Weaponsmith Archive
Thread: speed and damage experimentation
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BigAke
Thu Jan 01, 2004 5:31 am
#1
who else thinks that damage experimentation should no longer change the speed of weapon parts and weapons but have an experimentation category of its own? if speed had its own experimentation category, weaponsmiths could differentiate from each other by following different experimentation strategies - not like today where some parts just have damage experimentation and nothing else. (i am not counting durability for weapon parts since it doesnt seem to do anything useful to me)
also range modifiers should be more important, too.
from a weapon users point of view:
increasing the damage values on a weapon increases damage over time by increasing raw damage per shot while keeping ham cost over time constant but makes misses more serious because a single miss means that a large amount of damage is lost.
increasing the speed of a weapon increases damage over time by increasing the number of shots in a given amount of time, a single miss is not that serious because you lose a relatively small amount of damage. however since ham costs are calculated per shot, your overall ham drain would increase in a given amount of time - assuming you use specials all the time.
increasing the accuracy of a weapon increases damage over time by reducing the number of misses, while keeping overall ham costs at the same level.
please note that such a change should not have a "nerf"-character and would be best when introduced along the upcoming weapon/combat revision. i really hope that all weapons will be increased stat-wise during that revision so that the game world does not suffer from pre-change artifacts because those pre-change artifacts will be less effective than new weapons.
also range modifiers should be more important, too.
from a weapon users point of view:
increasing the damage values on a weapon increases damage over time by increasing raw damage per shot while keeping ham cost over time constant but makes misses more serious because a single miss means that a large amount of damage is lost.
increasing the speed of a weapon increases damage over time by increasing the number of shots in a given amount of time, a single miss is not that serious because you lose a relatively small amount of damage. however since ham costs are calculated per shot, your overall ham drain would increase in a given amount of time - assuming you use specials all the time.
increasing the accuracy of a weapon increases damage over time by reducing the number of misses, while keeping overall ham costs at the same level.
please note that such a change should not have a "nerf"-character and would be best when introduced along the upcoming weapon/combat revision. i really hope that all weapons will be increased stat-wise during that revision so that the game world does not suffer from pre-change artifacts because those pre-change artifacts will be less effective than new weapons.
sadaharu
Thu Jan 01, 2004 5:53 pm
#2
In all honesty, yes, I think speed and dmgshould be two seperate exp categories.
But for practicality sake... for all the already over-worked WSM out there, we' d end up having to make like 3 different versions of each weapon. One for speed, one for dmg, one balanced.
Also how would you implement it so that the "new" weapons don't grossly unbalance the old ones? Would you say a "new" weapon that was 50% dmg and 50% speed be equal to a 100% dmg old one? There's ALOT if implementation factors to consider.
- Sadaharu -
SdM Weapon Supply, Master Pointyandblastythingmaker
BigAke
Thu Jan 01, 2004 8:14 pm
#3
well, if you think that you have to have all possible expermentation layouts in stock that would be your problem. if three weaponsmiths choose to use just one layout (each weaponsmith a different one) they all will have a their share of customers without having extra work - and if you even specialize in one type of weapon (like pistol or rifle) you will even have to collect less resources.
this way a weaponsmith can be known to make the quickest guns of the galaxy while another makes the biggest guns, but somehow people think that they have to be best in all categories.
and yes, adjustments would not be easy, but it is better if the old weapons are worse than the new weapons. (either way one part of the community would start whining: either the ones that stockpiled high-end weapons that are not high-end anymore or the ones that did not get the old high-end weapons which are so effective that no new weapon can their stats)
this way a weaponsmith can be known to make the quickest guns of the galaxy while another makes the biggest guns, but somehow people think that they have to be best in all categories.
and yes, adjustments would not be easy, but it is better if the old weapons are worse than the new weapons. (either way one part of the community would start whining: either the ones that stockpiled high-end weapons that are not high-end anymore or the ones that did not get the old high-end weapons which are so effective that no new weapon can their stats)
revisoHT
Fri Jan 02, 2004 2:54 am
#4
a version of this is already in the game in the form of slicing. I think forcing it into a schematic would only aggrevate the community. If you want to accomplish this for your own core of customers you could always master smuggler and slice your own weapons.
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