Resource Cost vs Ship Capabilities Formula

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
posted on September 21st, 2011, 5:32 pm
This probably goes in the modding section, but since it's about balance anyways I thought I'd put it here.

What is the formula for determining the resource cost and build time for a particular ship?

What would a ship with these capabilities cost:

Range - Long
Weapons
- Torpedo, 8 Offensive
- Phaser, 5 Offensive

Passive
- Ablative Armor Plating

Specials
- Antimatter Charges, 4 Offensive over 5 seconds, 1 Grid area of affect, Takes 7 System Value

Defensive Value:
- 3 Hull
- 10 Shields

System Value - 9

Speed:  130


Is there some sort of formula that can calculate how many resources and how much time it would take to build this example vessel?
posted on September 21st, 2011, 5:54 pm
the formula is rather complex and requires a lot more information, like techtree, unit roles and the like.

For a mod its probably best to go with a best guess, or look for a similar FO ship.

By the way, Fleet Operations doesn't work the way you think it does. There is no offensive value per weapon, damage is not measured in offensive values and a special ability does not consume system value, but energy. Defensive Value is also not splitted for shield and hull.
posted on September 21st, 2011, 6:06 pm
The example ship is a bottom-of-techtree destroyer.

By the way, I know about the specials consuming energy.  The system value I put as 'consumption' is to give an idea on how frequently the weapon can be used since the system value seems directly related to the special energy aboard.  Sorry if this seems like bad representation of the data.

The reason I split up the shield and hull hitpoints was to give an approximate ratio between the two.  The defensive value of the ship is 13.  I just tried to give you an idea of the ratio between the hull and the shield.

The offensive value of the ship is also 13.  But I split it between the torpedoes and phasers to show which one does more damage.  Although, I know that it is possible for the torpedo to deal more damage than the phaser does even if the torpedo has a lower offensive value than the phaser.

The special having an offensive value was bad representation of the data on my part.  I should have given how much damage the shockwave does per second.  Sorry.
posted on September 22nd, 2011, 2:57 pm
I know that the formula is complex, but can you give me a vague idea on what it is?
posted on September 22nd, 2011, 4:38 pm
i would recommend looking for a similar FO ship, like a scout or something like that, and then alter the values a bit to fit your needs. I cant give you values without setting up a "balancing system" for the scenario, and that's something I sadly don't have time for at the moment. All busy with working on the next version :) sorry
posted on September 22nd, 2011, 10:42 pm
Okay.  I'll look at similar ships.  But it looks like I'll have to come up with my own formula for now.
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