Balancing Missiles

Freeform discussion about anything related to modding Transcendence.
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Vizth
Commonwealth Pilot
Commonwealth Pilot
Posts: 54
Joined: Mon Sep 04, 2006 12:56 am
Location: Tellico Plains, Tennessee

Well I'm working on a set of new missiles to go with some ships i have made. The idea is to have rockets, cruise missiles, and torpedoes.

Rockets = cheap, fast, low damage, short range, rapid fire. Think macross missile spammy.

Cruise Missiles = expensive, high damage. precise, slower than rockets but still fast, long range, medium rate of fire.

Torpedoes = very expensive, extremely high damage, large blast radius, unguided, slow (like it'd take a speed of 0 not to dodge it), medium range, very slow rate of fire.

Each type has standard and throw away launchers. Haven't decided on the number of charges for the throw aways. Thinking 50 for the rockets, 6 for the cruise missiles, and 2 for the torpedoes.

Also I'm thinking of making a level 7 omni rocket launcher XD

Here's a ss of the spreadsheet I'm using. has the NAMI and Makayev and 2 missile types each for comparison to mine.

http://img.photobucket.com/albums/v282/ ... 1260616469


Apologies for any huge typos, I'm dead tired XD
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digdug
Fleet Admiral
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Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

that's a very nice scheme, but probably the torpedos are a bit too powerful: 6d50+20 (thermo?) is really a lot.
I would do 6d30 for the torpedos, considering that xm900 is 6d24. Unless the torpedos are level 9-11, but then their availability would be extremely reduced to a few system in late game :?
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