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October 31st, 2006, 04:33 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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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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October 31st, 2006, 04:01 PM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Thanked 3 Times in 3 Posts
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Re: Understanding the weapons and balance
Quote:
Captain Kwok said:
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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You might want to post this useful tool for people to use.
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October 31st, 2006, 11:10 AM
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Corporal
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Join Date: Apr 2006
Posts: 120
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Re: Understanding the weapons and balance
Quote:
Suicide Junkie said:
RonGianti;
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.
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Good point. On the surface, it may appear that the Capital Ship Missle is the end all and be all of missle weapons. But I noticed there is a torpedo (Quantum, iirc) that does the same damage and costs 1/5 in resources. The CSM has a greater range, true, but in some cases you might want 5 Quantum torpedos instead 
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October 31st, 2006, 12:56 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
Posts: 368
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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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October 31st, 2006, 05:20 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Understanding the weapons and balance
Quote:
RonGianti said:
Quote:
Suicide Junkie said:
RonGianti;
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.
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Good point. On the surface, it may appear that the Capital Ship Missle is the end all and be all of missle weapons. But I noticed there is a torpedo (Quantum, iirc) that does the same damage and costs 1/5 in resources. The CSM has a greater range, true, but in some cases you might want 5 Quantum torpedos instead
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The Quantum torpedo also has a turn rate -- i.e. it's implemented as a missile. All the other torpedoes do not have a turn rate. Odd. And it's not even the most advanced torpedo. The 'Gamma Pulse' Torpedo comes after it, and yet it reverts back to torpedo. I wonder if the QT attribute is a mistake.
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