|
|
|
 |

April 6th, 2003, 11:48 PM
|
Brigadier General
|
|
Join Date: Aug 2002
Location: Carlisle, UK
Posts: 1,826
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapon Diversity & Balance
The ripper beam is trully undervalued now, it should have a larger payload than most weapons! I think along with shield depleters it makes a great weapon on boarding ships. I remember in SE II it was a much better weapon! Ahh the old days!! 
|

April 7th, 2003, 12:17 AM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapon Diversity & Balance
One of the reasons for the lack of variety in weapons is the very large scale 'grid' used in combat. It's only about 20 squares across. If we could have a much finer grid in the combat screen we could have as greater variety of weapon ranges. Hopefully the combat system in SE V will be 'coordinate' based and allow finer variations.
Another problem is that all weapons lose accuracy at the same rate. This doesn't make sense from a realism standpoint. It should be much harder to make a hit with a DUC at long range than a particle beam like the APB. It's highly unlikely that a DU projectile could be accelerated to the speed of a particle beam - or at least it would be vastly more difficult and so reserved for a higher tech level. So there would be much more time from launch for a target at long range to move or use some counter measure to avoid the hit. Some weapons might be 'instantaneous' and not lose accuracy with range at all, for that matter. But neither of these options is possible in SE IV. If we could set the accuracy loss per unit of range individually for each weapon we could have some very interesting variations in weapon types. Another thing to hope for in SE V.
There are more damage types than are actually used in the default tech set, so people can mod some good variations if they want to. I suggested that the Acid Globule be given the 'Quarter Damage to Shields' damage type, for example, because acid is not likely to be very useful against shields. But you could then crank the damage up to much MORE than other weapons of the same class since the acid would be far more effective against physical objects than many particle beam weapons. Some of the original damage types are just not used very much, like 'skips armor and shields'. More than a few mods have given this ability to the Graviton Hellbore to make it worthwhile to research.
I've been asking for more damage types for a long time. Persistent damage that carries over from one turn to another (like the 'plasma web' from MOO 2) -- which I'd prefer to give to the Acid Globule. Levels of armor hardness and armor skipping to make a more interesting 'arms race' similar to cloaking and sensors. Even percentages of shield and armor penetration instead of 'all or nothing' like we have now. I suppose there are limits to what can be done without rewriting the SE IV combat system.
|

April 7th, 2003, 11:32 PM
|
 |
Private
|
|
Join Date: Jun 2001
Location: Philadelphia, PA USA
Posts: 37
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapon Diversity & Balance
I was thinking that the DUC would be prime candidate for 1/4 damage to shields. It is a physical projectile instead of the usual energy weapons that are the other SE4 standards. I would think that energy beams would only affect energy shields. Explosive warheads and missiles would possibly be another 1/4 damage vs shields too.
I have found over time, since I invariably seem to run out of minerals, that some "useless" weapons like APB, Torps, ripper beams, and quantums are quite efficient in that they cost very few minerals & low rad to build, reducing build cost, construction time, & maintenance. I usually have an entire range of "E" class economy ships that I can upgrade later.
|

April 8th, 2003, 11:08 AM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapon Diversity & Balance
Baron I find your ideas excellent and hope MM listens to you!
I recently discovered something you probably knew already for a long time but for me it was new: the time distortion bomb says "4x damage to the shields plus normal damage". This is not completely correct. It will do either damage to the shields or normal damage. Example: you hit a ship with remaining 40 shield points with a time distortion bomb that does 60kT normal damage (large mount). First the remaining 40 shield points are destroyed (equals 10kT of normal damage impact) then there will be a damage of only 50kT to the ship.
Therefore the new damage type of quarter/half damage to the shields get really very interesting in my opinion for mods like you propose.
|

April 8th, 2003, 11:14 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Weapon Diversity & Balance
Quote:
I have found over time, since I invariably seem to run out of minerals, that some "useless" weapons like APB, Torps, ripper beams, and quantums are quite efficient in that they cost very few minerals & low rad to build, reducing build cost, construction time, & maintenance. I usually have an entire range of "E" class economy ships that I can upgrade later.
|
Ummm.... the Anti-Proton Beam is by far the most powerful weapon in the game overall (esp. when combined with a shield depleter or two). Only a few weapons can even come close to it's power in the later game, and most of them are racial weapons. Look at damage/rate/kiloton ratios instead of just raw damage values. Very few weapons can compare to the APB. High damage per shot weapons generally do much less damage overall, and so are often over-powered by ships using APBs.
|

April 8th, 2003, 06:51 PM
|
First Lieutenant
|
|
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapon Diversity & Balance
[quote]Originally posted by Imperator Fyron:
Quote:
.... the Anti-Proton Beam is by far the most powerful weapon in the game overall
|
The only offensive weapons you really need are the DUC (early game), PPB (mid game) and Shield Depleters + APB (late game).
Having weapons that filled more niches would be nice. Close range uber-weapon (current one only slightly beats out APB, so isn't worth the loss in flexibility), Long range + low damage, high damage + 1/4 dam to shields).
Putting them in would require a great deal of balance testing, though...
|

April 8th, 2003, 07:34 PM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Weapon Diversity & Balance
Yeah... remember when SJ doubled the APB's damage but gave it quarter to shields in the PBW Version of P&N? I quickly realized that you could design a mega uber ship with just shield depleters and APB's - the shield depleters do around 4 HP/kT/round to shields while the modified APB's do something close to that to internal systems and armor!  SJ promptly fixed this by increasing the rads cost of APB's to insanely high levels - something like 1200 rads for just one top-level APB! 
__________________
The Ed draws near! What dost thou deaux?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|