Have you noticed if it's with particular capships, or with particular loadouts? I'm asking because most of the tweakable values which apply to OOZ combat are in parameters.xml, and those are rather specific:
Code: Select all
<!--Effective area for turrets to fire from, limiting damage from very large objects-->
<replace sel="/parameters/lowattentioncombat/attack/@firingarea">36000000</replace>
<!--Multiplier for primary weapon damage-->
<replace sel="/parameters/lowattentioncombat/attack/@primaryweaponfactor">1.0</replace>
<!--Multiplier for secondary weapon damage-->
<replace sel="/parameters/lowattentioncombat/attack/@secondaryweaponfactor">1.0</replace>
<!--Multiplier for turret damage-->
<replace sel="/parameters/lowattentioncombat/attack/@turretfactor">1.0</replace>
<!--Multiplier for defence drone (not attack) primary damage-->
<replace sel="/parameters/lowattentioncombat/attack/@droneprimaryfactor">0.35</replace>
<!--Multiplier for defence drone (not attack) primary damage-->
<replace sel="/parameters/lowattentioncombat/attack/@dronesecondaryfactor">0.20</replace>
<!--The minimum speed of the attacker, used for evasion calculations. Slower or immobile objects will use this value-->
<replace sel="/parameters/lowattentioncombat/attack/@minspeed">100</replace>
<!--Factor of how much of a difference the speed between the attacker and defender affects the hit chance-->
<replace sel="/parameters/lowattentioncombat/defence/@maneouverfactor">0.42</replace>
<!--The minimum speed of the defender, used for evasion calculations. Slower or immobile objects will use this value-->
<replace sel="/parameters/lowattentioncombat/defence/@minspeed">50</replace>
<!--The minimum size of the defender, used for hit chance calculations. Very large objects will use this value-->
<replace sel="/parameters/lowattentioncombat/defence/@maxsize">500.0</replace>
<!--Factor of how much of a difference the object size and 'maxsize' affects the hit chance-->
<replace sel="/parameters/lowattentioncombat/defence/@sizefactor">0.5</replace>
<!--Factor of how much turret damage against a defending capitalship is negated. Simulating the high attention wandering of capships which slows the battle-->
<replace sel="/parameters/lowattentioncombat/defence/@capshipfactor">0.6</replace>
<!--Factor of how much damage a single defence drone will negate by distracting the attacker. Total result clamped between 0.5 and 1.0-->
<replace sel="/parameters/lowattentioncombat/defence/@dronedistractionfactor">0.003</replace>
<!--Amount of damage needed to be dealt to destroy one defence drone-->
<replace sel="/parameters/lowattentioncombat/defence/@dronedamageamount">200000</replace>
In the fight script itself, we can change:
firing range (vanilla = this.ship.size + 5500m; this mod = (this.ship.maxcombatrange.all * (0.4f + ((this.skill.combat + this.skill.leadership + this.ship.pilot.skill.navigation + this.ship.engineer.skill.engineering)f / 20.0f))) + this.ship.size)
time per tick (min="1s" max="4s")
and, to an extent,
damage applied per tick. (this calculation is hard-coded, but we can apply modifiers to the result of the calculation.)
........
Thing is, there doesn't appear to be much specific to capship vs station combat so, unless we can isolate what's causing the imbalance, suspect that anything specific (if there is anything) to capship vs station is in the hard-coded damage calculation.
Main difference in capship vs station combat as opposed to capship vs capship combat is that stations are huge. So:
- ships can't target the station as a whole, (edit: this is apparently wrong. According to Xenon_Slayer, ships target whole stations rather than station components. Oddly, the data I gathered back then suggests otherwise. Could be something other than the OOZ calc in the fight scripts at play.)
- maneouvering to within a paricular distance relative to a particular station component can bring a ship closer to a different station component rather than further,
- ships are better able to concentrate fire since there's a greater chance that a particular station component would be in range of all ship turrets, while only a small amount of a station's turrets can fire on the ship,
- while station components can be destroyed, the station itself cannot, so I've found that ships ordered to attack stations never stop attacking.
That last should, of course, be different with your mod since you've set stations to be destructible.
........
ps. Now that I'm thinking about it, I seem to remember instances where ships were doing null damage to stations. Never managed to isolate the cause, and I seem to remember that when I mentioned it in the patch beta forum, a dev said that it's working as intended. It
is possible that it was caused by my ships programmed to fire OOZ from distances beyond the range they're supposed to be able to, and the new OOZ calculations actually taking that into account (they didn't before; still not sure if they do now). Could also be caused by ships continuing to fire on stations which have 0 hull, but aren't destroyed because it isn't possible to destroy them.
........
pps. Just reviewed that
OOZ thread in the patch public forum.
This was from around 3.51, I think. Not sure if anything has changed between then and 3.53.
If this is still the case, then capships only disable stations OOZ. They don't try to destroy them.