damage type problem

These are old bug reports that have been closed.
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Charon Mass of Goo
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Ttech wrote:I like the particle weapons. ;)
Wewt. Woo yeah. The particles are comin' to town!
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Ttech
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Charon Mass of Goo wrote:
Ttech wrote:I like the particle weapons. ;)
Wewt. Woo yeah. The particles are comin' to town!

yeah . My custom one was the best. ;l)
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F50
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oddbob's revision is very nice. I like it.
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Ttech
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F50 wrote:oddbob's revision is very nice. I like it.
;)
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Charon Mass of Goo
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F50 wrote:oddbob's revision is very nice. I like it.
Oddbob>all
Ttech>all
Me>nerds
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Betelgeuse
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ok Charon Mass of Goo, Ttech this is getting to new lows of posts. This thread is a discussion of an idea that me and oddbob had that we feel would be for the good of the game. You two are treating this board like a chat going off topic on whim, adding replies that often don't even consist of a single sentence, and adding nothing to the discussion at hand.

I have to ask in public now can you two please bring up the quality of your posts.
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Charon Mass of Goo
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Betelgeuse wrote:ok Charon Mass of Goo, Ttech this is getting to new lows of posts. This thread is a discussion of an idea that me and oddbob had that we feel would be for the good of the game. You two are treating this board like a chat going off topic on whim, adding replies that often don't even consist of a single sentence, and adding nothing to the discussion at hand.

I have to ask in public now can you two please bring up the quality of your posts.

First, on the subject of "Improving Quality of my Posts". I do not like being forced to change weapon types all throughout the game. I like using Laser weapons and Kinetic weapons. I'm all for "Some Damage Types" becoming obsolete, but if there were various weapon upgrades, or weapons themselves, that do not stray too far from Laser or Kinetic (PARTICLE!!!) damage types (Perhaps changing compositions [Energetic Kinetic weapons perhaps]) or any other Weapon Types that come into play, but become obsolete further in the game. If only a few weapon types work in the latter part of the game, how do you think it will effect the game further down the line, past the Heretic system?
Edit: Fixing this would also allow people to, instead of saving up for the more powerful, useful, weapons, they could try something new.

Now, dealing with your post that I quoted:

Ask in public NOW? You make it sound as if you talked to us directly first, If you sent a PM, I must have not gotten it.

And even if I make a reply that "Consists" of things that "Add" "To the discussion at hand", it more than often gets brushed off. I also reply to ideas, telling people what the problems that they would come with, and those get shoved aside and taken for granted.

Next time you bring something up like this, please, try going directly to the person FIRST, and THEN bring it up in public. Seriously, if you have a problem with a person or two, go to them directly. If that doesn't work, then bring along a few witnesses, if not working then, THEN go to the whole community, and expose that person.


Oh, and by the way. Since your nitpicking, I might as well too. Your grammar is just about as useful as our "Going to a new Low" posts up there.
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Betelgeuse
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thanks for that Charon great post (I love having posts that I can reply too), and sorry I didn't go to you I have talked to Ttech many times asking him but nothing changed in that regard so I didn't bother going to you.

As for your post if I could I would use lasers all the time and never change to anything else, if I meet an enemy that is immune I would switch to a backup weapon. If it immune to both of them I wouldn't bother with them. There is already little reason to kill everything you see being immune to you would just be a different reason.
Edit: Fixing this would also allow people to, instead of saving up for the more powerful, useful, weapons, they could try something new.
I don't know about you but I wouldn't change weapons from game to game, I am not for an linear upgrade system (a tree type system might be more interesting but still would be linear after you have a favorite path) that would make it even easier to get the weapons you want.

I don't think any solution that just allows them to without any incentives will never work, rebalancing damage types or making the weapons perfectly balanced will not change what I will go after right away and if I can use it longer I will. Allowing people to use any weapon is also allowing people to use the same weapons from game to game. Allowing people to use any damage type in the game is allowing them to use the same damage type all game, right now the game changes when you switch damage types but if you never did the game would lose alot of variety.
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What weapon can I install that causes nano damage?

