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RE: Need someone to help think - 4/2/2015 12:34:48 PM   
Osito


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quote:

ORIGINAL: Aeson

quote:

Light based weapons: lasers and phasers, and their race specific brethren, have the highest range and almost instantly strike the target. They move at the speed of light so the weapons travel speed will be as fast as the speed of light, so 20k speed or maybe higher.

If you're using the base game's numbers, then the maximum possible speed of light is roughly 2000 range units per real-world second at normal game speed (Warp Bubble Generators allow your ships to move faster than light and have a maximum speed of 2000 range units per second, so c <= 2000 r/s). Maximum theoretical speed of any of the main drive thrusters is 420 r/s (Starburner III, and not an attainable speed), so if you assume that any speed attainable by main drive thruster components is subluminal, that's a lower bound for c. Just something to consider.


Yeah, there are real problems getting the right scaling between system scale and the galactic scale, and trying to fit the weapons in with that just adds to the problem. There was a discussion of this last year here:

http://www.matrixgames.com/forums/tm.asp?m=3615456&mpage=1&key=�

To some extent, you just can't take the numbers too literally. You could assume, for example, that the weapon speed is not measured in the same scale as the ship speed (I'm honestly not sure whether they are to the same scale, although I suspect they are).

Osito

< Message edited by Osito -- 4/2/2015 6:33:52 PM >

(in reply to Aeson)
Post #: 31
RE: Need someone to help think - 4/2/2015 3:59:33 PM   
Vellarain

 

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With the input from Aeson, I think I am gonna take a swing at seeing what kind of hoops I can make this game jump through.

Update: Welp, extended gravity wells work perfectly, moved their tech to be available at the hyper drive theory.

I tried tinkering around with energy weapons first. The blaster weapons gunners, need a slap upside the head. At 10000 ru their spread is roughly 90 degrees, though I cannot seem to find a value to control this... I really hope this 'spread' mechanic is not something buried in the engine. But good news! the AI has no trouble exploiting the new range values, so that is a relief.

Well worst case scenario, I can walk away happy with gravity wells actually allowing fleets to actually have the ability to stand off with stronger opponents and ship speed will actually mean something, even in the early stages of combat. No more warping in and blasting everything to pieces before they can even think about turning away!



< Message edited by Vellarain -- 4/2/2015 6:14:13 PM >

(in reply to Aeson)
Post #: 32
RE: Need someone to help think - 4/2/2015 5:32:33 PM   
Osito


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[mispost]


< Message edited by Osito -- 4/2/2015 6:33:13 PM >

(in reply to Osito)
Post #: 33
RE: Need someone to help think - 4/2/2015 6:46:43 PM   
mordachai


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quote:

ORIGINAL: Vellarain
At 10000 ru their spread is roughly 90 degrees

I wondered if there is any way to overcome this. Osito's Research Unleashed ups the range & speed of ballistic weapons (rail guns), and they've got a wicked spread at even 500 clicks. So... they miss constantly at range. Which helps keep them from being too OP at range. But I don't know of any moddable values for the aiming aspect of weapons..?

(in reply to Vellarain)
Post #: 34
RE: Need someone to help think - 4/2/2015 6:51:58 PM   
Vellarain

 

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I know, I am hitting the same issue as well. This would seriously impact rail/blaster weapons meanwhile beams/missiles/torps will see no impact at all. the longer the range, the more brutal the spread.

I see values added to the weapon types, that I cannon alter as well. Rail guns lose 10% accuracy while beams have a 10% bonus, but I cannot find the variable to change that. Additionally, the weapons effect on shields and armor I cannot seem to find and alter as well, say I want Lasers to ignore reactive armor but I cannot because this is a hidden value from what I can see...

I guess targeting computers will be very critical to rail gun and blaster success. Any race that would focus on that tech should also be dedicated to having the latest predictive gunnery.

< Message edited by Vellarain -- 4/2/2015 8:01:57 PM >

(in reply to mordachai)
Post #: 35
RE: Need someone to help think - 4/3/2015 2:04:22 AM   
Aeson

 

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quote:

To some extent, you just can't take the numbers too literally. You could assume, for example, that the weapon speed is not measured in the same scale as the ship speed (I'm honestly not sure whether they are to the same scale, although I suspect they are).

A quick test using Shaktur FireStorm Is (speed 65), Plasma Thunderbolt Is (speed 125), and a ship with designed cruise speed of 72 and designed sprint speed of 112 suggests that the weapon speed and ship speeds are on the same scale. At any rate, a vessel with a cruise speed of 72 and a sprint speed of 112 was able to overtake its Shaktur FireStorm I projectiles (and quite rapidly if it was at full sprint at the time) and could almost keep pace with the Plasma Thunderbolt Is while sprinting. Another ship design with a designed cruise speed of about 60 was unable to overtake its Shaktur FireStorm I torpedoes but more or less kept pace with them while at cruise speed.

Incidentally, it appears that ships might be programmed not to fire weapons on ships if the target is moving faster than the projectile can propagate, at least in a pursuit scenario.

(in reply to Vellarain)
Post #: 36
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