Holy Miniscule Masers, Batman!
Those things are puny!
I was thinking on a completely different scale: 25 times stronger!
PS: Spelling: "Fission", and "Fusion".
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Argh! I can't even design a ship worth simming. The weapons are tissue paper, while the engines and reactors are solid neutronium.
How is this supposed to work, anyways?
"Spinal laser hits for 30 damage. Main reactor down to 99.75% efficiency"
We need to set some scale here (Note: this is just for hitpoints/damage, everything else should be OK).
I suggest:
- - Scale up weapon damage by 3x. A heavy laser cannon X then does 180 - 216 damage @ reload 4 (They're supposed to melt right through capital ships, right?)
- - Scale up weapon hitpoints by 25% to 50% (so they are at the right depth in the armor)
- - Scale armor down by 5x.
Structural: 0KT, 3-4 HP
Light: 1KT, 10 HP
Med: 3KT, 25 HP
Heavy: 7KT, 50 HP
- - Throw out reactor/drive hitpoints.
- Reactor Hitpoints can range from 5-30 hitpoints for tiny through Massive reactors. Size is arbirtary.
- Drive hitpoints can range from 20-40, since they are nessesarily on the outer edge of the ship, and thus exposed to weapons fire.
- (Remember. All it takes is one little hole, and suddenly you've got a big problem)
- - Other components should have their hitpoints set according to their exposure.
- Large surface targets should be around 40.
- Small internals can be down near 7.
- Large internals or small surface components should be close to 20.
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PS: I have no idea what's going on with the high tech reactors...
Going from fission to fusion doubles the supplies/KT. But, the rest just seem to get more expensive and change hitpoints
[ 05 February 2002: Message edited by: suicide_junkie ]