Yup, another rebalance modification for missiles, the poor little guys. Reason being, imo, missiles are useless in TC. Why launch a Firefly when your particle accelerator cannon will do more damage in one volley, fire faster, will not miss, cannot be shot down, and is free? Several missiles are obsolete by the same issue in TC. My goal is to remedy this situation with missiles. Make them worthwhile, and a varitable force again. They cost money, so they should be worth something.
Download
[ external image ]
Throw it in your mod folder, or extract and implement in your current mod file. Two folders, two files total. dds & types.
Mission Statement
Missiles in TC are useless, save for one or two. I did a lot of number crunching and testing to ensure that every missile has it's use now. You'll find that the damages are much higher, and speeds / costs, have changed with it.
Method Used to Arrive at Results
My values are not arbitrary, I applied a formula to ensure that numerically, all of the missiles are aligned with each other.
The formula is as follows:
Costs are spread from ~200 for a misquito all the way to 110,000 for a shadow. Costs are spread evenly in between. All stats must formulate by the following:
If dumbfire, d = 0.15
If firestorm, f = 0.7
If Swarm, s = 1.2
If auto-targeting (no lock required), a = 1.2
- Otherwise, d, f, s, a, = 1.0
(Cost * 0.004) * (Speed ^ 0.85) * d * f * s * a
All missiles are balanced in this way within ~100 +/- credits, save for the remote guided warhead, which is an anomoly. So yes, their power is based off their costs, but it's consistent, and there is a missile for every class of ship, with a targeting flavour for each.
Results
- All missiles rebalanced: Cost, Speed, Damage, Fire Rate, some flags
- Shadow is now a sane addition to the game
- Dumbfire are now worth firing
- Firestorm, Hammerhead, Shadow damage radius reduced by more than half.
- Removed player triggered detonation (i.e. Aurora, which is now a class red dumbfire)
- Player relval and NPC relval are now the same to offset advantages (still pretty good deal for the player)
- New missile icons that are more descriptive than a purple or green blob. Missile icons are colour coded to their respective damages (see spreadsheet below), with tiny icons indicating their targeting type, and special properties, which are consistent among all missiles. See the examples below for all icons showing these properties.
Evidence
Here's what the missile icons look like:
http://members.shaw.ca/Litcube/X3/LitQB ... ample1.jpg
http://members.shaw.ca/Litcube/X3/LitQB ... ample2.jpg
Here's what the new stats of the missiles are in a spreadhseet shot:
http://members.shaw.ca/Litcube/X3/LitQB ... alance.jpg
Notes on the spreadsheet and icons:
- Total damage includes all warheads erupting from swarm missiles.
- NL: No Lock (Icon: The dotted X)
- SWM: Swarm (Icon: Shows three missiles)
- PRX: Proximity Fuse (Icon: Explosion)
- Targ: Targeting
- A: Auto (Icon: The dotted X)
- HS: Heatseak (Icon: Flame)
- IR: Image Recognition (Icon: Square with center dot)
- DB: Dumbfire (Icon: Forward Arrow)
- M: Manual (Radio wave icon, only one on the remote guided warhead)
- Colours in spreadsheet match icons colours in game for damage indication
- Ignore the SPC column

Updates
V1.1: I suppose as people are downloading this after a year, I should put in a change I made some time ago. I've updated this so that the prices would closely match version 1, but with relvals that won't skew factory production to odd amounts. Unobservant individuals won't notice a difference.
