my first module


#1

The Kinetic assault missle. it will probably be over/underpowerd but i want so critiscism on my first try.
A powerfull and expenisve missle that destroys targets with pure speed.
-pros
to fast to intercept.
very hight dmg 2 or 3 hits will kill
very high pentration
long range.
-cons
a high price tag
needs a large amount of matnice from crew.
the luanch sequnce draws execive amounts of power.
the large missles have a long loading time

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 100
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 1000
crew_required = 25
damage = 500
decoy_release_range = 1500
description = "A power full missles that destroy there targets with pure speed "
fire_interval = 10000
flareuvid = 2
fuel = 5000
guiname = “Kinetic assault Missiles”
has_decoys = 0
has_flare = 0
hitpoints = 250
icon = turret
min_range = 500
max_range = 1560
missilelength = 75.0
missilespeed = 10.0
missilewidth = 10.0
name = “Kinetic assault Missiles”
powerconsumed = 22.2
shield_penetration = 75
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
submunitionslive = 0
tracking_speed = 1.5
trail_fade_time = 900
turnspeed = 0.2
turret_sprite = “turret_miss_v1”
turretsize = 20.0
warhead = EXPLOSIVE
weight = 128
slot_type = TURRET
uisortpos = 1150

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL[/code]

its funny this started out as an try to increase the number of warheads for the multiwarhead missles and i end up with this :stuck_out_tongue:


#2

viewtopic.php?f=21&t=2506#p12628

Soon, very soon :slight_smile:


#3

When balancing a weapon, one of the main things you need to look at is overall damage output. Of course shield and armor penetration is important too, but in your case those are insanely high so we can temporarily ignore them.

To get a sense for the damage output, take the ‘damage’ attribute and divide it by the fire interval. In your case the damage is 1000 and the interval is 10000, so your damage per interval (DPI) is 0.1

Now we want to compare that number to other similar weapons. I first looked at the fast missile launcher, as your missile is supposed to be fast too. The Fast Missile Launcher does 30/2145=0.014. Hmm, quite a lot lower. Let’s look at the megaton missile launcher: 60/2600=0.023.

So in terms of raw damage output, your weapon is over four times as powerful as a megaton missile launcher. Plus it has range and speed advantages. Plus the insane armor and shield penetration values. Plus five times the hitpoints. The next question is, do the disadvantages balance out the advantages?

Cost: 1000 – this is definitely quite a penalty, I’ve built cheap cruisers that cost less than this weapon alone. It is about seven times as expensive as most of the other cruiser missile weapons.

Power: 66.6 – also severely penalized. Over 10 times the power cost of most other missile units.

Crew: 75 – About five times as many crew as the other missile systems. Since your weapon is about 5-6 times as good as the others, this is probably about right, or even a bit low.

So in the end, my main opinion is that the weapon is too powerful; consider cutting the damage and penetration values in half at least. But you have over-balanced it by raising the cost and power requirements to absurd levels as well, so that makes it not worth using. If you leave the weapon damage and penetration alone, you could still afford to lower the cost by a couple hundred and cut the power requirement almost in half. If you take my advice and cut the damage and penetration in half, you could drop the cost, power, and crew requirements by quite a bit more to match.

Good job and have fun, congrats on your first mod! :slight_smile:


#4

Thanks for the tip.
changes made
shield pentration cut in half
armor pentration reduced by one third
dmg cut in half
crew and power reduced by one third
hp cut in half


#5

Sorry, I couldn’t help but to butt in. You might want to edit the description a little bit, the grammar is off.


#6

I two need too point out that they’re at least to errors in the description.

Take that, grammar nazi! :wink:


#7

Any ideas for a second module?


#8

ok my next creation the rapid fire beamlazer
-pros
very very very high rate of fire.
will punch through most armor and some shields
its mostly atumated so very little crew is needed
cheap
-cons
the beam repeater mechnism is heavy any ship with this insnt going any where in a hury
pretty large power draw
more expensive then the average lazer
low damage per shot

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 50
beam_duration = 100
beamwidth = 12.0
blasttexture = “beam_red_atlas.dds”
category = “WEAPONS”
classname = “SIM_BeamWeaponModule”
color = 255,16,16
cost = 175
crew_required = 3
damage = 15
description = “when you dont have the time to wait for your beam to recharge try the new rapid fire laser. it has a large power draw and low damge but when you just love blasting things to smitherines whith execess fire power theres nothing better”
fire_interval = 350
grain = “beam_red_atlas.dds”
guiname = “Rapid fire beamlaser”
has_grain = 1
hitpoints = 105
icon = turret
min_range = 60
max_range = 770
name = “Rapid fire beamlaser”
optimum_range = 616
powerconsumed = 50
shield_penetration = 25
size = “CRUISER”
sound = “data/sounds/cruiser_beamlaser.ogg”
soundvolume = 1.0
texture = “beam_red_atlas.dds”
tracking_speed = 0.5
turret_sprite = turret_las_v3
turretsize = 22.0
weight = 300
slot_type = TURRET
uisortpos = 1010

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL[/code]

also currently working on my first ship. the aroura bomber


#9

I like it!

