Post
by rusky » Tue, 19. Oct 10, 09:50
I am planning to make a Mod-Mod of SRM/CMOD4 which alters Tships, TLasers and TBullets.
This is for myself primarily but if people want and paul agrees, I can upload it as well.
My planned changes are something along these lines:
TLasers, Tbullets
Divide all weapons into 6 categories:
Very Light (Mass Driver, IRE)
Light( (EMR, PAC, PBE, AKyon ...)
Medium (PRG, FBL, EMPC ...)
Heavy (HEPT, EBC,BKyon..)
Very Heavy (Flak, SSC, PSG, PAL ...)
Capital (PPC, PSP, GKyon, FBC, PBC ...)
The point being to make them actually differ in DPS to emulate the increase in power.
I will make a nice spreadsheet with new values, but the general idea i plan on following is:
Very Light - Short range, very high RoF, low damage (only usefull against M5/4 maybe M3 with focus fire).
Light - Short/Medium range, high RoF, lowish damage (usefull against all fighters)
Medium - Medium range, medium RoF, medium damage (usefull against M3/M6/TS/TP, but also M5/M4 etc)
Heavy - medium/high range, medium/low RoF, highish damage (usefull against M6/TS/TP but also M3/M7 )
Very Heavy - Most of these are actually the capital class anti fighter weapons, so they generally have higher rof, with lower range and medium/high damage.
Capital - Very Long Range, Very Low RoF, Very High Damage, Very Very Very low tracking speed.
TShips
My intention is to make some small changes to the ships. Small being the operative word here as I feel ships are rather well balanced as is (I do recommend one of the hull packs though so I will probably try and make these changes to all 3 of them).
Generally I feel that while the speeds are ok, the bigger ships are way too manoeuvrable.
Planned changes:
M6 - A small reduction in manoeuvrability, M6's shouldn't really be able to dogfight.
M7 - A large reduction in manoeuvrability, M7's are already just shy of a destroyer, they manoeuvre way too good.
M1/M2 - A reduction in manoeuvrability, probably not a huge one, but enough to make them feel more like mobile gun platforms and not space trucks with guns.
The general feeling I'm trying to create here is this:
Light Fighters/Scouts (M5) - Should be fast, manoeuvrable and lightly armed, enough to dogfight with other M5's and M4's and perhaps overwhelm single M3's or TS's. (in number)
Interceptors (M4) - Fast, Better Weapons, capable of engaging any type of fighter and harassing TS/TP ships.
Fighter (M3) - Slowest of the fighters (keep in mind i'm not modding speeds here), Best fighter weapons, capable of fighting all fighters, TS/TP and in numbers M6's.
Bomber (M8) - Slow, Not very manoeuvrable (for a fighter), this ship is intended to provide support against enemy capital ships.
Corvettes (M6) - Bridges the gap between fighters and capital ships. Fastish, well armed, can protect the heavier capital ships from fighters or support fighter groups.
Frigate (M7) - The lighter capital ship class, faster than the heavier ones, generally well armed but with lower energy generation, tends to run out of juice in prolonged battles.
Carrier (M1) - The carrier class. Slow, well armed and shielded, this ship acts as a remote firepower projection base. Relies on it's fighter/bomber wings.
Destroyer (M2) - The ultimate battle platform, the destroyer fields the most armor, shields and weaponry of any ship class. It is slow, has the lowest possible manoeuvrability and it's capital class weapons track as fast as a snail going backwards, but it packs a huge punch. Probably not very effecting against anything that isn't an M7/M2/M1 or station though.
The capital weapons for example, will feature a large damage boost, but slower overall bullets and much slower tracking. They won't be able to track anything lower than an M6 and even that is unlikely. A direct hit from one of these weapons will however take out an M5 or M4 in a single shot, and probably cripple an M3, highly unlikely to actually hit one of these though.