Now - A question of balance

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on May 13th, 2010, 5:07 am
Ok, i am mostly finished with my mod... I have 2 questions though.

1st I created volley fire for photon  torpedoes. They fire 4 torpedoes in a volley, but reload 4 x as long. Same applies for Pulse Phasers. they fire a volley of 5 phasers, but reload 5x as long. Is this still balanced?

2nd How do I change the numbers in descriptions.
posted on May 13th, 2010, 5:09 am
Generally speaking that is balanced.

  It makes for an interesting difference because it's usually better to dispense as much firepower as possible as quickly as possible.

  If both ships do 5 damage per second (DPS) over 10 seconds, but one does 25 the first second while the other does 5 every second, assuming they have the same hp it's most likely that the first one will win :).
posted on May 14th, 2010, 2:38 pm
Well, depends on what your idea of balance is  :sweatdrop: . A reload like that means that you are doing huge amounts of damage at the onset of battle, allowing you to blow a few vessels away immediately. On the other hand, if you can't micromanage well, you'll have a lot of overkill and waste your firepower.

Changing the numbers in the description.... that's via the Dynamic Strings List file (open it with notepad ++ or something similar), but I don't suppose you mean that you want to calculate new numbers? If that's true, Mal has a few posts on here that describe how you can get a rough calculation for it - but to get the actual values, that requires the tools the devs use  :sweatdrop:
posted on May 14th, 2010, 3:21 pm
Dominus_Noctis wrote:Well, depends on what your idea of balance is  :sweatdrop: . A reload like that means that you are doing huge amounts of damage at the onset of battle, allowing you to blow a few vessels away immediately. On the other hand, if you can't micromanage well, you'll have a lot of overkill and waste your firepower.



True, but it makes it cannon and KEWL  :woot:

Dominus_Noctis wrote:
Changing the numbers in the description.... that's via the Dynamic Strings List file (open it with notepad ++ or something similar), but I don't suppose you mean that you want to calculate new numbers? If that's true, Mal has a few posts on here that describe how you can get a rough calculation for it - but to get the actual values, that requires the tools the devs use  :sweatdrop:



That file only changes the description. I don't need 2 change the description. I need to change the numbers. (damage is still the same, just add shots per volley and increase the reload time)  :D
posted on May 14th, 2010, 3:26 pm
Last edited by Dominus_Noctis on May 14th, 2010, 3:31 pm, edited 1 time in total.
Zweistein000 wrote:True, but it makes it cannon and KEWL  :woot:

That file only changes the description. I don't need 2 change the description. I need to change the numbers. (damage is still the same, just add shots per volley and increase the reload time)  :D



Heh, you did ask for balancing opinions :)

Yup, the numbers should be in the dynamicstringslist too as I recall :) You'll need to change the symbols though - the StringsList doesn't display 'normal' numbers  :sweatdrop:

EDIT: oh wait, did you mean to actually change how many shots are fired per time? That would be in the odfs. So something like "fedW_sovereign..." . You'll want to look at the shot delays of that ship explicitly for photon bursts I think :)
posted on May 14th, 2010, 7:10 pm
I already changed this. I just need the descriptions.
posted on May 14th, 2010, 7:16 pm
Well, it's in the dynamicstringslist :) . For instance:

[quote]"AUTOTOOLTIP-fedW_mirandaiiMr21.odf", "
     
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