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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Weapon Damage types

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Weapon Damage types
Offline Malcolm_Reynalds
05-05-2010, 10:38 PM,
#1
Member
Posts: 143
Threads: 21
Joined: Dec 2008

This is a change to weapons and shields for larger ships.

Disclaimer: these changes have nothing to do with hull damage, only shield damage.

One:
Add Damage types to capitol ship weapons of a type used by the given faction's fighter weapons.

Two:
Utilize the existing 3 tier shield/weapon attribute to further define a given weapon's role.
(we only use 1 tier)

Three:
If "Two" is implemented, change the attribute "pulse" from meaning simply "an EM-pulse based anti shield weapon" to "non-specific damage type weapon"


More in depth.

One:

http://discoverygc.com/forums/index.php?showtopic=39046
(I've refined my thoughts since then)

As I stated in the above thread, it seems to me that if fighter weapons have a damage type (all faction ones do) then it's common sense to me that a faction's capitol weapons would also have a damage type. (probably the same one)

http://spreadsheets.google.com/pub?key=rkR...amp;output=html

I know most faction fighters have 2 types to choose from and I only gave each faction 1 type this time around, I feel it is sufficient first step.


Two:

Every faction's fighter weapons have a Technology attribute: w_Laser01, w_tachyon01, etc. that dictate what percent of damage they do to different shield types. varying from: 80%, 100%, or 120% depending on shield type hit. In WeaponModDB.ini, there are not only what that damage percent is, there are 2 more levels of guns and shields listed to define modifiers. (we only use 1)

Not to be confused with shield Class, I propose "size" changes to weapons and shields based on their intended role:

Fighters/bombers/Frieghter Type01 size shields (class 1-10 fighter and up to lvl 6 frighter)
Gunboat/Transport type02 size shields (lvl 7-8 FR shields)
Cruiser/Battleship type03 size shields (lvl 9-10 FR shields)

anti-Fighter/Bomber/Frighter weapons: Type01
anti-Transport/Light warship weapons: Type02
anti-Large warship weapons: Type03

In addition to to the base damage boost/reduction from weapon type vs shield type, This would be an additional 10% base damage reduction for each "size" level difference between gun and shield. This is intended to make guns less effective against targets they were not designed to be used against. Ten percent is just a number I thought would make a good starting point, it depends on how radical you want the difference to be. (remember this is shield damage)


Three:

If number two is implemented, Then I feel the need to convert "pulse" into a "generic, non-specific" type of weapon to include those weapons that would not normally have a damage type. Weapons such as Cerebus and Solaris turrets would then be able to have their "role" further defined: All Cerebus turrets would fall into the "anti-Large warship" category, whereas all Solaris turrets would be categorized as a "anti-fighter/bomber" weapon.

the redefined "Pulse" weapons would be -20% base damage per size level from intended use, and do equal damage to all shield technology. (i.e. Graviton, Molecular, Positron)


EMP fighter weapons such as Debilitators would still be classified as pulse. They would then damage all shield types equally, so: full damage to fighters/bombers, 80% to Transports/gunboats (what they currently do already to graviton shields), and only 60% to CR/BS's.


All these changes can be made by altering these 3 files

st_equip.ini (shields)
weapon_equip.ini (weapons)
WeaponModDB.ini (shield damage modifiers)

I already have made changes to those files for testing purposes. (all three changes)
I would like to submit those changes for consideration for possible testing by the development team.

[attachmentid=288]


Attached Files
.zip   Replacement_files.zip (Size: 60.58 KB / Downloads: 44)
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Offline Prysin
05-05-2010, 10:54 PM,
#2
Apex Predator
Posts: 3,098
Threads: 165
Joined: Jul 2009

nah, i like the current cap systems.... makes you able to change shield and not be raped by the npc pulse and razor spam

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Offline Malcolm_Reynalds
05-05-2010, 11:55 PM,
#3
Member
Posts: 143
Threads: 21
Joined: Dec 2008

' Wrote:nah, i like the current cap systems.... makes you able to change shield and not be raped by the npc pulse and razor spam

Actually if this was implemented:

Fighter Pulse spam, no matter what shield you have, does equal damage for each type .

Quote:the redefined "Pulse" weapons would be -20% base damage per size level from intended use, and do equal damage to all shield technology. (i.e. Graviton, Molecular, Positron)

EMP fighter weapons such as Debilitators would still be classified as pulse. They would then damage all shield types equally, so: full damage to fighters/bombers, 80% to Transports/gunboats (what they currently do already to graviton shields), and only 60% to CR/BS's.


Battle Razors, though I didn't mention them, I listed them as "anti-fighter" so Razors do less shield damage to cap ships with this change. (also, no matter what CR/BS shield you have)


and in fact, currently the only cap shield that protects you from fighter pulse spam is graviton. This would allow choice in shields, not limit.
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