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Author Topic: Ship design types should have an ordinance discount for weapons of the same type  (Read 861 times)

Oni

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Hi there, just something I thought would make sense.

A ship is built to work with certain weapons and would therefore work better with weapons of the same 'type'.

What I mean is the ship design type (ie Low Tech, Luddite, Pirate, etc) would get an Ordnance point discount for weapons that are of the same design type, to represent that the systems are designed to work together and don't need any fancy workarounds to function. How much of a discount would be up to balance tests (50% on the extreme of one end, to 20% on the other. 35% to be midway), but I thought it'd make sense for there to be a reason to arm your ship according to the design philosophies of the faction you got it from rather than just grabbing the "best" weapon you can find and bolting it on.

The simplest way to implement this I can think of would be to add a hullmod to each ship design type that gives the relevant discount... at least I think that's simple, I don't honestly know much about programming.

Just something I thought would be interesting.
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Retry

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Seems that'll be a bit difficult, since ships are currently categorized as low/mid/high and all the standard Vanilla weapon types are "common".
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Oni

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It would probably apply to faction specific weapons and ships more than anything else (I do play with a lot of modded factions), but those weapon/ship sets do carry the label of their faction (Diable, Mayasuran, etc). It's just something I noticed when I never ended up equipping ships of a faction with the weapons of that faction, unless I deliberately tried to.
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Retry

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Not really vanilla-relevant, then.

Even in the explicit case of modding, doing a blanket OP discount through vanilla isn't a good idea.  In any case, there's a method to arbitrarily grab weapons/fighters (if not through design type explicitly, then through prefixes/suffixes, which achieves the same thing) and then modify their OP costs and possibly other things through hullmods.  Which is to say, if the mod author wanted their faction's weapons to have certain advantages on their faction's ships such as OP discounts, they certainly could.  Most mods don't though, so the authors presumably don't feel any need to.

On top of all the sudden balance implications faction-centric OP discounts would cause, it also means that if the mod author doesn't want their faction mods to be affected by the changes (since most of them don't have any factional bonuses from mounting same-type systems, that'd be most of them), they'd have to start jumping through hoops to avoid the undesired interaction.  Maybe by making the ship designs and weapon times technically different (ex: "Faction_Ship" vs "Faction_Weapon") or creating a hullmod whose only purpose is cancelling out the undesired effect from vanilla.

Either way, this would create plenty of issues without solving any.
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Wyvern

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Well, most factions don't do this because it wasn't really practical to do before 0.95, and the factions that are out now tend towards being more on the level of compatibility updates than really re-thinking through what new options they've got.

(I've actually toyed with plans for doing the inverse - having a few ship designs that explicitly gain bonuses if you only install vanilla weapons on them. But those were also ship designs with abnormally high flux dissipation, designed to have their firepower limited by available weapon slots rather than flux, which meant they suddenly became really OP in combination with mod-added high-cost high-performance weapons.)
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Wyvern is 100% correct about the math.