RoverTX wrote:
Have you tried linking ships to a ratio of the ships speed/shields/hull/hard points/and current weapons, instead of class?
My main concern is the Springblossom with its M3 like speed acting like any other M6, or modded games with Hybrid ships.
Well, the script bases the reaction on current hull and shield strengths, so those are taken into account.
But I haven't tried determining the ship class via stats like speed/weapons (I wish I had access to acceleration and turn rate...). I like the idea, though the problem would be that these stats are just as arbitrary unless, again, I have access to acceleration and turn rate. All I could do right now is assume that slower ships are also worse at evading, which is probably true in most cases.
Vayde wrote:Noticed when updating to 2.2 that about half of the scripts were newer versions and the rest were older than what I had installed from 2.1.
Do you normally use older files when updating?
Well, not older versions, but all scripts I did not change will still be the old ones. Unless I made a mistake when packaging, no scripts should be "older".
Phier wrote:Personally I think XRM if anything makes M6's too powerful. They are fast and super shielded, the one I use has 1g of shield. If they are having a problem with new fighters, I say good, fighters seem to have taken an hit in XRM with the weapon selections being so limited. I used to just get as many M3's as I could, stuff with with HEPT's and go to town on cap ships. The damage output on XRM fighters just seems a lot less (I'm sure if you pick and choose wisely you can do just as well, but I have that ragtag style fleet for now).
Well, I always though that all ships larger than M3 in the X series are ridiculously underpowered (and cheap), when you compare them to their actual sizes. This was necessary, gameplay wise, in order to give fighters in general, and the player specifically, a chance against larger opponents. Realistically, an M3 is about the size of a fly smacking against your windshield compared to an M2.
What I would do is give the M6 ships a lot of shields, for example, to make them effective at fighting capital ships, but then give some fighters shield-piercing weapons in order to hit the weaker hull. I am playing around with this system (and a script that repairs hulls just like shields regenerate), and there are a lot more options once you can actually use hull strength as a real balancing tool rather than just prolonging a lost fight.