Ship balance changes

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Re: Ship balance changes

Post by Zsoca »

Just wait for the new release with new unlawfull freighters :-D Spoiler ups  :D  :D
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Re: Ship balance changes

Post by cmdrsaman »

About the Scorpion: don't get me started on that ship :) Let's just leave it at that that I won't make any changes to it.

As for the rest of the ships: you'll find that I changed some of those that have been mentioned, and some others too. Go check them out, and suggestions plox.

@ Endymion: that's not a bug, it's a feature of the original Freelancer. You see, the vanilla ships have subparts, and here's how they work.
There are several parts of the ship, their number depending on the model, that can be damaged and shot off. For example, the wings. Each of these parts have an armor rating defined, and if the damage done to the part exceeds this, then it switches over to a different model (a broken wing). This can be done with guns as well, but the most common is that projectiles damage the subparts, as they cause splash damage. However, damage done to the subpart is also applied equally to the ship, which is the root of the problem: if one subpart is hit as well as the ship, then the damage is effectively doubled. (If it weren't this way, some of these ships could laugh gunfire off.) Now, there are some ships where some subparts are clustered together closely enough that a mine or a missile can hit several of them, and boom, the damage done skyrockets because of the multiplier. Some ships have it worse than others: compare the Valkyrie N1 to the Anubis Mk2. Both are based on vanilla models (they're pretty much cloned) and both have subparts, yet nobody's complaining about the latter. Why? Because it has fewer subparts, and they're wider together. The Anubis has the two wings as subparts, so the max damage multiplier is 3x, and hitting both wings at once is really hard. However, the N1 has three subparts, so the max damage multiplier is 4x: and the subparts are the two wings and the tail. These are so close together that almost any hit to one is guaranteed to damage all three, and there you have your instakill.

What could be done against this? First off, we could raise the hitpoints of the subparts. It's easy, but this wouldn't be worth much, as the damage multiplier would still be there. Second, we could remove the subparts. This sounds simple enough, but actually, it's not as easy as that. They're defined in two places, and I'm fairly certain that removing the code would leave the damage multiplier in place. We could try this out, but we can't test this offline, as npcs don't exactly use missiles. Lastly, the surefire way would be to remake the ship completely, and leaving the subparts and wireframe (which is where they're also defined) completely out. That'd solve the issue, but I think you can see that it'd take a lot more work :) Not to mention that these would have to be new ships (for example, an N2) because I'd be willing to bet money on that remaking a ship already bought by players this way would crash the server. (It would be looking for the subparts, as afaik they're stored in the player files, but they'd be no longer there. Result? Crash.)

Now, given that this is not a bug but a balance issue, and one that would require a lot more work to solve than the other ships, I think you can see why it's not exactly on the top of the list :)

Oh yeah, and about the Thoth: did you try pvping in that ship? Pirating in it is only feasible if you'd do it in a group. Since HFC and XEF have gone inactive, well...

As for buffing up the vanilla ships... To make them competitive against the custom ships, you'd have to multiply their armor by at least 3x. Which would make them soak up gunfire like whoa. Which would make them unbalanced. Either that, or we could nerf missiles to be completely useless, or upgrade explosives to be insta-kill weapons against all ships, neither of which would go well with the majority of the server I think :P So, I could increase their turning and such too, but really, what would be the point? :/
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Re: Ship balance changes

Post by anoyingnomad »

About the N1, thats not fun :| I liked that ship lol.

About the Toth, its not entirely impossible to fight in it. As i indeed did try it out lol. It didn't worked out as i expected, its actually not bad in PvP o.O

Slight changes could do the job i think. Up his cargo abit and his armor. Tah-Dah!
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Re: Ship balance changes

Post by Battor »

[quote="cmdrsaman";p="222139"]Shilone: armor downed to 8750. Turning downed somewhat. (Some other HFs still turn faster, it just seems faster because it's a smaller ship.)
[/quote]

Think the point of VHFs are higher armor,strong guns and lower turn rate.And it's a normal thing that other HF turn faster than Shilone cos it's a VHF
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Re: Ship balance changes

Post by [BLK_LGN][X]Zeus »

[quote="cmdrsaman";p="222174"]Oh yeah, and about the Thoth: did you try pvping in that ship?
[/quote]

:D :D :D
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Re: Ship balance changes

Post by -=Blade=- »

yea Zeus we know u love to fly Thoth :D :D
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Re: Ship balance changes

Post by geromix »

Well i got some more suggestions(not exactly ship balancing ones but they are all related to ships)-

1.If it is being planned to have long trade routes which would pass through at least 5 systems(30 mins-1 hr total time) then we should have trains and other big transport ships for traders. They would have a cargo capacity of more than 2000. They could however only be operated on long trade routes. To do this,they can only be docked at ports(like Battleships) from where they would buy/sell commodities.
This would make pirates go for loot. And traders would be forced to hire escorts for protection as they can't afford to lose such huge amounts of commodities.

2. Since nothing much can be done with some of ships that are considered 'flawed' like Tomahawk etc one should just remove them from the mod and make space for newer ships.

3. Possibility of maybe having a mining ship for mining purpose. Maybe not a ship exclusively for it but increasing the yield per shot in a mining field to make mining as profitable as trading.

