Svengali wrote:You mean you're going to add a lot more power to entities?
I'm aware that you only want to have some more fun while fighting, but the result is that this renders a lot of other stuff useless.
What I'm doing is offering the player a way to fully customize his ship, whatever the size (larger ships have more options available).
A few examples, using a Cobra Mk3 and a Boa:
- a Cobra Mk 3:
- an Iron-assed cobbie pirate or bounty hunter could equip a basic forward capacitor , a shield equilizer and a basic plasma accelerator, but that would mean it also needed a basic auxiliary power plant to recharge his quickly drained energy banks and increase speed (at the cost of fuel); in the end the compromises would leave him with minimal cargo space;
- the veteran trader might find the extra power plant's speed boost even more desirable; coupled with basic rear shields and the good old beam laser it makes for a ship capable or running from almost anything. He'd rather equip an external fuel pod than lose yet more cargo space on an internal tank, though.
- a Boa 2:
- in military configuration, it'd have mismatched shield capacitors to withstand frontal direct hits of up to second level plasma accelerators (of which it also has one), and the biggest power plant it could fit to increase the recharge rate, and thus the fire rate - plus a sizeable internal fuel tank for operating it;
- The peaceful veteran trader, on the other hand, might appreciate the same configuration as the Cobra Mk 3 - adding a basic forward capacitor and the equalizer would give him a sizeable overall reserve on both shields; since he's not thinking of staying and fighting against plasma accelerators, this trader has no real need for military grade capacitors
- The smuggler or blocade runner won't need a large gun, but are very interested in a big frontal shield, lots of speed and fuel enough to get them out of any jam.
- NPCs: They'll also have a small chance of having this type of equipment - some roles will always have some of the equipment according to size, though. I still have to look for a template and learn a bit more about roles (and everything else, really).
CommonSenseOTB wrote:With NPCs you can already make them invulnerable by giving them high energy and recharge. An invulnerable player is a bored one. Doing this will generally break the game.
For me it means that this will give all kind of weird behaviours in every mission as this is completely untested.
Yes, it's a ground-breaking development
.
I expect this might tilt previously balanced pitched battles, but other OXPs like NPCshields already do that by making thargons disproportionately harder to kill. There will be some adjustment, some traders and the fighting roles will get tougher, but in all I am hoping to eventually regain an internal balance with the use of the complete set of OXPs.
It can even result in unkillable entities, because some OXPs are already adding Uber ships and giving them even more power is likely to cause even more trouble.
If the player can equip his ship to be a monster from the deep compared to an unshielded vanilla adder, why can't he now and then come face to face with other monsters or even Cthulhu himself? It's a even a good opportunity to remember the lessons about when to run...
.
In any case, there are not all those many ships which can survive a direct hit of the Yamato Plasma Accelerator (which I also intend to give NPCs
, but no problem - the ships carrying them are so big you needn't worry about being surprised).
In my eyes a better way would be to give scripts/AIs more influence on performAttack. This would give OXPs a way to create interesting fights completely within the native range.
Good idea. I would be specially interested in group tactics.
CommonSenseOTB wrote:Are you intending to release this stuff for general use alongside all other oxp's? If so, you better come up with unique names for your equipment as that breaks my shield equalizer and capacitors oxp and/or possible line of progression.
EQ_FORWARD_SHIELD_CAPACITOR was a slip. Basically where your code said forward or aft I changed to fore and rear.
CommonSenseOTB wrote:Also, if it does the same thing mine does in the same way then it is effectively taking my oxp away from me without even asking. Lone Wolf and myself worked hard not to step on each others toes and to maintain game balance.
It does more or less what your does, with some balancing differences, and on a different scale. Furthermore, it's not supposed to break your OXP, but to be used alongside it.
Nevertheless, you have legitimate points saying I might be usurping your OXP's line of progression - that is exactly what I did, and using much of your code.
CommonSenseOTB wrote:If I don't want you to destroy my oxp and I ask you nicely not to make super capacitors, would you respect that?
Had you demanded, I'd have rubbed in the CC-NC-by-SA.
Since the concept and more than half the code are yours, if you asked politely, I would (with great sorrow) scrape releasing the project and probably would end up cancelling the rest of the suite, as I had also set my eyes on your Q-charger. Please don't ask...