The shield circle shall encapsulate the entire collision circle.
Question though: What if the Hull points are already in halve in comparison with armor, since Onslaught is bustling with a ton of hull health already, cutting it in half while double armor still remains similarly effective, yes? Of course, the resistance of armor and hull are taken to consideration.
Small missile weapons should not be LRMs. Exercise extreme caution with small LRMs, because they are far easily massed than other types of missiles.
One thing you might add to this is something about drones
Armor shall not be excessively high. Fights with ships that have more than twice the armor of an Onslaught are uninteresting at best, badly broken at worst.
Mass will represent the ship's size and perceived weight. Excessively high or low values can cause strangeness and erroneous collision damage calculations.
Hull points should represent the visual size of the sprite. Durable or fragile ships ought to have hull adjusted up or down, respectively, but the baseline for hull is essentially how meaty the ship looks.
Extreme weaknesses do NOT compensate extreme strengths because they can always be exploited by a player and not the AI.
This is especially true when said strengths are one of the most important balancing factors: speed, range, shield efficiency, alpha strike damage. Extreme strengths also tend to become ridiculous with skills and hullmods, and reciprocally weaknesses can be compensated.
Ship Design
- The ship sprite will not be excessively large. It is difficult to play the game with ships that are too large, the AI can choke, balance becomes an issue, effects can become problematic, etc.
Ship Design
- Sprite:
- Empty (full-alpha) borders on the sprite will be avoided. The extra pixels potentially use more video memory and can cause the AI to have trouble hitting the ship. You do not have to edit existing sprites, however (unless it's way off), because you will potentially have to re-do the hull file.
All ships that can be piloted by the player will have a ship system.Hmm... Why? WHat's wrong in piloting low-end cheap ship with no system?
Ships should not use TwigLib. Use it only when there is a good reason to do so, because using it is a lot of extra work, can cause problems, and is hard to support.
- Hidden weapons should be avoided, except on drones and fighters. These slots tend to have more issues than other types of slots, especially if missiles are mounted on them.
Also, I'm not sure if this is still an issue, but installing a weapon with a scripted animation in a hidden slot can sometimes crash the game.
A new one: Fighters must have all their weapons buit-in or those might appear in the battle loot, even if they have the "SYSTEM" flag.An add on to this: Even system weapons can be recovered from fighters if they are scuttled. Or at least the Templar fighter clarents
Also, I think this should be stickied in the modding resources.
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Also, it would be great to have a bit of consensus on the 'value' of flight decks. I have seen 4 - 6 small mounts equivalents per flight deck but I'm not sure really.
By the way, this thread should be sticked on the top. It's too handy to be let disappear in the depth of the modding sub-forumI second that!
[Ca] Paragon - 73,625
[Ca] Astral - 73,404
[Ca] Onslaught - 65,470
[Ca] Legion - 59,475
[Ca] Prometheus - 57,120
[Ca] Conquest - 53,392
[Ca] Atlas - 49,740
[Ca] Odyssey - 40,722
[Cr] Colossus - 32,322
[Cr] Rampart - 30,446
[Cr] Doom - 29,640
[Cr] Colossus Mk.II - 28,240
[Cr] Colossus Mk.III - 28,224
[Cr] Dominator - 27,122
[Cr] Mora - 26,971
[Cr] Starliner - 25,178
[Cr] Apogee - 24,448
[Cr] Aurora - 23,845
[Cr] Venture - 23,518
[Cr] Heron - 22,940
[Cr] Eagle - 22,541
[Cr] Brilliant - 22,141
[Cr] Gryphon - 20,872
[De] Phaeton - 18,999
[Cr] Falcon - 18,464
[De] Valkyrie - 16,474
[De] Berserker - 16,610
[De] Scintilla - 15,633
[De] Fulgent - 15,438
[De] Gemini - 15,206
[De] Tarsus - 14,288
[De] Nebula - 14,062
[De] Condor - 13,953
[De] Mule - 13,598
[De] Harbinger - 13,454
[De] Medusa - 12,622
[De] Enforcer - 12,342
[De] Bastillon - 12,233
[De] Buffalo - 11,919
[De] Drover - 11,784
[De] Hammerhead - 11,702
[De] Sunder - 10,675
[De] Salvage Rig - 10,174
[De] Buffalo Mk.II - 9,304
[Fr] Dram - 7,676
[Fr] Wayfarer - 7,089
[Fr] Scarab - 6,514
[Fr] Centurion - 6,087
[Fr] Cerberus - 5,946
[Fr] Afflictor - 5,707
[Fr] Lumen - 5,368
[Fr] Monitor - 5,113
[Fr] Shade - 4,790
[Fr] Shepherd - 4,410
[Fr] Brawler - 4,402
[Fr] Mudskipper - 4,118
[Fr] Mudskipper Mk.II - 4,006
[Fr] Lasher - 3,956
[Fr] Vigilance - 3,954
[Fr] Ox - 3,934
[Fr] Glimmer - 3,862
[Fr] Tempest - 3,380
[Fr] Mercury - 3,258
[Fr] Defender - 3,148
[Fr] Hermes - 3,138
[Fr] Wolf - 3,110
[Fr] Kite - 3,052
[Fr] Omen - 3,037
[Fr] Kite (S) - 3,046
[Fr] Hyperion - 2,952
[Fr] Hound - 2,951
[Fr] Warden - 2,861
[Fr] Picket - 2,076
[Fr] Sentry - 1,954
[Fi] Trident - 839
[Fi] Zyphos - 838
[Fi] Khopesh - 828
[Fi] Gladius - 760
[Fi] Longbow - 667
[Fi] Flash - 654
[Fi] Mining Pod - 583
[Fi] Piranha - 579
[Fi] Lux - 566
[Fi] Thunder - 554
[Fi] Warthog - 547
[Fi] Claw - 543
[Fi] Broadsword - 536
[Fi] Dagger - 451
[Fi] Spark - 389
[Fi] Talon - 340
[Dr] Terminator - 234
[Dr] Borer - 188
[Fi] Wasp - 173
[Dr] PD Drone - 92
Price and rarity shall not be considered important balancing stats. If the weapon is simply better than other options in anything but a very minor or superficial way, it out to be changed -- rare or not. Ordnance Points are a better last-ditch balancing tool.