Monday, November 11, 2013

Alpha Space Battles Version Soon to be Released

We are close to releasing the mod in its alpha space battles format to some of the larger modding sites out there.

There are still a few issues to be ironed out before then.
Check out the Empire and Rebel pages for more information on some of the units available.

Thursday, October 24, 2013

Confederacy of Independent Systems

I just realized during testing that I had not done the Separatists yet and since I will need them for the 'Reconquest of the Rim' scenario I thought it would be good to quickly list the units I wanted to include:

Confederate Navy


Separatist Droid Army

  • Droideka Mark II (View Entry | Wookiepedia Entry)
  • Droidekas (View Entry | Wookiepedia Entry)
  • B2 Super Battle Droids (View Entry | Wookiepedia Entry)
  • B1 Battle Droids (View Entry | Wookiepedia Entry)
  • Mercenaries / Pirates

Tuesday, October 22, 2013

Overnight Playtest

Last night I finished up the starfighter dogfighting improvements so decided to run a long playtest... lots of fun but the biggest thing I found was that the shipbuilding and space station building times were WAY too long...

The times I were using are found in this post, I'm thinking they will need to be cut in half at the very least.

Right now a Death Star 2 takes 13-15 minutes which I'm ok with but the rest made the game lag too long and made testing a lot harder.

My next step is to go through all the build times again with [current value / 2] build times:

ClassBuild Time
Space Station210
Battle Station180
Star Dreadnaught      150
Star Battlecruiser120
Star Destroyer90
Frigate60
Corvette30
Starfighter15

Hopefully once I tweak to the above times it will make things run a lot smoother.

I may also make Level 1-2 space stations 180 seconds instead of 210 to make them go even faster.

I will do an update once I have launched the above changes.

Monday, October 21, 2013

Weekend Update

In my previous post I outlined how I was looking at starfighters in terms of optimizing their dogfighting capabilities.

I have to update that post, the columns that are there now are mainly defensive and I am adding in a 'laser' accuracy section to show the offensive capabilities of the ships in terms of dogfighting - starfighter to starfighter combat.

This weekend I started implementing the changes I outlined, I still have to go through some of the Rebel vessels but I am close to finishing them. Then I need to do the Hutt, Underworld, Neutral and Pirate starfighters -- but a lot of those ships are the lower end ships I've already done so it is just a matter of copying and pasting hopefully.

Then I need to do some playtesting, the numbers I gave in the post were based on my experience playing and the goals to make the Rebel starfighters superior to TIE fighters etc. So really right now it is just a hypothesis, I need to playtest it to make sure the results are there.

After that my next step is to optimize the hardpoints of the capital ships to be reflective of this post. Then I need to do a round of capital ship playtesting with the updated hardpoints and the compared to the updated starfighters.

After that, there is not much more to do before the Space Demo release.

Saturday, October 19, 2013

Starfighter Dogfighting Capabilities

After I go through the weapons and hardpoints for accuracy I want to make sure that starfighters were balanced in terms of their dogfighting capabilties (ie. fighting against other starfighters in a space superiority role).

The following chart lists the average or baseline of each starfighter and how effective it is at evading enemy fire and moving around the battlefield (speed/acceleration/doding abilitiy). They are listed in order of their dogfighting ability.

Imperial Navy Starfighters

Starfighter Dogfighting Capabilities
Ship Class Maximum Speed Accel
eration
Max Thrust Rate of Turn Max Lift Armour Hull Shields
Missile Boat 125 0.4 3.5 5.03 5 Heavy_Starfighter 20 120
TIE/D Defender 155 0.5 5.2 4.5 4 Medium_Starfighter 20 200
TIE/ad Starfighter 145 0.45 2.5 3.5 3 Medium_Starfighter 20 100
TIE Phantom 100 0.45 1 3 4 Light_Starfighter 14 40
TIE Advanced x1 105 0.35 1.5 3 3 Light_Starfighter 17 40
TIE/IN Interceptor 111 0.45 2 5 4 Light_Starfighter 16 0
I-7 Howlrunner 105 0.3 1.5 6 4 Medium_Starfighter 18 30
A-9 Vigilance Interceptor 120 0.55 1.5 2.5 3 Light_Starfighter 14 0
TIE/rpt Starfighter 100 0.45 2 5 4 Light_Starfighter 14 0
TIE/LN Fighter 100 0.45 1.5 3 4 Light_Starfighter 15 0
Alpha-class Xg-1 Star Wing 90 0.328 3 1.5 3 Monitor 50 100
GAT-12 Skipray Blastboat 80 0.128 1 2 3 Monitor 65 80
Scimitar Assault Bomber 80 0.35 1 1.5 3 Light_Starfighter 40 60
V-Wing Starfighter 75 0.25 0.1 3 1 Light_Starfighter 12 25
TIE/sr Scout 80 0.25 1 1.3 4 Light_Starfighter 15 30
ARC-170 Starfighter 60 0.25 1 1.3 3 Heavy_Starfighter 65 100
TIE/sa Bomber 60 0.25 1 1.3 3 Light_Starfighter 50 0
TIE/D Automated Starfighter 100 0.45 1 2 2 Light_Starfighter 12 0

