Thanks guys!
another_commander wrote:The question whether weapon ranges should all return to x0.33, as per Redspear's suggestion
here is still open for discussion.
I might try out some compromise values if I get the time and see how well they work...
Edit...
Looking at shipdata.plist:
- Only 2 entries have military lasers, the constrictor and the viper interceptor, both scaled at 0.4 (the thargoid warship's laser has a lesser range)
- 13 entries have beam lasers, 6 of which have been scaled below 0.5
- 11 entries have pulse lasers, 5 of which have been scaled below 0.5
Unless a serial offender in high tech, 'safe' systems, the player is most likely to be engaged by beam lasers, which are more likely to be posessed by pirates, hunters and police (as is the case with the standard viper). Pulse lasers are often posessed by traders and so players fond of their piracy might meet some of these a little more often than might otherwise be expected.
Current laser ranges in this build (half the values of standard oolite):
- Military - 15,000 (which, IIRC slightly exceeds the scanner range in both this and, proportionally, the standard version of the game)
- Beam - 7,500
- Pulse - 6,250
What if... the ranges of the beam laser and the pulse laser were swapped?
Would the beam laser still be the more desirable, effective and valuable weapon? I think so.
Might there then be some truth to the following?
Space Traders Flight Training Manual wrote:Pulse Laser Specification: Ingram Model 1919A4 Pulse Laser is recommended for all positional laser mountings, but is especially effective for rear-shooting.
Space Traders Flight Training Manual wrote:Beam Laser Specification: Ingram Model M1928A2 is highly recommended for front shooting.
I only found the following on laser ranges:
Space Traders Flight Training Manual wrote:Military Laser Specification: Range and penetration twice as effective as the Ingram Model M1928A2 beam laser.
Of course, with the military laser at the same range, the player can still snipe away at great distance but bigger targets at such a range are still hard to appreciate with regards to model and texture detail. Smaller targets here would be harder to hit and so give them a greater opportunity to close on the player, to a new, shorter range.
The difference in the range of the pulse and beam lasers isn't that much at present but it could be made slightly bigger, e.g.
- Miltary laser - 15,000 (unchanged, still reaching to the edge of the scanner)
- Pulse Laser - 7,500 (significantly better than the beam laser below but still the inferior weapon)
- Beam Laser - 5,000 (range for a 0.33 scaled beam laser would be 15,000*0.33 = 4950 - an almost identical experience, with regards model sizes of the smaler ships, to the standard game)
Controversial perhaps, but no more so than my previous proposal of laser ranges at 0.33 - and probably less noticeable in terms of gameplay.