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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.28 (21.12.12)
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paulwheeler





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PostPosted: Tue, 7. Aug 12, 14:48    Post subject: Reply with quote Print

Re: hackerchips price:

I've already pushed them as high as I can. Due to the silly way X3 handles dock storage, making them more expensive means smaller storage numbers in docks.


Re ion cannon:

I've already reduced its laser sapping effects a bit as I was already aware that it's an issue. Perhaps I'll reduce it still further, but i like the fact that boron ships are now top dog for something as I think they are probably the least liked of all the races.

Reducing its laser drain but increase speed reduction is a viable way to sort it I think. As the SOS success rate increases as the hull is damaged, giving the Ion cannon more hull damage will likely make it even more effective.


Re: ufd sector

This sector is MD scripted rather than made in the traditional way which makes it a hassle to edit. I may look into adding more interest there once I've released the next update.


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Sorkvild



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PostPosted: Tue, 7. Aug 12, 15:50    Post subject: Reply with quote Print

Paul are you keen on reducing energy drain of all fighter weapons? Actually player can shoot with steady stream of hept/prg/pac/ without worrying about reaching the zero level. Finally with having the button pressed for too long it will reach the zero level but then again it takes only few seconds to fully replenish the generators with power. Another option is to dramatically drop the recharge rate - you can shoot with the steady stream but when it comes to the zero level it take a good while to fully load the lazor energy.

I find this 'perpetual' energy issue quite 'unnormal'. I know this is mainly for the AI due to their non-smart fiiring routines, but on the other hand it gives quite an advantage for us, players. \
If the issue is too big to iron out or redesign at the moment, just forget about, it was only me loud thinking whistle whistle Wink


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vukica





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PostPosted: Tue, 7. Aug 12, 16:18    Post subject: Reply with quote Print

so paul... mind if i ask how's 1.25 progressing? Smile

p.s. not asking when. i like surprises.


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cerry





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PostPosted: Tue, 7. Aug 12, 16:26    Post subject: Reply with quote Print

Hi Paul ,

is it possible that the Morningstar rocket is no longer a Swarm rocket
In the Last 3 Versions they're Singel rockets

Thanks Alex


Sorry for my bad English. Smile

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paulwheeler





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PostPosted: Tue, 7. Aug 12, 17:19    Post subject: Reply with quote Print

What's a Morning star rocket?


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paulwheeler





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PostPosted: Tue, 7. Aug 12, 17:20    Post subject: Reply with quote Print

vukica wrote:
so paul... mind if i ask how's 1.25 progressing? Smile

p.s. not asking when. i like surprises.


It's progressing fine, thanks. Wink


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paulwheeler





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PostPosted: Tue, 7. Aug 12, 17:22    Post subject: Reply with quote Print

Sorkvild wrote:
Paul are you keen on reducing energy drain of all fighter weapons? Actually player can shoot with steady stream of hept/prg/pac/ without worrying about reaching the zero level. Finally with having the button pressed for too long it will reach the zero level but then again it takes only few seconds to fully replenish the generators with power. Another option is to dramatically drop the recharge rate - you can shoot with the steady stream but when it comes to the zero level it take a good while to fully load the lazor energy.

I find this 'perpetual' energy issue quite 'unnormal'. I know this is mainly for the AI due to their non-smart fiiring routines, but on the other hand it gives quite an advantage for us, players. \
If the issue is too big to iron out or redesign at the moment, just forget about, it was only me loud thinking whistle whistle Wink


Well I always seem to run out of weapon energy in my current Eclipse and the Notus I had before that.... Maybe not with PAC, but then that's a very weak gun.


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Alkeena





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PostPosted: Tue, 7. Aug 12, 17:34    Post subject: Reply with quote Print

Sorkvild wrote:
Paul are you keen on reducing energy drain of all fighter weapons? Actually player can shoot with steady stream of hept/prg/pac/ without worrying about reaching the zero level. Finally with having the button pressed for too long it will reach the zero level but then again it takes only few seconds to fully replenish the generators with power. Another option is to dramatically drop the recharge rate - you can shoot with the steady stream but when it comes to the zero level it take a good while to fully load the lazor energy.

I find this 'perpetual' energy issue quite 'unnormal'. I know this is mainly for the AI due to their non-smart fiiring routines, but on the other hand it gives quite an advantage for us, players. \
If the issue is too big to iron out or redesign at the moment, just forget about, it was only me loud thinking whistle whistle Wink


This is also a significant issue for M2s -- I know the prime design difference between an M2 and the assault M7s are their staying power, but it's kind of ridiculous that a wing of 3 Shamshirs firing 12 FPDs (an energy draining weapon) a piece barely scratches the weapon recharge of Titan.


In fact...

Titan has 6581 e/s weapon recharge
Lets just say it's equipped with PPC F/R/L, Cluster Flak B/T, and CIG Back

-> 24 PPC = 300 e/s * 24 = -7200 e/s
-> 8 Cluster Flak = 360 e/s * 8 = -2880 e/s
-> 8 CIG = 102 e/s * 8 = -816 e/s

It should be noted that firing every weapon at its max fire rate is INCREDIBLY RARE. In developing the OOS values for XRM I spent upwards of 30 hours observing combat, both 1v1 and group engagements....much more common is bringing 1/2 to 3/4 of ones weapons to bear, and even then the AI doesn't actually always fire at the fastest possible speed...

