I can't speak for the rest of the modders, but with Trade Scavengers, I am attempting to keep it balanced with vanilla stuff. A large part of getting mod elements balanced is listening to the feedback that you are given. Quite often people will say "XYZ is waaayyy overpowered, FIX IT!!!" without giving indication as to how it's overpowered. I'm not saying everyone does, far from it, it's just that it's incredibly difficult to fix things if the problem isn't described.
I'm not so opposed to a single medium mount on heavy fighters. So long as they have quite a penalty for having such a weapon. And it'd have to be a rather weak one. fighters touting assault chainguns would be rather iffy for me
I'm not so opposed to a single medium mount on heavy fighters. So long as they have quite a penalty for having such a weapon. And it'd have to be a rather weak one. fighters touting assault chainguns would be rather iffy for me
Um, what if a mini-mod that I might or might not have been a huge part of has a bomber which uses assault chaingun, but the only carrier the faction has is only in their largest fleets and on top of that the bomber is rare, is that ok?
Do you remember when you were 13 years old and when it came to choosing a weapon or superpower for pretend sword/gun battles or super soakers or whatever, everyone always went for the biggest and most badass ones? It takes time to grow out of that mentality and realize having strengths AND weaknesses make for more dynamic play than simply being all powerful.I would make an exception with the IDF, the feeling of those ships is just right, the sounds, the graphics. I don't care how overpowered those things are, its just crazy fun to play like that once in a while.
With gaming communities comprised of such a large percentage of kids, its no surprise to find user mods unbalanced in favor of their own creations.
Aw, come on. Who wouldn't want to see six wasps mounted with tachyon lances?Oh god yes! Only use those at 4 fleet points a wing. RUN COWARDS!!
While that would be hilariously awesome at first, you'd better not deploy any other ships on the field because the friendly-fire will be horrendous. I swear to God, my artillery ships with tachyon lances seem to target me more than the enemy... the last thing I need is a whole squadron of team-killers :PAw, come on. Who wouldn't want to see six wasps mounted with tachyon lances?Oh god yes! Only use those at 4 fleet points a wing. RUN COWARDS!!
While that would be hilariously awesome at first, you'd better not deploy any other ships on the field because the friendly-fire will be horrendous. I swear to God, my artillery ships with tachyon lances seem to target me more than the enemy... the last thing I need is a whole squadron of team-killers :P
Not sure what you guys are going on about; all the ship stats are in the ship_data.csv file. It's easier to edit this in Excel than mess with an editor. While editors are nice, they make people lazy.I think we were going on about making the .ship files, in which case an editor is a huge help, guessing the exact coordinates that each hardpoint, engine etc. is a real pain, especially when you can simply click on the part of the sprite you want it go in.
Take a look:Spoiler(http://i.imgur.com/3nlxw.jpg)[close]
One thing I'd like to see is a nice list of the min and max values you find for every type of ship, to make balancing a bit easier. Like for example the range of health a vanilla Fighter would have is 100-500(or whatever, I didn't actually check), and if you wanted to create a balanced fighter, you would want it somewhere near that range, same for armour, shields, and etc. for all stats, would allow the quick rough balancing stage to go a lot quicker, after which, it just comes down to fine tuning.
Seems to me you were looking for the ship_data.csv file.
Nice! How did you make these?Just openoffice! It just then occured to me how simple it would be to throw all the figures together in a nice chart ...
It's an interesting start. I think adding an x-axis statistic would be more useful for comparing them. e.g., armor & max flux or armor & flux disp. For weapons, damage/minute, flux/minute and range need to be taken into consideration.
Key figures for reference:
Is this helpful? I'll be keeping a copy on hand, but if it just messes up the thread I can remove ...
Not sure what you guys are going on about; all the ship stats are in the ship_data.csv file. It's easier to edit this in Excel than mess with an editor. While editors are nice, they make people lazy.
Take a look:Spoiler(http://i.imgur.com/3nlxw.jpg)[close]
How the hell do you get open office to look like that, I can never get it to look like that, or it just adds a ton of commas to my ship file.