Low damage per shot isn’t a disadvantage when the rate of fire is so high. This module is doing twice the damage of a standard beam laser, with better shield penetration. My suggestion for balancing: Cut the damage in half to 7, reduce the shield penetration to 20 same as a standard beam laser, increase the minimum range to 260 same as a standard beam laser, reduce weight to merely double at 150-ish, and reduce the maximum range by a little bit, maybe 700 instead of 770. The combination of reduced range and increased weight and power requirements means it’s a little slower to get into range than a standard beam laser, but once there it has the speed advantage allowing it to switch targets frequently, perfect for taking out frigate spam.

Looking forward to seeing your ship… I haven’t gotten around to doing one yet (mostly because I suck at art) but I hear they are a lot more work than an individual module, good luck!


#10

The Aroura has arrived. Using experamental tech the aroura has achevied increadable speed. combined with the new anti-matter bomb this duo gives the fedaration some seriuos fire power.

http://www.mediafire.com/?8nhj7u03eub32u1
http://www.mediafire.com/?omj6jah794m8n7n

Aroura bomber hull

[code][config]
classname = fighter
name = Aroura bomber
guiname = Aroura bomber hull
sprite = Aroura bomber.dds
damagetexture = Aroura bomber_sprite.dds
hulktexture =
width = 50
height = 50
powerproduced = 100
cost = 70
racename = federation

[bonuses]
0 = INTEGRITYBOOST,0.25
1 = SPEEDBOOST,0.5
2 = COSTBOOST,0.25

[runninglights]
0 = 36,228,170,2,1
1 = 219,228,170,2,0

[contrails]
0 = 74,246,40,600,1.5,4
1 = 182,246,40,600,1.5,4

[targets]
0 = 111.50,222.00,1,1,86.00,198.00,137.00,246.00,SHIP_EMMITER_SMALL,
1 = 128.00,144.00,0,0,
2 = 132.50,59.00,1,1,112.00,23.00,153.00,95.00,SHIP_EMMITER_SMALL,

[slots]
0 = 130.00,39.00,TURRET,
1 = 75.00,150.00,STANDARD,
2 = 181.00,150.00,STANDARD,

[explosions]
0 = 0,128,128,EXP_STARTBREAKUP
1 = 0,128,128,EXP_FIGHTER_DESTROYED_LOD
2 = 0,128,128,EXP_FIGHTER_DESTROYED
3 = 0,128,128,EXP_BLASTGLARE
[/code]

Anti-matter bomb

[code][config]
unlockcost = 0
lockable = 0
animationgap = 10
armour_penetration = 50
category = “WEAPONS”
classname = “SIM_PlasmaLauncherModule”
cost = 25
crew_required = 0
damage = 250
description = “a bomb capable of unviraled destruction for its size. only useable with the new Aroura bomber”
fire_interval = 10000
frames = 4
fuel = 5000
guiname = “Aroura anti-matter bomb”
hitpoints = 20
icon = turret
max_range = 500
min_range = 5
name = “Aroura anti-matter bomb”
optimum_range = 200
powerconsumed = 50
shield_penetration = 50
size = “FIGHTER”
slot_type = TURRET
sound = data/sounds/laserblasts_crt05_06_1.ogg
soundvolume = 0.5
speed = 2.0
spritesize = 100.0
tracking_speed = 1.0
turnspeed = 0.5
turret_sprite = “turret_plasma_v2”
turretsize = 0.0
weight = 15
style = STANDARD
uisortpos = 1130

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = fuel,DECIMAL[/code]

Aroura egine

[code][config]
category = “ENGINES”
classname = “SIM_EngineModule”
cost = 50
crew_required = 0
description = “A powerfull engine created for use with the new aroura bomber”
guiname = “Aroura engine”
hitpoints = 50
icon = module_engine_3.dds
lockable = 0
name = “Aroura engine”
powerconsumed = 25
size = “FIGHTER”
slot_type = STANDARD
thrust = 60
unlockcost = 0
weight = 3.0
stack_effectiveness = 1.00
uisortpos = 3020

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = thrust,DECIMAL

[/code]