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Beam weapons Thu, 05 August 2004 04:04 Go to next message
perece

 
Crewman 1st Class

Messages: 20
Registered: July 2004
Location: Moscow, Russia
Another crazy idea... It can improve game balance, as well as it can wreck it...
anyway. Why torps require two tech, weap and prop, while beamers only weap? Why laser battery defences require ener (and only ener), while laser weapons require only weap?
You can get the point. Beam weapons must require ener tech (lower than weap generally) and weap.
and not in same way torps require prop (just plainly increasing), but... let's say, power of weapon depends on weap tech it requires ultimately, but range depends on ener tech invested more, than on weap.
let's say also that laser requires none at all and x-laser only weap (just like they are)
Yaki phaser requires ener 1 and weap 7, bazooka - ener 4 and weap 8, colo - ener 7 and weap 9.
same in next generation, but plus one ener:
miniblaster - ener 2 and weap 13, mark4 - ener 5 and weap 14, heavy - ener 8 and weap 15
and so on.. (leave range 2 weap requirement same, and close R1 and R3 weaps to it by one tech)
[edit:]
Simple calculations show that insufficient... ener 10 becomes available at midgame anyway... so with 4 ener increment:
phasers ener req: 1,5,9 (colo will be 9/9, the "gattling ratio")
blasters ener: 2,6,10
disruptors ener: 3,7,11
... and what about pulverizers? 4,8 isn't seems so good..
say them an exception.. 6,12?
[:end of edit]

gattlings.. I think they must require same ener tech as weap they require already.

[another edit:]
and I forgot about sappers and R0. R0 seems be magnetic weapon, not "beamer" in common sence, so it can require no energy tech..
or low requirement.
Sappers, in other hand, must be equivalent to R3 beams "eneggy-tech-wise".
[:end of another edit]

So.. why it may improve current game balance?
currently, races what can develop weapons only has some advantage. If this ener thingy will be done, they only get bombs investing solely in weap research. and with low ener, they will get all range one, and maybe lower range two beams even if they max out their weap research. But "weak races" - mainly Packets and early AR - they benefit from that since they are to develop energy anyway...
Sure, it still can wreck game balance completely, so it's subject to testing, and maybe better seen as ver2 proposal than ver 1...

Any comments?


[Updated on: Thu, 05 August 2004 04:19]

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Re: Beam weapons Thu, 05 August 2004 08:47 Go to previous message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

perece wrote on Thu, 05 August 2004 04:04

Another crazy idea... It can improve game balance, as well as it can wreck it...

[snip extended text on tech requirements for various parts]

Any comments?



1. Initial goal of Freestars v1 will be to match what Stars! currently has.

2. Freestars coding, and the items in particular, is geared for a lot of flexibility. It would only take editing work of an XML file to adjust the tech requirements.

3. I suspect that a lot of balance testing would be required once changes start being made. If you want to play with this sort of thing *now* then I suggest getting a copy of StarEd and working with that.

- Kurt

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