-> Total energy drain (for all weapons) = -10869 e/s
-> Total energy drain (for 1/2 weapons, more common) = -5434

-> Net energy drain for all = -10869 + 6581 = -4288
-> Net energy drain for half = -5434 + 6581 = +1147

Titan has 346400 weapon energy reserve
-> Total sustained fire time for all weapons = 346400 / 4288 = 80 seconds
-> Total sustained fire time for half weapons = indefinite


----------------------------------------


FPD drains 150 weapon energy / shot
1 shot every 2 seconds -> 75 energy/sec

(compare against the IPG which also drains in XRM: 116 e/s)

In order to reduce half weapon fire to the equivalent of full weapon fire (i.e. 80 second reserve) requires (4288 + 1147) / 75 = 72 FPDs = 6 fully loaded shamshirs....Presuming the shamshirs even last that long, which is doubtful, taking into account attrition it's probably closer to 8-10 shamshirs....at which point he shamshirs will simply kill the Titan before it ever matters.

Even at if the Titan isnt dead, it's not like this will really shutdown weapons fire--it will slow it appreciably, but it's still going to be spitting out about half of it's DPS.

In total, after observing a lot of M2 combat, I've concluded that energy draining is basically worthless because one side or the other is almost always dead long before it matters...and that energy recharge rate is simply too high on a number of ships.


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astreus





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PostPosted: Tue, 7. Aug 12, 17:58    Post subject: using a M7M with Pod's against M1 / M2 Reply with quote Print

Thanks for this answer. But using another ship means partly AI controlled. With player ship I can stricly run my strategy. It's easy when player is 'on board'. AI do stupid things. Player-ship Cobra M7M - how could I order another (my) M7 to stay close to me and shoot only xy-missles just as much as to keep the target shields down (while I launching my pods)? I am afraid, I will have much stress to see this M7 does all but not what it should do.
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paulwheeler





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PostPosted: Tue, 7. Aug 12, 17:58    Post subject: Reply with quote Print

@Alkeena

But that's not the case against smaller ships like other M6s and m7s, and even m1s. The FPDs energy drain was never intended to be significant compared to Boron weapons. It does far more damage than the IPG.

M2s are set up in X3 as the ultimate in sheer power. Therefore it should not be easy to wipe out their weapon energy from just a handful of m6s.

Perhaps if i was balancing things again from scratch I would do things differently, but i consider ship and weapon balancing pretty much a done deal in the XRM. Its a massive, massive job to balance all these things and the ship balance was mostly done back in the SRM days. Changing one parameter generally means you have to tweak lots, lots more to keep the balance. I do not want to reopen that particular can of worms again.


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Alkeena





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PostPosted: Tue, 7. Aug 12, 18:02    Post subject: Reply with quote Print

paulwheeler wrote:
@Alkeena

But that's not the case against smaller ships like other M6s and m7s, and even m1s. The FPDs energy drain was never intended to be significant compared to Boron weapons. It does far more damage than the IPG.

M2s are set up in X3 as the ultimate in sheer power. Therefore it should not be easy to wipe out their weapon energy from just a handful of m6s.

Perhaps if i was balancing things again from scratch I would do things differently, but i consider ship and weapon balancing pretty much a done deal in the XRM. Its a massive, massive job to balance all these things and the ship balance was mostly done back in the SRM days. Changing one parameter generally means you have to tweak lots, lots more to keep the balance. I do not want to reopen that particular can of worms again.


Fair enough =)


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vukica





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PostPosted: Tue, 7. Aug 12, 18:05    Post subject: Reply with quote Print

paulwheeler wrote:
What's a Morning star rocket?


i think "morgenstern rakete" is flail barrage missile.

Direct translation of morgenstern is morning star. Since morgenstern is german vanilla name for flail barrage... well, you can understand the confusion.


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Troubleshooter11





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PostPosted: Tue, 7. Aug 12, 19:19    Post subject: Reply with quote Print

vukica wrote:
paulwheeler wrote:
What's a Morning star rocket?


i think "morgenstern rakete" is flail barrage missile.

Direct translation of morgenstern is morning star. Since morgenstern is german vanilla name for flail barrage... well, you can understand the confusion.


Flails and morningstars are two medieval weapons that are often considered 'the same' or have the two names mixed up. So i am pretty sure the man is referring to the Flail Barrage Missile.

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greypanther





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PostPosted: Tue, 7. Aug 12, 20:10    Post subject: Reply with quote Print

Forgive me please, but I feel that altering the Ion Cannon is not the way to go with regards SOS. In my, I admit limited testing, so far I find that the use of an Ion Cannon is on a par with what I remember of the vanilla boarding ops.; except for the time and credit cost involved. I so far have found the use of other weapons to be way, way harder than vanilla boarding, though with less frustration and time/credits expended.

Is there no other way to increase expense?

I have only just started using Ion Cannons and that includes vanilla Ion Cannons. I like them because they add a needed variety. Yes they have a good weapon energy drain ability, but that short range makes it a tad hairy against other anti cap weapon armed ships; which is good.

I feel it would be a shame if you nerfed the IC, or indeed changed them to be just big Ion Pulse Generators. I too really like the idea that the Boron ships have something that puts them top of the tree for once. Especially as the SOS use is so a Boron type of thing.

I will presume there is no way to get the AI to use turbo boost, thank you. Smile

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paulwheeler





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PostPosted: Tue, 7. Aug 12, 20:19    Post subject: Reply with quote Print

Getting the AI to use turbo could probably be done, but it would be a big scripting project so would be best handled by others with more scripting knowledge than me. Why don't you ask in the turbo boost thread?


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