Weapon modifiers need fixing
I ran into a problem with weapon modifiers while trying to make a mod. The idea of the mod is that bigger ships are big, bad, and can carry a lot of weapons and shielding, but they are also easy to hit with big guns. In this system, a corvette (escort) gives +30% defense while a battleship (dreadnought) has -110%. Larger mountings do proportionally more and more damage, but also become less accurate. For example, large mounting has mass *3, damage *6, accuracy -50, so it does a lot more damage than three normal mounted weapons would, but you won't hit anything below a cruiser with it. Massive mount gives mass *12, damage *48, accuracy -200, so it can only be used effectively against starbases and planets.
The mod would work great if it wasn't for the way modifiers were calculated and applied. The way it works is that the game calculates the chance to hit, sees if the number is over 100%, and if it is, changes it to 100%, THEN applies weapon modifiers. So if my heavy mounted DUC (accuracy -100) is firing at a Command Ship (defense -150), and the chance to hit at that range is normally 47%, then I should have a 97% chance to hit, right (47 + 150 - 100 = 97)? Wrong. I've got a 0% chance to hit, because instead of calculating (47 + 150 - 100 = 97) like it should, it calculates (47 + 150 = 197 = 99 - 100 = -1 = 0). What the hell is up with that?
That's incredibly stupid even if you're not making a mod like mine. Let's say you just want PPBs to be less accurate, so you give a -20 modifier. And let's say you have a ship with combat sensors III (65% bonus) firing at a ship with no ECMs or defense bonus, and the base chance to hit is 70%. Your chance to hit should be 99% (70 + 65 - 20 = 115 = 99), but instead it's 79% (70 + 65 = 135 = 99 - 20 = 79). WTF? I wonder if this represents a decision or just an oversight/bug. Can we expect a fix in the next patch?
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