Author Topic: Hardpoint scripting standards  (Read 1495 times)

Offline King Class Scout

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Hardpoint scripting standards
« on: March 08, 2010, 07:25:44 AM »
I ran into something very interesting while browsing hardpoints.  there seems to be no standard in damage levels for Phasers.  a recent ship I just downloaded is in severe need of a hardpoint tuneup to survive KM.  I was peeking through them to get an idea, and saw the same two numbers, either 150, or 300 damage.  since I'm having a tough time just shooting down KM galors with anything less than a PDW with a zillion quantums, I was wondering where to reset this ships.

any opinions?
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Offline Bones

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Re: Hardpoint scripting standards
« Reply #1 on: March 08, 2010, 09:15:53 AM »
I guess you'll have to manually set all phasers to desired damage factor caused by them, PDW Excelsior if you referd 'PDW' to it is underpowered (got few mail with complains about phasers especially) so you might have problems in shooting down any KM 1.2 ships :P

Offline King Class Scout

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Re: Hardpoint scripting standards
« Reply #2 on: March 08, 2010, 11:15:13 AM »
heh.  no, I mentioned the Krakow as one of the few cases of being adequete in the phaser department.  hell, it was overpowered for basic BC, and is just right with KM 1.0
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Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline KrrKs

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Re: Hardpoint scripting standards
« Reply #3 on: March 08, 2010, 12:29:57 PM »
Well, in my install I try to set Phasers for TMP era to something in between 300 - 400 Max damage, with a DamageDistance from 70 to 150.
Depending on Ship Size.
For TNG Era, the MaxDamage ranges from 700 (old ships) to ~ 1000 (Galaxy) to 1300 (Nem Sovereign) with a MaxDamage Distance of 100.

Of course that's only for my install and only (roughly) adequat for fed ships. My D'deridex main Battery does 2000 damage and is still underpowered.

Offline Morgan

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Re: Hardpoint scripting standards
« Reply #4 on: March 08, 2010, 03:53:03 PM »
Maybe this will help. This chart details my own hardpoint scale that works pretty well in my own installs. It goes into warp core balancing, power distribution, phaser strengths, and more.

EDIT: Uploaded wrong file. Fixed

Offline King Class Scout

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Re: Hardpoint scripting standards
« Reply #5 on: March 08, 2010, 06:09:07 PM »
krrks: that sounds about right, estimating 1-200 damage on TOSes.  now, if only GC and the QBautostart addon wouldn't cause mem overload crashes...
Nero: as long as it isn't Kenjar's warp core balancer, which gave me energy leaks...
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet