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Post by bigfoot on Jan 8, 2018 11:37:33 GMT -8
Have a look at... forum.loveinspace.moe/thread/469/battle-tactics-mod-02-libday for the critical hits/penetrating blow (the rest of the stuff can be disabled in the code, there is a settings part if you open it in notepad) I can adapt that to add in glancing hits/penetrating hits easy enough. I'm not sure about making kinetics more effective against armor given its supposed to counter them, possibly we could link penetrating blows to amount of damage instead? We can make weapons armor piercing fairly easily, by putting a function in that boosts damage depending on armor on the enemy ship. (like +20% target armour to simulate 10% armour piercing with kinetics) About scaling for difficulty then adding... if renpy.random.choice([1,2,3,4,5]) >= Difficulty: return into techup would mean 40% captain, 60%, 80% spacewhale chance of buffs per ship and we can add a similar boost/malus to upgrade points.
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Post by defieroftheodds on Jan 8, 2018 13:08:16 GMT -8
Do you have any issues with me building upon your mod?
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Post by bigfoot on Jan 8, 2018 13:54:38 GMT -8
That's no problem at all! If it's this then just help yourself, if its something published then feel free to plunder but please don't overwrite functions (so just give them different names when their defined) so there is less confusion if bug fixes are needed.
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Post by defieroftheodds on Jan 8, 2018 14:47:11 GMT -8
Thanks, that will be rather helpful.
To answer your question on kinetics, I was thinking of changing the way armour degraded so kinetics would have a more direct impact against armour but maybe this is just over complicating things.
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Post by clove on Feb 15, 2018 10:19:04 GMT -8
It's not dramatic, but I found missiles to be best used on enemy missile frigates. No flak, and killing them early keeps them from overwhelming my own flak and causing some missiles to slip through. Hit them once with a large laser, like from Asaga, then follow up with missile to kill. Also happens to be an efficient use of Asaga who doesn't really have a specialty.
That and the big, high value ships often have too much armor for missiles to be effective unless they are mostly dead. Usable against a very weakended capital ship that isn't yet weak enough for Icari to pop with pistols I guess. Or maybe to finish off a shutdown capital ship that Sola has blown a big hole in.
That and missiles can be thrown away to overwhelm enemy ship flak before launching a torpedo if you are using them.
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Post by neppi on Feb 25, 2018 6:35:57 GMT -8
I love the idea of enemys having upgrades, but it shouldn't be too random. It's still a strategy game, not a lottery. I don't want to restart the battle just because I got unlucky with the enemys buff . The number of buffed/upgraded enemys and the strength of these buffs/upgrades should scale with difficulty. And the tooltip of the ship should clearly state, that this particular ship has additional upgrades. At least letting the enemys upgrade themselves opens new possibilities for balancing. Some enemy units could get buffed depending on the average upgrade level of the ryder squad.
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Post by defieroftheodds on Feb 27, 2018 12:53:35 GMT -8
I agree enemy upgrades should be scaled by difficulty and should be based on the amount of upgrade points the player has available to them.
Enemy upgrade points should be spent appropriately, mooks shouldn't have many upgrades as they are meant to be weak but have strength in numbers.
I do believe that there should be suitable 'sets' of upgrades which are predetermined which are then allocated, fixing rng issues. This can also fix the tooltips becoming unclear.
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Post by limith on Feb 27, 2018 15:42:47 GMT -8
I don't really care for permadeath in these types of games. All it means to me is that if one of my characters dies mid battle I have to restart the battle unless I want subsequent missions to be less fun. Depending on the game that could be 30+ minutes of playtime lost for a mistake or something unforeseen happening. That's more frustrating than the challenge of finishing without losses is fun. Penalties can also create balance problems. Depending on the severity of the penalties, if you aren't dying as much as the game expects you to it starts becoming too easy and gets boring. The opposite is true as well. Unless the game offers a way to grind out money or upgrade points the game might eventually become impossible to finish which is certainly not fun either. I think the difficulty system is OK considering the scale of the game and the budget. I agree it could be better though. While simple stat changes are appropriate in some of cases, changing the number of enemies or the types of enemy that appear can create something that feels a little less artificial. What I'd like to see instead if they made a new Sunrider is change the way missions are designed. From what I've read it seems I'm not the only one who found that sitting in the bottom left corner and letting enemies come to you while picking them off is the optimal strategy. Moving and attacking using the same resource(AP) means that it's almost always better to attack another time instead of moving. The way Flak and Shield effects work, particularly the stacking effect encourages the player to create an iron curtain death ball. Also, the ships closest to the enemy get focused the most and being closer gives them more accuracy. "Terrain" based obstacles are rare and there's no line of sight which also reduces the need to move. However, one of the biggest causes of this is that the start locations are always the same and how effectively small the levels are. Almost every ship has the ability the accurately deal damage across at least 30-50% of the map. This combined with the cost of movement and the sheer amount of enemies littering the battlefield means that there's really nowhere to go. I liked Mila's turnwheel in the recent fire emblem Echos game. Allowed you to rewind a limited amount of steps back each battle so you didn't have to restart but you could only do it a limited number of times.
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