even a tiny delay to start firing would greatly affect ion beams and be especially brutal for railguns (rail fanning disabled lol).
While this quirk of reliance on the connections* to subsystems for the cloned parts to function is a substantial change from vanilla, it would distinguish them (and therefore this mod) from most other modded weapons. Not to mention it would alter how players would place and defend these concentrated amalgamations of firepower.
*Read the Buff Chaining section mentioned below for an exception to direct connection.
Buff Bleeding
Since you are now free to modify these parts to your heart's content, why not let the new clone parts be able to buff each other? Imagine the current 3x3 energy weapon subsystem oriented vertically with 4 Small lasers and 2 Disruptors connected (3 on front left and right) as an example for the following points.
I think individual weapon-based buffs allow for more interesting combinations rather than all effects being based on the specific subsystem. Especially since some weapons can't be buffed in certain ways and thus wouldn't gain anything from flat benefits like +50% damage. Like Disruptors' hull damage should not be buffed or its extremely high penetration could allow it to punch through several blocks of armor.
If you decide to go this route, be sure to weigh the balance carefully and restrict the effects of complicated weapons like Ion Beams to the basics. Trying to figure out how to handle several beams with different buffs (energy drain, longer range, etc.) converging on a single Ion Prism is asking for trouble. Ion beams should only get increased damage because that naturally slots in with the existing mechanics and no extra calculations or considerations are needed.
Buff Chaining
I thought of a way to implement the new chaingun mechanics into cannons.
This method of chaining parts could also include buff parts as well as weapons. So sticking a turret speed buff part to the subsystem and then connecting the weapon to it would allow the weapon to stick out further than a direct subsystem connection.
*Note that the fire rate of cannons can't always increase per magazine or it would turn the cannons into smaller, lighter, and outright better chainguns. Buffed weapons shouldn't make other weapons redundant, just provide different options.
Modular Parts
Taking a page from Modular Missiles, instead of having clones of an entire vanilla weapon, you could have split them into individual pieces that have different effects.
I'm aware that implementing this mechanic is way more complicated to implement than cloning parts with bits of code inserted into the file, but the vanilla art could still be used as a base to retain the placement of doors and so on.
Alright, that ended up being way longer than I thought. Overall, I think the cloned parts should feel vanilla-ish so that the player is familiar enough with their stock capabilities. The buff options should lead to unique ways to combine them in ship builds but avoid better than vanilla parts.
So suggestions:
0.BALANCE (In numbers)- In short i feels like its too OP for very low efford so mby make it less OP in % it provides. If u dont want to do that all other articles are gona be refering to them as they are right now. Just for example from ETT adv. engine room is way harder to get and boost is only at 75%. But u can kinda ignore this and just focus on other articles :D
1. BALANCE (Price)- For me it feels like u can get to best one very quickly especialy with ETT mod pack. Possible fix> Dont have them unlocked by default and add more / different materials to build, prices for unlocking could be smth like 20k,100k,250k,500k for example since there are no AI ships that use this (Mby that could be another suggestion :P) its guaranteed edge in battle also lock them behind some previous tech like for laser subsystem 1st tier behind already having small laser 2nd tier heavy laser and 3rd and 4th Ion beam, in building materials 1st tier can stay as is mby just crank the numbers 2nd tier scrap steel add more tritranium and add procesors, 3rd tier add enrich uranium and procesors and 4th tier add enrich uranium,procesors and diamonds.
2. BALANCE (Look)- mby change how big they are and how many crew need to operate them that would also make a bit more sence so 1st tier 2x2 with 2 crew inside, 2nd 3x3 with 4 crew, 3rd 3x3 with 6 crew and 4th 4x4 with 8 crew mby also add some passive energy drain thats getting bigger as u progress in tiers.
3. ETT Version- add more subsystems with bigger bonuses but bigger power drain and with ETT resources to build and implement article 1 and 2 in them.
All these numbers are just what i feel playing with 30mods ETT being core one for balance would be good and more balanced.
Hope u (And players) will like these suggestions! Again thx for awesome mod!