4.I don't know how u can implement this but how about having the ability to craft your own equipment. Maybe have a gun or canon that has 5 parts to it lying in different ship wrecks across Sirius. One needs to get them altogether and then get that gun 'assembled'. I suppose the 'assembling' part is toughest so why not ask the player to give the parts to an Admin and the Admin will give that special gun in return.

5.Change the starting ship of a newbie,Lvl 11 to something else. It could be custom ship for new players having decent cargo space for some initial trading and some decent fire power. Maybe have special equipment for new players to make things more interesting and make the player stay & stick with the mod.

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Re: Ship balance changes

Post by Zsoca »

4.I don't know how u can implement this but how about having the ability to craft your own equipment. Maybe have a gun or canon that has 5 parts to it lying in different ship wrecks across Sirius. One needs to get them altogether and then get that gun 'assembled'. I suppose the 'assembling' part is toughest so why not ask the player to give the parts to an Admin and the Admin will give that special gun in return.
There is a similar feature in Shattered Worlds: You need 10 special weapon parts - they are all different - they are commodities. So when a player collects all the 10 parts,he/she contacts the Admin, then the player can chose from 4 different unique guns...Hehe so these feature is allready taken by another mod :-P :-D:-D
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Re: Ship balance changes

Post by Ryus »

[quote="Zsoca";p="222243"]
4.I don't know how u can implement this but how about having the ability to craft your own equipment. Maybe have a gun or canon that has 5 parts to it lying in different ship wrecks across Sirius. One needs to get them altogether and then get that gun 'assembled'. I suppose the 'assembling' part is toughest so why not ask the player to give the parts to an Admin and the Admin will give that special gun in return.
There is a similar feature in Shattered Worlds: You need 10 special weapon parts - they are all different - they are commodities. So when a player collects all the 10 parts,he/she contacts the Admin, then the player can chose from 4 different unique guns...Hehe so these feature is allready taken by another mod :-P :-D:-D[/quote]

Did they copyright it :P ?  Cause it is still a cool idea, worthy of taking a look at imo.  :D
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Re: Ship balance changes

Post by -=Blade=- »

i agree with Geromix about trade runs/large cargo ships and pirating/escorting...weapon part idea to would be nice :)
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Re: Ship balance changes

Post by Zsoca »

[quote="Ryus";p="222248"][quote="Zsoca";p="222243"]
4.I don't know how u can implement this but how about having the ability to craft your own equipment. Maybe have a gun or canon that has 5 parts to it lying in different ship wrecks across Sirius. One needs to get them altogether and then get that gun 'assembled'. I suppose the 'assembling' part is toughest so why not ask the player to give the parts to an Admin and the Admin will give that special gun in return.
There is a similar feature in Shattered Worlds: You need 10 special weapon parts - they are all different - they are commodities. So when a player collects all the 10 parts,he/she contacts the Admin, then the player can chose from 4 different unique guns...Hehe so these feature is allready taken by another mod :-P :-D:-D[/quote]

Did they copyright it :P ?  Cause it is still a cool idea, worthy of taking a look at imo.  :D[/quote]

Hehe it is not copyrighted...but as i know its an unique feature of that mod, if we interpret it into these mod that it will be not unique :)...We can still make features unique for The Void :)
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Re: Ship balance changes

Post by Battor »

I think it would be good that every faction has his own ship (LF,HV,VHF) and equipment and a faction ID (like license there are rouge,navy,pirate,assasin,hunter and police licences on void) that identyfies your character and when u moant it,it changes your faction tag and diplomacy relations whit other factions (i know thats very much to work but well...it's the best and the only way to start RP on this server)

The whole thing i wrote up is the way its on discovery 24/7 rp,maybe few of yuo dont like the idea,but if you wanna convice ur self that that works,just check the discos and voids online players statistics and youl see the difference in numbers.It's a fact,I don't wanna argue whit any1,but if big changes don't happen here in the new upcoming mod,this place will be dead like a desert.

Wanna hear your oppinion on this 1 laydies and gents,so shoot on!

cheers
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Re: Ship balance changes

Post by vector-x »

the Nomads "exclusiv" is actually a test aiming for that goal Battor,we started with the Nomads becouse the Void mod is all about "The Nomads continue their eternal struggle against the newly aligned forces.
The Order, Robots, Monkeys and Europa all work together in the defense of
their systems against the Nomad onslaught. However, the Houses of Liberty,
Rheinland, Bretonia and the Kusari work to further their own aims and
provide little help to the others, concerned that this new alliance might
upset the balance of power in Sirius."
altho,i dont mean we going to follow that specific mod on that area,as we are The Void and not "Void Discovery" nevertheless if its the most popular or the most unpopular mod,we will never take anything from other mods,being that ideas,concepts or mod materials.


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Re: Ship balance changes

Post by QUASAR »

[quote="-=Blade=-";p="222195"]yea Zeus we know u love to fly Thoth :D :D[/quote]
Thoth Power!  :x
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Re: Ship balance changes

Post by Demonlord »

Apophis are the trops fix or did anyway have a convo about tat :-??
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