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Flagships are great, but you can often end up with a flagship supported by, say, half a dozen large supports - except they feel a bit simplistic to build and could really do with more options.
Since Spinal Mount already has a size check, you could even have that one too. The big balance factor is that maint cost is not a thing, and so labor and initial cost need to be considered more.
The seeming superfluous modifiers are because I had a big spreadsheet I was using to calculate dps, ratios, and a special "balance" value I created based on damage, reload, range, accuracy, and fire arc. So I did some cut and paste and it made it easier to tweak the numbers. :)
I do want to open them up to supports. I want to get everything dialed in good before flipping the tag. Because supports have less than half the hex space.. they get hit harder by the 4 hex requirement to make the more complex weapons.
I kinda of shot from the hip on the cost side for build and supply cost. I think maintenance needs to be added in.. but don't want to make these mods be too expensive where no one can afford them until late game.
If you wanted to have flak ammo working, I think it would be possible via code but you'd need a new effect that could make an either/or decision based on one of the effector variables - probably a double that you either set to 0 or 1. It would be a bit fiddly, and lose much of the effector->effect elegance the system currently has, but I think it's possible. Then in the effect code, it would just call out to whichever sub-effect it needed, I'm... at least 75% sure that's possible :)
I'm looking at maybe engine improvements (overdrive, imp maneuvering thrusters, etc..).
Support Hulls:
Prototype modifier - minor maintenance cost for monitoring the prototype subsystem causing the design to fall outside of standard defense production.
Flagships:
Overdrive modifier - through a series of engine redesigns and power amplification, speed has been improved with a slight reduction to maneuverability.
Vectored Thruster modifier - by articulating the exhaust port of the main engines, engineers have been able to increase maneuverability although the fragile actuators necessitate a slight decrease to top speed.
Improved Maneuvering Thruster subsystem - by removing hindering plate armor from around the maneuvering thruster ports, engineers have been able to increase the ouput to these thrusters. (Max of 16 can be applied; external system like armor)
Right now I have everything working and preliminary balance values in place. I still need to add the descriptions to everything and do a little internal testing.
I am unsure the reload time penalty is the right penalty for this sort of ammo - I would consider increasing the maint cost, build cost, and mostly supply cost more, but reducing the reload penalty. One thing you haven't modified much yet is labor cost - maybe significantly increase the labor cost to make this seem a high quality mod that you pay -construction time- for, to get better (if slightly shorter range and more expensive) missiles.
Actually, you could have a whole Quality modifier all on its own, where systems could be high quality or rushed, and do something with that - but either way I think the HiYield mod could do with being looked at, and maybe further testing.
The rest seem good. I built a railgun today that could fire across the system and did almost 4000 damage on hit, on a size 128 ship. Not sure it would ever hit anything mind you, but it was nice to be able to.
Since accuracy is not a stat presented to the player via the design window, this probably is difficult to really see, and we might need extensive testing to really be sure of stuff... but as a gut feeling, I suspect the accuracy +/-s aren't currently doing much. The fact they're used as balance factors on things that can be placed on lasers and missiles is also a little worrying. Not sure how to resolve that one, but maybe pull aside most of the accuracy tweaks into ammo and perhaps some railgun specific things.
Missiles were kind of a pain for me. Their reload was long already and a lot of the new modifiers just exacerbated that, but I didn't want to tackle creating missile specific modifiers until I got feedback that they definitely don't work right. :( Maybe you're right, the missile ammo is the way to go because really, the missile is the weapon system and the launcher is just the delivery system.
Guess I have a lot more work to do... :)
Edit: Oh yeah.. and the prototype modifier. (Fixed)