llanite_slith
Posts: 45
Joined: 10/23/2010 Status: offline
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So I've played DW since the first edition, but I haven't really delved into modding until this release (mostly because babies and toddlers just suck up every minute of the day when I'm not at work… but it's getting better...) I've read with great interest the various discussions of various weapons balancing issues, the thread on armor, and other discussions of the game's mechanics and I really appreciate the analysis from the DW community on this board - it's encouraged me to offer the following approach to visualizing and mapping weapons balance. My own goal was to understand the current system well enough to intelligently mod it. As people have noted, some weapon systems (like rail guns) have very limited utility, and there are only a few weapons (torpedoes, titan beams) that seem effective by the late game. Methods: To visualize all this, I've taken the trouble of assembling all the weapon systems, their improvements, and their respective tech levels into a single document. I then built a test case where I measured the damage of each system based on damage, rate of fire, and a test target case (100 shields, 50 armor, 100 hull points) and then calculated comparative damage models for all weapons and improvements at various ranges. To visually compare the results, I then normalized all the values and graphed the normalized results. To understand what you're seeing, there are 2 normalized indices I use - a DE (Damage Efficiency Index) that is a normalized measure of the ability to kill the target case above at a particular range. 0 is the Mean of the entire population of weapons. Negative numbers fall below the Mean and are more efficient at killing the Test Target at that range. I also use a second number - CE (Construction Efficiency) which measures how efficient a weapon system is at killing the Target Case at a particular range in terms of size and energy consumption. Again, 0 is the Mean of the population and negative numbers are more efficient in terms of space and energy. I've accounted for all the weapon system's special abilities (bypassing armor, to-hit penalties, range fall off, etc.) in the model. The only thing I didn't do was wrap reactive armor effects into the equation. So, for example, a torpedo hitting the target case at range 200 will have to do 250 points of damage while accounting for the damage fall off at range 200. The DE is effectively how fast the torpedo will kill the target compared to all the other weapon systems. The CE is a measure of the energy it took to deliver that damage with the size of the weapon system modifying the answer. The same test for the graviton beam would only have to deliver 100 damage points since it bypasses shields and armor (but is penalized for its lower rate of fire and higher energy requirements). So, here are all the weapon systems by Tech Level (X-Axis) mapped against their respective DE values (Y axis) at range 200: [image]1.gif[/image]
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< Message edited by llanite -- 10/18/2014 4:32:00 AM >
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