Freelancer pack
- Autohummer
- Militia Lieutenant
- Posts: 238
- Joined: Fri Jan 06, 2012 10:51 am
My hard drive exploded yesterday, so modding has been temporarily halted for system repairs. The development files are fine, though.
Has resurfaced!
- Autohummer
- Militia Lieutenant
- Posts: 238
- Joined: Fri Jan 06, 2012 10:51 am
Has resurfaced!
- Autohummer
- Militia Lieutenant
- Posts: 238
- Joined: Fri Jan 06, 2012 10:51 am
@Jay2Jay & whoever that downloaded this mod:
How was it? Any serious bugs? Anything that needs improvement?
How was it? Any serious bugs? Anything that needs improvement?
Has resurfaced!
Besides the number of ship turrets being over powered (do you realize that four turbolasercannons output 114 damage per second?) if you are lucky (0.375 chance) you can get a full particle beam weapon outfit by Rigel (six slots output 198 particle damage/second) That's as much as a CSC, at Rigel!
the starting equipment should be average for the lower end ships and then steadily more baseline for the larger ships; starting at heavy titanium armor and class III deflectors for the starflier, gradualy down to ultralight titanium armor and class I deflector for the eagle
Ok, enough about the ships now for the shields:
A class I deflector has 35 HP and 12 regen Power is 10 level I
A class II deflector has 45 HP and 16 regen Power is 20 level II
A class III deflector has 80 HP and 28 regen Power is 100 level IV
A Cyclotron S10 has 60 HP and 6 regen Power is 10
A Cyclotron S55 has 120 HP and 8 regen Power is 40
A Cyclotron S1200 has 160 HP and 12 regen Power is 80
A Mammoth 25 has 270 HP and 20 regen Power is 250
A Mammoth 50 has 350 HP and 28 regen Power is 500
A Mammoth 100 has 600 HP and 28 regen Power is 1000
Now using those as base shields
(35*12)/10= 42
(45*16)/20= 36
(80*28)/100= 22.4
(60*6)/10= 36
(120*8)/40= 24
(160*12)/80= 24
(270*20)/250= 21.6
(350*28)/500= 19.6
(600*28)/1000= 16.8
Now since all of your resistances seem to be within bounds of +-25 I'm exclusively using values from those shields which don't have specialized resistances
so in order for your shields to be as balanced as the game ones their (HP*regen)/power ratio must be no higher than fifty and no lower than 16 (according to this sample size) so you should adjust your poweruse accordingly for each shield to fit within this ratio size.
The *cheap*.*common* shields should have a lower ratio number than the *expensive*,*rare* shields of the same level.
the starting equipment should be average for the lower end ships and then steadily more baseline for the larger ships; starting at heavy titanium armor and class III deflectors for the starflier, gradualy down to ultralight titanium armor and class I deflector for the eagle
Ok, enough about the ships now for the shields:
A class I deflector has 35 HP and 12 regen Power is 10 level I
A class II deflector has 45 HP and 16 regen Power is 20 level II
A class III deflector has 80 HP and 28 regen Power is 100 level IV
A Cyclotron S10 has 60 HP and 6 regen Power is 10
A Cyclotron S55 has 120 HP and 8 regen Power is 40
A Cyclotron S1200 has 160 HP and 12 regen Power is 80
A Mammoth 25 has 270 HP and 20 regen Power is 250
A Mammoth 50 has 350 HP and 28 regen Power is 500
A Mammoth 100 has 600 HP and 28 regen Power is 1000
Now using those as base shields
(35*12)/10= 42
(45*16)/20= 36
(80*28)/100= 22.4
(60*6)/10= 36
(120*8)/40= 24
(160*12)/80= 24
(270*20)/250= 21.6
(350*28)/500= 19.6
(600*28)/1000= 16.8
Now since all of your resistances seem to be within bounds of +-25 I'm exclusively using values from those shields which don't have specialized resistances
so in order for your shields to be as balanced as the game ones their (HP*regen)/power ratio must be no higher than fifty and no lower than 16 (according to this sample size) so you should adjust your poweruse accordingly for each shield to fit within this ratio size.
The *cheap*.*common* shields should have a lower ratio number than the *expensive*,*rare* shields of the same level.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}