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Author Topic: *.skin file format idea re: base hull stat multipliers  (Read 2370 times)

Trylobot

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*.skin file format idea re: base hull stat multipliers
« on: July 06, 2017, 04:02:24 PM »

Alex,

I notice in *.skin files, an interesting precedent is already established with baseValue and baseValueMult; it would be cool if there were a more general way to mutate base ship stats in the skin file by 'flat' or 'multiplier,' for every stat that could be so mutated (sort of like we can already do in Java code using the MutableStatsAPI)

By way of example:

brawler_tritachyon.skin
{
  "baseHullId":"brawler",
  "skinHullId":"brawler_tritachyon",
  "hullName":"Brawler (TT)",
  "skinStats": {
    "max crew*": 0.8,
    "base value=": 8000,
  },
}


Of note, the same keys are used in the ship_data.csv, with a suffix to indicate "flat" or "multiplier" relative to the base stat of the same name.
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Wyvern

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Re: *.skin file format idea re: base hull stat multipliers
« Reply #1 on: July 06, 2017, 04:10:14 PM »

Where would more complicated mutations be used?  Are we also going to posit 'generic' skin files that apply to multiple ships?  That... hm. Has some potential, actually.
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Protonus

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Re: *.skin file format idea re: base hull stat multipliers
« Reply #2 on: July 07, 2017, 06:29:34 AM »

I think giving the Skins more stat calculations is pretty cool idea, especially with a percentages sums along with the flat value for specific increments. One could wonder if the skins themselves are used for general purpose progression a la Specialist Ship Remodeling (i.e. Battlegroup XIV upgrades to all mid-tech ships), via resources and "not-a-lot" of credits.

Though it bugs me about having it overlap certain built-in Hullmods in most faction mod ships and at some level to certain ships that use certain hull sizes when you can slip a hullmod right in.

Then again, it would actually give low-level ships some permanent progression other than lazily tossing ships XP when they managed to "last-hit" enemies.
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Alex

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Re: *.skin file format idea re: base hull stat multipliers
« Reply #3 on: July 07, 2017, 08:23:49 AM »

The idea here is if you want to do that, then the way to go is to have the skin add a built-in hullmod that's specific to the skin. That way the changes can actually be seen by the player in-game (by looking at the hullmod tooltip) and they know to expect some changes (by seeing that there is a built-in hullmod). The .skin file, generally speaking, only touches stuff hullmods can't affect.
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Protonus

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Re: *.skin file format idea re: base hull stat multipliers
« Reply #4 on: July 07, 2017, 08:45:08 AM »

Then I'm all in for it, I don't see a reason not to. :D
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Trylobot

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Re: *.skin file format idea re: base hull stat multipliers
« Reply #5 on: July 08, 2017, 02:03:20 AM »

That way the changes can actually be seen by the player in-game (by looking at the hullmod tooltip) and they know to expect some changes (by seeing that there is a built-in hullmod)

I had not thought of it this way; good point. I was coming at it like a programmer, not a player
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