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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Changing Motherships
Looking at the motherships, I am a bit dissapointed in that they all seem the same... the early ones have the exact same loadout, 2 Big guns, 3 Turrets, 3 Systems, while the later ones have also, the exact same loadout, 2 Big Guns, 4 Turrets, 4 Systems (although the KFNI and Corporate motherships seem to be lacking one big gun...)
I have been thinking about changing the motherships so that they are more distinct, but at the same time I would like to also balance the late-game motherships (At the moment, the Manticore and the Lion cruisers seem to outmatch everything else). Here are the list of motherships, Catigorized. Naturally, the HMQueen and Arba are not included as they are not motherships. Initial Mothership: Mastiff Optional Early-game Mothership: Astarte Final Motherships: KFNI Star Wolf Triada Rhino Lion Cruiser MK3 (Yes, I know it is listed as a MK2 prototype, but all the game's internal files list it as MK3) Lion Cruiser MK2 (MSF) Manticore Mission Specific Motherships: MSF Supply Ship Pirate Mastiff Not used: Lion Cruiser MK1 Military Transport Lion Cruiser MK2 (Grey)? (This one may be used, not sure...) |
#2
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my feeling
excluding the price, there are following areas to deal with: Maneuverability: --speed --turning rate -- there are some upgrades, but all according to %, which is stupid for further development Durability --shield --shield regeneration --hull --hull repair -- there are good upgrades, but lack other parameters for futehr development Fire power --Main Gun --AA(anti-attacker) turret ---accuracy/hit effect/range/rate of fire/warhead speed ---kinetic warheads need a total upgrade, but may be too big a task. --MS launched Missiles might destroy the total balance? --may be extra droid pod? There are one major area not covered: Power Generator -Power core --the total amount of energy all systems can use --what ever tech they are using, no refueling need -Charger --some extra energy reserve for emergency --If we can add Power core and Charger to Mothership, then all the systems (propelling/sheild/repair /guns/radar/auto-pilot) can be power sensitive, then u can balance everything accordingly, and build speciallized versions. --eg. laser can still be the most deadly weapon, only they eat a big part of energy. --same thing can apply to fighters --it will be a new game, so, not likely to happen Auxilary system --radar --missile defence --laser proof --auto-pilot ---speciall designed for specific mothership? --basically good as they are Last edited by tsavo; 04-04-2010 at 02:52 AM. |
#3
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To clarify what I am intending to do, I am not intending to go real deep into this, my objective is simply to change the mothership stats around (number of GK Guns, Turrets, Systems) so that each mothership is distinct, and has its advantages and disadvantages.
Of course, I am not 100% sure how to go about this, which is why I am avoiding specifics. Quote:
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Last edited by Nanaki; 04-04-2010 at 11:36 AM. |
#4
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and what is droid pod? You listed the modules and parameters but not many reasons why they are wrong. EDIT: Balancing motherships is hard. For example you can make fast, maneuverable ms at the cost of shield and armor (and maybe firepower) but it probably won't survive fixed close range storyline encounters. If you give ms more firepower the game will be too easy. I really don't have good ideas how to change them. Last edited by Goblin Wizard; 04-04-2010 at 12:48 PM. |
#5
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Last edited by Nanaki; 04-04-2010 at 02:40 PM. |
#6
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IMO due to the power of kali/tungsten modules every system slot is a huge change. It's worth to try but may follow to undestroyable ship. Making of "perma tank everything" ship is a straight way to easy and boring game.
Hmmm... an idea!!! What about making mothership only carrier-like ship. No main guns. Fast and manoverable. Only 3-4 small turrets (eventually we can make medium caliber guns which use GKturrets graphic). In case of big ship confrontation add heavy fighter like butcher. Thing to check is: can fighters use main caliber guns? This may follow to evolution of heavy fighters to two main types: 1. heavy escort fighter like it is now and heavy assault fighter equiped with one main gun and small turret. What you think about it? EDIT: Even if main gun fighters aren't possible we can add normal heavy/small gun with enough power to blow things up. If recharge time will be set to high value (like 5 sec or so) it will be useless against fighters. Others option is to make low accuracy guns so they can only be useful against big/slow ships. All to not make uber "good against everything" gun. I think this game is about fighters dogfights so let's focus on them. Last edited by Goblin Wizard; 04-04-2010 at 03:08 PM. |
#7
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Nanaki is working on build convoys and change mothership settings. But, if you have 4 turret slots, your fire power is all the same, and always stronger than a 3 turret ms. So the question is why those smaller motherships want to fight with you? Because they are not only less powerful, but also slower. The only way to make difference, is rebalance from power core, not just systems. When you have less fire power, you either have more energy to run, or thicker shield. If we go through the Star Wolf settings, older generations are weaker in everyway, and those pilots are still fighting fearlessly, that is wrong. The thing is, power core is not going to happen. |
#8
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well, droid a unmaned fighters, something between missile and turret
it could be an option, not something must. |
#9
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#10
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The Manticore has 10000 health, 5000 Shields The Lion MK2 has 12000 health, 4500 Shields The Lion MK3 has 10000 health, 4000 Shields Each Kali adds 3000 to Shields So even if the two additional system slots went to Kalis (Extremely expensive, mind you, your looking at spending bout 1.4 million) the Rhino and Star Wolf only have 5000 Health, 7000 Shields, so they are still behind, just not rediculously so. Quote:
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The nastiest capital ship battle I ever been in was against Pirate walruses when you rescue Ternie. Those walruses, armed with GK Guns, tore through my fully upgraded Astarte very quickly and I am pretty sure I lost my Astarte (or came close to it) due to being cought with my pants down (Who expects a serious battle from Transports?). You have Stalingrads, Stone Arrows (There are versions of both Stalingrad and Stone Arrows equipped with GK Guns), Pirate Mastiffs, Lion cruisers, and the worst you will face is a Super Chimera unless you actually -try- to pick a fight with everything you see. Hell, you do not even see Stalingrads unless you play on hard difficulty. TL;DR: We need more opponents in capital ships, especially those armed with GK Guns. |
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