75mw sheild script

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ShadowTek
Posts: 480
Joined: Sat, 20. Dec 03, 19:05
x2

Post by ShadowTek »

I use this mod as well with a combination of my shield mod so in my game I have

5 MW
25 MW
50 MW
75 MW
150 MW

For me it makes the game more challangeing, the above compined with my modified PSG's and PPC's, faster bullets all make the game, or at least my game, much better then the default.

My TShields looks like this:
13;5;
27;154;0;0;0;0;2713;500;5000;1;0.01;1;180;7;1;1;SS_SHIELD_A;
27;155;0;0;0;1;2723;2500;25000;1;0.01;3;1560;3;1;1;SS_SHIELD_B;
27;156;0;0;0;2;2733;5000;50000;1;0.01;10;6600;1;1;2;SS_SHIELD_C;
27;157;0;0;0;3;2743;15000;150000;1;0.01;25;30000;1;1;4;SS_SHIELD_D;
27;157;0;0;0;4;7833;7500;75000;1;0.01;15;38600;1;1;3;SS_SHIELD_DX;
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kryptyk
Posts: 483
Joined: Fri, 5. Dec 03, 20:19
x4

Post by kryptyk »

Darshu wrote:Catch-52 anyone? :twisted:

But seriously, if you look at the maths involved, the way the shields are structured:

1MW -> 5MW -> 25MW -> 125MW

See a pattern? Each higher one is a multiple of x5. Perhaps the devs picked it arbitrarily, or perhaps the system is finely balanced.

To balance the game, you'd need to increase everyone else's shields by a factor of 3 as well as multiplying all weapon damage by 3. Then you're back to square one, a balanced game.

/rant
IMO If you redo the shields like Shadowtech did (which is exactly the config I was thinking of...scary) and just improve the speed of the bullets it balances itself. You can survive the initial encounter to run and come back stronger. Don't increase the damage...just do the above 2 modifications (shields and speed) and it gives the player a chance to use tactics to take down a ship instead of brute force.

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