Aquitaine wrote:Just a quick note to say THANK YOU for this and keep up the good work. I spent a few hours with the X3 editor updating the 'Improved Ships' piece of CMOD for 2.5 but this is far and away better, and absolutely necessary in terms of 'fun game' philosophy. The late-game manufacturing morass is also near the top of my list of things that Could Be Better.
Aw, shucks, thank you! I'm just trying to make this game as enjoyable and non-aggrivating as possible, and while I understand some people can't enjoy this mod because of certain
issues or prefer more "hardcore" space sim design and whatnot, it's nice to see that the basic tenants I'm basing Naval Shuffle on appear to be agreeable to at least some folks.
Shadow_Wolf33 wrote:The faster build time on weapons is definitely a good thing, as long as it doesn't cripple the profitability of SELLING said weapons when you have a huge stockpile. When I build my weapon plexes for my fleet operations I generally go off multiples of 5 for number of end producers and it gives me rather good results. So I'm all for decreasing build times of guns and such, so long as the price remains consistent in such a way that <teladi>there are still profitsssssss</teladi> to be made by selling the item.
Since I'm
pretty certain Relval factors into a station's total capacity for items as well as determining their overall price, there shouldn't be too much of a problem of being able to sell as docks should be able to buy more of the items, hopefully in a proportional-enough level to match the current total values of weapons when doing a zilch-to-full transaction.
Oh and be careful with beefing up Missile speed TOO much, we still need to have reasonably good missile defense options on our boats. I'm running MARS for turret control, and if they get to the point that uber-MARS can't shoot down Missiles, that's when you know you've gone a step too far.
One idea I'm toying with at the moment is trying to classify missiles into short and long-range based on their performance characteristics and their intended targets. Because a Poltergeist is designed to track multiple targets and to switch targets as they're destroyed, they'd have considerably longer lifetimes and ranges than, say, a Beluga, which is a single-round fighter-to-fighter missile which would have a considerably shorter lifespan, enough for a single max-range strike or two or three dogfighting ones, and the Wraiths, Hammerheads, Phantoms and Shadows would have good long lifetimes since they're designed for attacks against capital ships and stations and benifit from early launches. I'm not quite sure how MARS will react to the increased speeds since I don't use it, but inbetween the lessening of the lifetimes for a good number of missiles and the lessening of damage on fighter-scale missiles (no more insta-gibs if you're fighting someone on equal footing, at least in fighters) it shouldn't be burdened too much.