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Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 6:01 pm
by Venator Dha
cim wrote:Military lasers ... they can't require the NEU, since you "need" the military laser to fight the Constrictor, and you don't get the NEU until a long time after that mission. Requiring any sort of energy unit would be inconvenient, since you'd be in even more trouble than usual if it got damaged.
Got Constrictor & Thargoid plans rewards mixed up
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 6:06 pm
by Zireael
^^ That sparked a thought: make the Constrictor mission give NEU?
Or port another mission from old Elite (or make a completely new one) which would give NEU before Constrictor?
Because I like the mil laser requiring NEU idea.
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 6:08 pm
by Cody
Quite simply - no!
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 6:31 pm
by Redspear
cim wrote:Historical note: as far as balance goes, scanner range in Elite was much reduced compared with ship speed than it is in Oolite. In BBC Elite you can take a stationary target from the edge of scanner to adjacent in 30 seconds - that implies a scanner range of only 9km (weapons ranged at ~5km/10km) in Oolite scale - which would be a very different fighting environment.
And presumably less time-consuming mass-locks...
I did try a spectrum emulation of elite a while ago; Lave to Zaonce was a very short trip compared to that in Oolite.
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 6:45 pm
by cim
Redspear wrote:And presumably less time-consuming mass-locks...
Especially since almost every ship you met was hostile - very little of this "slowly crawl past a trader going the same way".
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 6:51 pm
by Redspear
cim wrote:Redspear wrote:And presumably less time-consuming mass-locks...
Especially since almost every ship you met was hostile - very little of this "slowly crawl past a trader going the same way".
On the plus side, we've got injectors though
...once we can afford 'em
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 6:59 pm
by Redspear
Any merit in seperating ship to ship mass-lock from the scanner range?
Maybe to just outside beam laser range? (tries to remember how far that is
...)
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 8:18 pm
by Thargoid
Why not have the damage inflicted by the laser (of whatever flavour) be range-dependent? So at point-blank range it gives 100% of its damage level, but at maximum range it only gives 50% (for example).
Percentages and damage levels could be tweaked, but it perhaps offers a way to maintain the long range of the mil laser without making it unbalanced to NPCs.
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 8:40 pm
by Norby
Redspear wrote:Maybe to just outside beam laser range? (tries to remember how far that is
...)
15km, but I do not want to stop nearer to the bad guys than before.
Thargoid wrote:at maximum range it only gives 50% (for example)
Good idea! In addition this value can be lower without EU (0%?) and higher with NEU (100%?).
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 10:11 pm
by Switeck
Thargoid wrote:Why not have the damage inflicted by the laser (of whatever flavour) be range-dependent? So at point-blank range it gives 100% of its damage level, but at maximum range it only gives 50% (for example).
Percentages and damage levels could be tweaked, but it perhaps offers a way to maintain the long range of the mil laser without making it unbalanced to NPCs.
Yeah, but the damage has to drop off to nil at some point because it's rather unrealistic to go from hitting for even 50% damage to hitting for 0 damage.
A laser might do 100% of its max damage out to 50% range, only 50% damage at ~75% max range, and reducing to 0 damage at max range.
For a Pulse Laser, that's ~6.25 km range for its max damage, ~9.375 km for 50% damage, and 0 damage beyond 12.5 km.
For a Beam Laser, that's ~7.5 km range for its max damage, ~11.25 km for 50% damage, and 0 damage beyond 15 km.
For a Military Laser, that's ~15 km range for its max damage, ~22.5 km for 50% damage, and 0 damage beyond 30 km.
Re: Proposal for 1.82: equipment balancing and choices
Posted: Thu Jul 31, 2014 10:27 pm
by Falcon777
Switeck wrote:Thargoid wrote:Why not have the damage inflicted by the laser (of whatever flavour) be range-dependent? So at point-blank range it gives 100% of its damage level, but at maximum range it only gives 50% (for example).
Percentages and damage levels could be tweaked, but it perhaps offers a way to maintain the long range of the mil laser without making it unbalanced to NPCs.
Yeah, but the damage has to drop off to nil at some point because it's rather unrealistic to go from hitting for even 50% damage to hitting for 0 damage.
A laser might do 100% of its max damage out to 50% range, only 50% damage at ~75% max range, and reducing to 0 damage at max range.
For a Pulse Laser, that's ~6.25 km range for its max damage, ~9.375 km for 50% damage, and 0 damage beyond 12.5 km.
For a Beam Laser, that's ~7.5 km range for its max damage, ~11.25 km for 50% damage, and 0 damage beyond 15 km.
For a Military Laser, that's ~15 km range for its max damage, ~22.5 km for 50% damage, and 0 damage beyond 30 km.
I would imagine that if that were implemented a lot of things would have to be tweaked so as to make sure the game wasn't too hard or too easy.
Re: Proposal for 1.82: equipment balancing and choices
Posted: Fri Aug 01, 2014 5:34 am
by Wildeblood
Thargoid wrote:Why not have the damage inflicted by the laser (of whatever flavour) be range-dependent? So at point-blank range it gives 100% of its damage level, but at maximum range it only gives 50% (for example).
That's the first suggestion I've seen in this whole discussion that I like. It's always been wrong, and obviously so, that the laser beams have a definite end-point where their energy drops from 100% to 0 immediately. And the exact shape of the distance to power curve would give us something new to endlessly debate.
Re: Proposal for 1.82: equipment balancing and choices
Posted: Fri Aug 01, 2014 6:19 am
by maik
Thargoid wrote:Why not have the damage inflicted by the laser (of whatever flavour) be range-dependent? So at point-blank range it gives 100% of its damage level, but at maximum range it only gives 50% (for example).
Percentages and damage levels could be tweaked, but it perhaps offers a way to maintain the long range of the mil laser without making it unbalanced to NPCs.
Yep, this is something I could live with.
Re: Proposal for 1.82: equipment balancing and choices
Posted: Fri Aug 01, 2014 7:03 am
by cim
Falcon777 wrote:I would imagine that if that were implemented a lot of things would have to be tweaked so as to make sure the game wasn't too hard or too easy.
Definitely. The Constrictor Hunt mission would need a lot of testing, since a lot of the fighting in that is spent at long range.
Re: Proposal for 1.82: equipment balancing and choices
Posted: Fri Aug 01, 2014 9:22 am
by Zireael
Thargoid wrote:Why not have the damage inflicted by the laser (of whatever flavour) be range-dependent? So at point-blank range it gives 100% of its damage level, but at maximum range it only gives 50% (for example).
Percentages and damage levels could be tweaked, but it perhaps offers a way to maintain the long range of the mil laser without making it unbalanced to NPCs.
Like the idea.