Yeah, IdeaLs, not ideAs. This is about the intent of modding, and the baseline of quality to strive to with modding…
I know I’ve been posting a lot of inane stuff, but I’m a talker, and lets face it, these boards can’t get much deader. I doubt I’ll known anyone off the board with this… Bottom of the page is from 6 months ago…
So, I was trying to come up with neat things I could do to mod the game, that wasn’t already done… You know, things like a Halo Mod, but I can’t make the .dds’ necessary, then someone outdid my MicroMite idea, so that fell flat, and it got me thinking about what is NEEDED from a mod, and most importantly, what ASPECTS are wanted, not what gimmick is wanted… So, I think I’ll start by addressing my concerns with GSB as vanilla.
Resource Management not being Resource Management-y enough:
When designing a ship, even in Campaign mode, I have never neglected upgrading a part to save on cash.
I have made many sacrifices. I have lost in speed to meet crew demands, I have neglected much wanted firepower at the constraints of my hardpoints, but money has never been a consideration for more than fighters, and even then it’s kinda bass ackwards. When I have an extra weapon port on my ship, but I’m redlining that Power Supply II, I never said “You know, the expense of the Type III isn’t worth it.” Unless both my new weapon and the Type III drove my Crew Requirements through the roof…
So, I thought about what the problem is, and it’s quite clearly the fault of high floors and low ceilings. The width of dollar per module is staggeringly low when you can consider 100,000 francs your upper limit. As far as the floor goes, my discount fighter squad should be shrugged together out of the money I saved on not buying the oaken desk for my fleet admiral. A squad is 1000 bucks a pop, more than a mediocre frigate, and vanilla cruiser is unlucky to tip the 4k scale. While the difference between a 67 buck Wolf Fighter and a 3200 Heavy Support Cruiser seems like a lot, you have to account for the fact that a fighter isn’t seen as a unit… Not really. Sixteen fighters are one unit.
That said, when playing around the upper limit, cash has absolutely NO meaning. At about pilot 378 (before fighters), you’re sitting there going “Well, I guess I’ll through down another armor laden’d cruiser…” It seems to me 100k would play better as a good sized fleet, instead of a spam fest. Maybe 10 Cruisers, an equal number of frigates, and as many plucky fighters as you can squeeze out of the remain 600, This makes the lower costs, 40k, and 25k more about careful consideration. One thing I found while playing with fighters at 2k is that, sure, the 120buck double crested super fighter would waste any equal fighter squadron on the field, but at these levels, that discount fleet across the way is almost doubling my numbers, negating my advantage. That’s how it should play at all fleet cost levels…
So, how to implement low floors, high ceilings? Well, that’s just a matter of options.
I feel the fighter’s biggest problem is its lack of options. Not more powerful options, just options in general. You start at the lowest levels. What can you get for a buck? I imagine a fighter with 1 hard port, 1 weapon mount, that produces 1.20 energy. Well, not much use, is he? That’s a rocket launcher (or Torpedo, if’n you’s brave), and a cheapskate Engine Type I… Normally that’s a 70-80 fighter, with the extra hardpoint and flexibility, but lets do bare minimum. I’ll give you 12 bucks for the chassis. That rockets not gonna do well, say he putters out at 300m’s, and takes a hit to damage. 9 bucks for the launcher. And that engine hasn’t had its oil change, thrust of 12, or even 11, and it’s fragile… 3 HP for your craft. Uhg, I’ll take that 6 dollar junker… That adds up to, what? 27 bucks a craft, and it’ll still do a damned good job of harrassing unarmored frigates, as what bombers are good for. So, lets say you had an expensive fighter. Spent 80 bucks on a squad, then brushed up your DPS with the bombers. You spent 1,280 on the fighters, and 432 on the bombers… The bombers are slow, kinda piddly, and look like shit, but honestly, they’ll add an extra 96 damage at the minimum, and what else are you gonna do with 400 bucks?
And that’s not it for the Fighters. Now you have discount Engine types, Prestine Engine types, models with higher HP, rockets with extra uranium. We’re talking small numbers; +1 to damage, 2 bucks, -50 to range -1, you have an array of options to eek out that final bit of leftover cash. But where is that cash coming from?
The cruisers.
Cruisers are proof that Automation Works. I can crank out a highly useful heavy DPS LRM cruiser for under 2k. You know what that means? If I could get all 50 LRMs within range of your fleet, I’d have 50 LRMs shooting seven missiles a piece. (And then they get eaten alive by those cheap 27 dollar bombers. Irony, no?) I think that’s a terrible ceiling. If cruiser is the best I got, the best better be expensive. A Ferrari isn’t a Ferrari without the 100K price tag, and my extra secure Anti-Air Cruiser with top of the line ECCM suites better show its superiority in its price tag. I’m talking I’ll hit 9, 10K easy, maybe span a 20K build with the best equipment. It’ll come to the point where when that $500 you save on not upgrading that power supply to buy that $800 dollar laser will be put to best use in maybe another handful of fighters. Or better yet An anti-fighter option that’s worth a dang…
So, that’s my first thought one what needs to happen in a successful GSB mod. I think I might try to reorganize the fleets economics… I have more ideas, but I talk a lot, I wanna hear from you. Disregarding what we cannot touch in the core code, what seemingly necessary ideas could be implemented (or are, just not widespread) into a mod that encompasses everything, not just the newest race?
Or, an even better side, do you think that vanilla GSB was perfect where it was, and has been skewed by the modding community?