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July 1st, 2002, 01:03 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Range Attenuation!
Hey, modders! Remember the 'nebula system' idea where planet systems can exist in nebulas (system wide storms) making direct fire weapons far less effective? Well, I've had another brainstorm.
After months and months of wondering why it's so hard to balance torpedos in SE IV compared to SE III I went back and looked at it again. We've all completely spaced the way the old system worked. The APB in SE III would reduce all the way down to 1 point at the end of its range. In SE IV it's still doing about 3/4 damage at full range! This nearly erases the advantage that the torpedo weapons used to have! No wonder torpedos seem worthless. I think we need to make the 'fire every turn' weapons experience much more range attenuation to restore the balance among beams and torpedos and missiles. Not necessarily exactly as it was, but much closer to the SE III situation. Here's my first draft of a new damage arrangement for the APB.
Current Default:
20 15 15
20 20 15 15
25 25 20 20
30 25 25 20 20
35 30 30 25 25 20
40 35 35 30 25 25
40 40 35 35 30 30
45 40 40 35 35 30 30
50 45 45 40 40 35 35
55 50 50 45 45 40 40 35
60 55 55 50 50 45 45 40
65 60 60 55 55 50 50 45
Proposed Change:
20 15 10
20 20 15 10
25 20 20 15
30 25 20 15 10
35 30 25 20 15
35 30 25 20 15 10
40 35 30 25 20 15
45 40 35 30 25 20 15
50 45 40 35 30 25 20
55 50 45 40 35 30 25 20
60 55 50 45 40 35 30 25
65 60 55 50 45 40 35 30
It will at least get down to 1/2 damage at full range in this arrangement. This will make the torpedo weapons much more worthwhile, and it will even make the currently 'broken' Emissive Armor work better if we boost it a bit. You'll have to close in to do damage, even if you're using a mount. Thats what the old Emissive Armor in SE III made you do, too. Now if only MM would 'fix' Emissive Armor to reduce damage even when the hit exceeds tha ability. I have this 'memory' that that's what was intended... but I don't recall why. Why do I think that's what was intended? Does anyone recall where and when we were officially told how Emissive Armor was 'supposed' to work?
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July 1st, 2002, 01:14 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: Range Attenuation!
Comment on the APB: remember that the thing costs more than four times as much as the torps to research.
The PPB on the other hand costs about the same as the torps, as does the meson bLaster.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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July 1st, 2002, 02:49 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Range Attenuation!
In SE3, every component had 1 hitpoint.
The emissive Armor said "takes 3 damage to destroy"
When a shot <3 damage hit, nothing happened.
When a shot =3 damage hit, the armor was destroyed, nothing else.
When a shot >3 damage hit the emissive absorbed four points of it.
If the leftover damage hit another emissive armor component, it would get a chance to absorb 3 hitpoints as well.
Compare this to SE4's EA.
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July 1st, 2002, 04:49 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Range Attenuation!
Yep, I noticed that it seems to work like the old Emissive Armor. But that doesn't seem to be the correct way for it to work in the new game system.
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July 1st, 2002, 05:28 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Range Attenuation!
It definitely does not work like in SE3.
If it did, then a 3 damage hit to that EA below would destroy the EA AND two other components, rather than just the EA
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July 1st, 2002, 10:18 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Range Attenuation!
Yep, SJ is right. The old EA effect was nice and interesting - with multipel EA components, some of the damage would be spread between them randomly, with the result that sometimes you would destroy an EA component, and sometimes not, with the same amount of damage. SE4 increased the grain of damage by about 10x, which means even if MM suddenly decided to use an SE3-like system, it would have less randomness with 10x points than in SE3, unless a neat algorithm was invented to make it more like the SE3 performance.
As has been said many times before, the SE4 EA is rather too much an all-or-nothing affair. Personally, I'd like to see some new protection effects possible, such as:
1) Reduces damage of each weapon hit by X.
2) Reduces incoming damage by Y%.
3) Reduces damage per hit by a random amount between A and B.
4) Has a Z% chance of being hit before other components.
PvK
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