How many weapons make use of dark steel, fire, or the other obscure damage types?

I haven't got the list in front of me, but it seems to me that the current damage types aren't played out yet, Betel. So what do you suggest to make use of the current damage to its fullest?
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Betelgeuse
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I agree that the current damage isn't played out yet but it doesn't address the issue at hand. Right now if I see a turbo laser or dual turbo laser I always go for it. If they worked just as well later in the game I would use them throughout the game.

Personally for getting people to use different devices in different games there are two suggestions that I like the most

slot devices: Devices that change what kind of equipment a ship can install.
item sets: Gives incentives for using items depending on what you have installed.
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Charon Mass of Goo
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Betelgeuse wrote:slot devices: Devices that change what kind of equipment a ship can install.
item sets: Gives incentives for using items depending on what you have installed.
I much like the Slot Devices idea. Perhaps this could be expanded to Player Ships too. Certain ships cannot handle certain weapons, but will enhance the effects of other weapons.

Different slots for different weapon types or damage types perhaps? So instead of loading up on Antimatter and Particle weapons, you would be forced to use other means of getting the desired effect. I for one, am not big on using Launcher type weapons, and I'm sure there are a few others out there like that.
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bluesaberist
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I'm replying to Betel's post:
just a personal revision (wanted most of the combinations to make sence) of them any thoughts? anything you don't think belongs?, anything you think is missing?

composition
What the weapon consists of.
Can be atoms, microwave, visible, X ray, gamma, graviton, dark, ions

damage action
How the damage is done.
Can be impact, nuclear, radiation, chemical, shear, heat, distortion, electrical

damage shape
what shape of an area it effects on the target ship
Can be inverted cone, crater, flat, line, random, progressive (ie uses the target ship to damage the target ship)

damage size
what size of area the damage effects
minimal, small, large, shipwide

charge
If the weapon is charged (i.e. a charged particle beam is ineffective against a shield with a like charge but devastating to one with an opposite charge)
Can be negative, neutral or positive

Momentum
How much momentum the weapon has.
Can be trivial, small, medium, massive
You missed one thing at least: speed. I think the speed of the projectile is definetly needed. And if you have mass and speed, then you instantly have momentum (momentum = mass * velocity (momentum is a vector).) And from momentum you can calculate the recoil effect (if present) and how much the hit ship is knocked away.

In damage action you have distortion, and that is the only possible one to cover antimatter, rifts in space timeblack holes, etc. Shouldn't there be a couple more?
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Betelgeuse
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I didn't include speed because I couldn't think of anything that would really need it and momentum. I used to have both mass and speed but I wanted to get rid of as many "linear" modifications as I could so I combined them. A "linear" modification is as you increase the modification you will always be less resisted than the one below it (like it mostly is now).
In damage action you have distortion, and that is the only possible one to cover antimatter, rifts in space timeblack holes, etc. Shouldn't there be a couple more?
hmm I don't understand what you are saying here can you please explain?
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F50
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linear modifications are ok. A massive particle is not likely to be a fast one. If there are multiple linear modifications, you must choose which is more important to you. The absence of certian damage types in your most recent suggestion that were in oddbob's post was why I specifically agreed with his post.

As for the damage type that haven't been used yet, the problem is that they look like they are merely an extension of the single linear format that we have now and not a branching system like Oddbob and Betel's.

The current system isn't really bad, but the suggested system is better.
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The thing is, the calculaion of damage really has to have speed. You have momentum as one of the modifications, but what if your projectile isn't very massive? It would have to go faster to carry a high amount of momentum. If you don't want to have linear amounts, just tell yourself that you really are just calculating the magnitiude of velocity, which is speed and direction, which is not a linear value. (Sorry, I just took physics.)

As for the damage types:
What I meant was exactly what F50 said he liked not being there: The absence of damage types. Getting hit with a black hole is different than getting hit with a rift in space time. But the only damage type you listed that could cover either of these is distortion.

A way you could get rid of modifications is to combine size and shape. Why not just put largeCone, instead of having to have these seperate. It would make more choices for one modification, but it would drop a modification too.
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