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Re: Understanding the weapons and balance
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Re: Understanding the weapons and balance
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Re: Understanding the weapons and balance
Is there a preferred email address to use or just the one from the site?
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Re: Understanding the weapons and balance
se5 at malfador dot com is probably the best route.
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Re: Understanding the weapons and balance
RonGianti;
Be sure not to fall into the trap others have, when trying to make a formula for weapon value. Damage/kt/s is a good statistic to look at, but range, damage type, ammo use, resource costs and more are all important in different situations. These are things you can't evaluate automatically, but must weigh in context to the game situation and enemy strategies. |
Re: Understanding the weapons and balance
For the Balance Mod I used a spreadsheet that factor in damage at point blank, optimal, and max range in addition to the usual size, reload rate, and damage amount. I also added factors to account for damage, seeker stats, and accuracy modifiers. I think for the most part it has worked out ok although I've had to make some little changes here and there.
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Re: Understanding the weapons and balance
What unit of measure is the speed of missiles/bullets? It's usually a decimal fraction around 0.04 ~ 0.06
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Re: Understanding the weapons and balance
In game, the seeker speed is multiplied by 1000 to give a speed in km/s - ie. 0.06 = 60 km/s and so on
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Re: Understanding the weapons and balance
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Re: Understanding the weapons and balance
One problem I have with this game SEIV&V has been with how you only needed to research one or two weapon types and that was it. New weapons should give you an advantage over older weapon. Ex. Musket vs Machine Gun, Machine guns vs missles.
I wish the game weapons worked mote like MOO 1or2. I just hope the aim of the balance mod corrects this. I'd mod it my self but that is just to difficult now. |
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