Ship specializing

There are 7 replies in this Thread. The last Post () by SWAT_OP-R8R.

  • First off, this is not matter of discussion. I am the one who balances the mod, not you.
    This is also not the final result as the main part of the ship editing still has to be done next week.
    Im just giving a small overview of what is changing here in the next few days.


    Ill start with something simple
    The introduction of Battleship Torpedoes (images attached)
    Each battleship gets 2 Torpedo tubes attached allowing it to fire tracking topedoes with heavy damage.
    These torpedoes are no danger to fighters at all but to other capital ships.
    They are similar to the coalition torps but have a higher speed but run out of fuel sooner.
    The final damage values are not set as further tests with existing ships needs to be done. However you can expect them to have higher damage than normal coalition Torps + an additional shield damage.
    As these tubes are fixed (not rotating) you can only fire forward. Since you have 2 tubes you can fire 2 torps at once, the amount of torps you can carry will be limited. The fire delay is set to 12 seconds.
    These are assistant weapons which also do splash damage to fighters if they are close to the target.
    You will not need to buy launchers. The battleships use these new weapons by default. You can not sell them.


    Sticking with Torps there are plans introducing new bomber type ships aswell as revising the existing ones.
    Details are not yet available.


    Introduction of mining ships.
    In combination with a new mining concept it is planned to introduce 1 or 2 mining ships.
    Only those will be able to crack high value asteroids in order to get the minerals.
    Stats are not yet known but for sure the cargo bay will be relative small compared to the minerals you can get by cracking such asteroids. -> intention to force teamwork (cooperation between miner and other freighters/transports)


    Cruiser layout.
    Introduction of faction specific primary guns. (mainly shield killers)
    further stats not known yet.



    I repeat. This this not matter of discussion. This thread will be updated once more information is available.
    Spam, requests and ideas will be removed.

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • AWESOME!

    "The objective of war is not to die for your country but to make the other bastard die for his."
    "As I walk through the valley of the valley of the shadow of death, I will fear no evil because I am the baddest mother fucker in the valley"

  • I believe that CF is more focused on the VHF and that capital ships could enter Imbalances in the game.



    Will there be any improvements for VHF, especially micro menagment?

  • Im wondering if my english is that bad...
    *closed*

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • capital ship balancing has been finished now


    i wont publish the exact stats (you will see that soon enough)
    overall it can be said that the stats aswell as the price for these ships raised



    gunboats:
    these have the double amount of cargo space now and almost the double hit points
    additional like all military capital ships the gunboats will get a set of special weapons (for free)
    price 2-3 times higher


    cruisers:
    hit points of all destroyers and cruisers are now at the level of the liberty cruiser (which by default had the double of the others in previous CF versions)
    cargo space is almost 3 times bigger
    special weapons included
    price 2-3 times higher


    battleships:
    cargo space reduced drastically
    hull increased by 40%
    price doubled
    of course with special weapons


    freighters:
    the cargo space is maxed out at 2500 (large train)
    normal train = 2000
    these are the only freighter ships that have less cargo space - most others have the double volume now
    hit points got adjusted by ship size and purpose (overall just minor adjustments)
    mentionable is that the armored transporter and the scouser have more hit points compared to the other ship sizes and cargo volumes (result of ship purpose)
    prices for those ships are mostly the same as before (in case of the trains slightly less)


    utility ships:
    (liners, prison ships, repair ships,...)
    mostly increased hit points (except for the liner which has slightly less than a prison ship now)
    cargo space has been adjusted based on the military ships
    ship prices are somewhat higher than before


    as stated earlier the max cargo space is 2500
    thats less than before but now the trading limits are getting lifted so you can trade full values again
    since you can dock at stations and not only planets the balance remains


    new is that all these ships have no bats/bots anymore
    my first balance layout originally contained bats/bots for these ships but due to the feedback i received the bats/bots got removed (as a side effect nobody can complain about reloading traders any longer)



    after all the ships are more expensive but their functionality improved

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!