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v7.3.2 rebalance
raj18
So i was thinking of rebalancing the gameplay of classic pds, ie v7.3.2. Basically just modify the gameplay for a 'faster' experience.

Some things i were thinking of would be to rebalance ship health for one, with the fighters being near the low end and capital ships being true behemoths that anything short of bombers and other capitals will possibly not be effective.

Higher movement speed overall for strike craft so they can effectively do boom and zoom attacks on enemy capitals and frigates without getting torn to shreds by enemy defenses.

I also plan to increase the lethality of the weapons. This goes hand in hand with the ship health. Just make the two points work together.

Of course i would also balance cost and build times eventually to balance out the capital ships' and frigates' power and the lack of armor on strike craft.

I don't really know how many people still play 7.3.2 with 11 out. Of course there aren't as many different ships as in 11 but i can deal with that.

Any thoughts or comments?
 
TheSizzler
Wait, so you're going to:

1) Increase cap. ship health
2) Decrease strike craft health
3) Increase strike craft speed
4) Redo cap. ship build times/cost (offset strike craft inefficiency)
5) Increase weapon damage

I still play 7.3.2 just about as much as 11, but I'm not entirely sure this would stick to the planned gameplay style. Although it has merit, IMHO most 7.3.2 strike craft are already useless against cap. ships except to tie up their defenses. (this is actually very important)

I'm going hypothesize that if you put these changes into effect, then cap. ships and strike craft will not be able to combat each other.

Cap. ship's CIWS won't be able to hit the strike craft, but the strike craft won't be able to damage the cap. ships. If this is wrong, then my second guess would be that the cap. ships will merely trounce the strike craft.

For example, take the Linebacker. For some reason in 732 it is amazing against strike craft (yet in 11 it seems neutered); I've seen a single one take on three squadrons of HAC-IIs or whatever they are easily. If you do this, the battle might last a bit longer, but Linebacker would be able to kill more strike craft on its own.


Although, if you carefully balance it, you just might be able to hit that golden spot, but IMHO 732 is close enough to that. 11 just comes even closer, only scaled down to a more manageable level.


I'd also suggest creating new cap. ships (or maybe different variants of already existing ones) more anti-strike craft oriented. IMO you should use the Liirahh (not lamanxa) and put more CIWS or anti-fighter missiles on it. And I'd also add another pulse cannon to the Bloodhound. For strike craft, I'd just create a set of bomber-corvettes for each side. Maybe for the Higs have a lavi-ish thing with some HVR/Ts or take the Kopesh and replace the pulse cannons with LRM launchers. I honestly don't play Vaygr much, but I'd thing of adding heavy missiles to the Daughters of the Wind, or beefing up the missile corvette.

All in all, it sounds like an interesting alternative to normal PDS gameplay.
Edited by TheSizzler on 21-12-2007 01:48
 
Tristan
Strikecraft is underpowered in PDS7. I suggest remedying that before you make cap ships even more ridiculous.
 
raj18
Thanks for the feedback. Well what i was thinking was not nerfing strike craft to the point that they are ineffective against cap ships. Rather rebalance the strike craft so that only units designated as bombers carry enough firepower to punch a hole in that armor. Cap ship ciws will tear strike craft apart if they dare to get close (bombers will have weapon ranges higher than the ciws) as they should imho.

Also strikecraft vs strikecraft combat; just make it faster and bloodier. So basically strikecraft wont be useless at all. It just would be suicide to deploy strikecraft without thinking. I think its a little off that i can send in 8 blades against a sorceress and do quite a bit off damage against it and then pull back out.

Also plan on changing the rear armor damage values so that you can set up that initial volley from the rear and tear that pesky battleship apart. Just keeps you on your toes and will force the player to micromanage the big ships in combat (I'm a micromanaging whore Pfft) So like in the previous example, the 8 blades can still cripple the carrier with an effective initial volley. Just dont expect to see all 8 squadrons pull out of the area due to the heavy ciws and the close strafing runs that the blades do.

I'm kinda new to the .wepn files and rebalances are bi&%h so progress have been kinda slow. I've rebalanced the 2 point defence interceptors for both sides and the assault frigates. 3 vs 3 interceptor battle was fast and furious and i've made it so that the pioneer can turn faster but has lower speed than the blade. Both ships are faster overall. Weapons are comparable with a lance on the pioneer and the pulsar on the blade. I have made the blades slightly more survivable than the pioneers and so they pretty much won every time. Plus they have an extra hvm for that initial merge. 2 spahis tore 3 interceptor wings apart while one of the frigates suffered about 3/4 damage. 1 spahi lost against 3 interceptor wings since i jumped it from behind and it was dead in space in a matter of seconds after which i picked it apart. Still lost half a squadron to the turrets.

So basically you'll probably have a carrier (or 2 if you're a fighter nutjob like me) dedicated to producing fighters and bombers under heavy combat scenarios.

EDIT: Like i said before i'll balance out the build time and costs to offset the relative fragility of the strike craft and the relative dominant cap ships. So basically there'll be a lot of strike crafts fighting and dieing near the first half of the game. And when a player has enough resources and time to pump out a cap ship it will be a thing to be feared, and a priority target for everyone. Any thoughts on this and on cap ship vs capship combat?
Edited by raj18 on 21-12-2007 05:39
 
Twitch
any chance of this being uploaded? i play 7.3 more than I do 11, and i'd really like to see this uploaded when it's completed.
YAY!!!! 1000th MEMBER!!!
 
raj18
Alright i'll upload the 2 interceptors (pioneer and blade) and the 2 frigates (spahi and the bloodhound) tomorrow along with the requisite weapon files.
 
raj18
I've attached the two interceptors along with their .ship and .event files. If for some reason you don't like pyrotechnics then leave the .event files out of it. Also the .wepn files are included.

Make sure you back up anything you replace.


Its not much i know but i appreciate any feedback. Thanks guys.
raj18 attached the following file:
interceptorsandweapons.zip [8.18kB / 326 Downloads]

Edited by raj18 on 22-12-2007 03:29
 
raj18
Just to clarify the files attached above. The Hgn_interceptor and Vgr_interceptor goes into the ship folder and the rest go into the weapon folder. Kinda forgot to seperate them. Sorry IWS

The .ship files for the frigates are fubar for some reason or other. I'll just start over from scratch.

I'll be going home to pittsburgh for christmas break tomorrow. I'll keep working on this when i get back. Bombers are next on the list followed by the rest og the fighters. Then the full list of frigates and then cap ships.

By the way heres a screenshot.
A heavily damaged Blade surveys the battle above.
raj18 attached the following image:
ss00002_3.jpg
 
Dafeaz
Just keep my Arbiters as effective as they are now, and no one gets hurt.

I LURVES ME SOME ARBITERS!
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Resident forum lurker, no coding or modeling skills required!
Turnin' Battle Barges to swiss cheese and lookin' good doin' it.
 
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