Armada II Rebalance Project
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on May 30th, 2011, 2:11 pm
This currently isn't in progress, but I have a general idea on what I want it to be like.
Damage System
25 hitpoints is equivalent to a 1-megaton warhead. Most vessels won't be able to withstand this without shields.
Since most hulls can't withstand megaton warheads, the tooltips will display a shield rating instead of a defensive value. The values displayed will be:
Weapons Rating
Shield Rating
System Rating
Standard Federation photon torpedoes have a 65-megaton yield. Other photon torpedoes may have a much, much, much lower yield. Quantum torpedoes will probably have a 200-megaton yield.
Tereanan chroniton torpedoes have a 5-megaton yield. Unfortunately, they go through the shields and very few ships can withstand much more than a 1 or 2 megaton yield without shields. The Tereanans may or may not be in the initial release though. Some early-game Tereanan ships may have only kiloton warheads.
Romulan torpedoes will be around 30 to 40 megatons.
Klingon torpeodes will probably be around 30-50 megatons for some vessels, but most of them will probably be in the kiloton range.
Cardassian torpedoes will be around 25 to 35 megatons with their quantum torpedoes being around 120 megatons.
Borg torpedoes will be around 260 megatons.
I'll find a way to balance it out. Most likely through the use of special weapons, build costs and times, construction method, and a few other surprises. The Klingons will most likely be able to build multiple ships from a single yard like they do in Fleet Ops. Early-game Borg ships probably won't have torpedoes.
Early-game Tereanan ships will most likely be the most difficult to balance and most likely won't be in the initial release.
Damage System
25 hitpoints is equivalent to a 1-megaton warhead. Most vessels won't be able to withstand this without shields.
Since most hulls can't withstand megaton warheads, the tooltips will display a shield rating instead of a defensive value. The values displayed will be:
Weapons Rating
Shield Rating
System Rating
Standard Federation photon torpedoes have a 65-megaton yield. Other photon torpedoes may have a much, much, much lower yield. Quantum torpedoes will probably have a 200-megaton yield.
Tereanan chroniton torpedoes have a 5-megaton yield. Unfortunately, they go through the shields and very few ships can withstand much more than a 1 or 2 megaton yield without shields. The Tereanans may or may not be in the initial release though. Some early-game Tereanan ships may have only kiloton warheads.
Romulan torpedoes will be around 30 to 40 megatons.
Klingon torpeodes will probably be around 30-50 megatons for some vessels, but most of them will probably be in the kiloton range.
Cardassian torpedoes will be around 25 to 35 megatons with their quantum torpedoes being around 120 megatons.
Borg torpedoes will be around 260 megatons.
I'll find a way to balance it out. Most likely through the use of special weapons, build costs and times, construction method, and a few other surprises. The Klingons will most likely be able to build multiple ships from a single yard like they do in Fleet Ops. Early-game Borg ships probably won't have torpedoes.
Early-game Tereanan ships will most likely be the most difficult to balance and most likely won't be in the initial release.
posted on May 30th, 2011, 2:47 pm
By your math...standard Photons will do 1,625 points of damage..and Quantums will do 5000 points of damage. Thats quite a bit. Youre gonna have to pump the shields up mightily in order to have decent length battles and not have 1 torp deaths all the time...
posted on May 30th, 2011, 3:11 pm
This is going to be more difficult than I originally thought.
posted on May 30th, 2011, 4:23 pm
You can't use such simple maths when trying to balance something this complex. You can't use "real science" numbers; it simply won't work.
Just change the numbers to balance things against each other, instead of against a ruler.
Just change the numbers to balance things against each other, instead of against a ruler.
posted on May 30th, 2011, 5:35 pm
I could make it so 26 shield hitpoints = 1 isoton. 104 hull hitpoints would equal 1 isoton. Federation photon torpedoes are 25 isotons, which would only equate to 650 hitpoints. The Quantum torpedo would have a 75-isoton yield. It would require the extra weapon commands to be put in, but it would make it easier to implement.
Tereanan torpedoes have a 1.9-isoton yield.
Tereanan torpedoes have a 1.9-isoton yield.
posted on May 30th, 2011, 5:42 pm
Higher level Photons have a 200 Isoton yield, some can go even higher.
posted on May 30th, 2011, 5:45 pm
Tyler wrote:Higher level Photons have a 200 Isoton yield, some can go even higher.
Captain, what do the sensors say about their photon torpedo yields?
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