Starfighter Laser Accuracy Versus
Ship Class Fighters Bombers Transports Corvettes Frigates Capital Super
Missile Boat 15 15 15 15 15 15 15
TIE/D Defender 20 20 15 20 20 20 20
TIE/ad Starfighter 30 30 15 20 20 20 20
TIE Phantom 25 25 10 20 20 20 20
TIE Advanced x1 35 35 20 20 20 25 25
TIE/IN Interceptor 40 40 20 25 25 25 25
I-7 Howlrunner 40 40 20 25 25 25 25
A-9 Vigilance Interceptor 50 50 25 35 35 35 35
TIE/rpt Starfighter 30 30 15 35 25 25 25
TIE/LN Fighter 30 30 15 35 25 25 25
Alpha-class Xg-1 Star Wing 30 30 20 25 20 20 20
GAT-12 Skipray Blastboat 40 40 25 35 35 30 30
Scimitar Assault Bomber 40 40 20 25 25 25 25
V-Wing Starfighter 50 50 25 40 30 30 30
TIE/sr Scout 30 30 15 35 25 25 25
ARC-170 Starfighter 35 35 20 25 20 20 20
TIE/sa Bomber 50 50 15 35 25 25 25
TIE/D Automated Starfighter 90 90 75 65 55 55 55

Rebel Alliance Starfighter Command Starfighters

Starfighter Dogfighting Capabilities
Ship Class Maximum Speed Accel
eration
Max Thrust Rate of Turn Max Lift Armour Hull Shields
E-wing Escort Starfighter 120 0.45 2.5 4.9 4.4 Medium_Starfighter 40 50
T-65 X-wing Starfighter 100 0.4 2 3 4 Medium_Starfighter 65 50
RZ-1 A-wing Interceptor 120 0.55 3 4 4 Light_Starfighter 15 50
Eta-2 Actis-class
Light Interceptor Squadron
125 0.65 4 4 6 Light_Starfighter 11 0
Delta-7 Aethersprite-class
Light Interceptor
120 0.55 3 4 4 Light_Starfighter 16 0
BTL-S8 K-Wing Assault Starfighter 70 0.25 1 1.3 3 Heavy_Starfighter 65 75
B-wing Starfighter 91 0.25 1 3 3 Heavy_Starfighter 60 125
BTL Y-wing Starfighter 80 0.25 1 3 1.3 Medium_Starfighter 40 75
Z-95-AF4 Headhunter 80 0.35 1 2.5 4 Light_Starfighter 14 30
Z-95 Headhunter 75 0.3 1 2.5 4 Light_Starfighter 14 30
V-Wing Starfighter 75 0.25 0.1 3 1 Light_Starfighter 12 25
ARC-170 Starfighter 60 0.25 1 1.3 3 Heavy_Starfighter 65 100
BTL-A4 LP "Longprobe" 80 0.25 1 3 1.3 Medium_Starfighter 40 75

Starfighter Laser Accuracy Versus
Ship Class Fighters Bombers Transports Corvettes Frigates Capital Super
E-wing Escort Starfighter 30 30 20 30 25 25 25
T-65 X-wing Starfighter 20 20 25 25 25 25 25
RZ-1 A-wing Interceptor 40 40 20 25 25 25 25
Eta-2 Actis-class
Light Interceptor Squadron
40 40 25 35 35 35 35
Delta-7 Aethersprite-class
Light Interceptor
30 30 15 35 25 25 25
BTL-S8 K-Wing Assault Starfighter 50 50 25 35 35 35 35
B-wing Starfighter 40 40 20 25 25 25 25
BTL Y-wing Starfighter 45 45 25 30 30 30 30
Z-95-AF4 Headhunter 40 40 30 45 30 30 30
Z-95 Headhunter 40 40 25 45 35 35 35
V-Wing Starfighter 50 50 25 40 30 30 30
ARC-170 Starfighter 35 35 20 25 20 20 20
BTL-A4 LP "Longprobe" 45 45 25 30 30 30 30

Legend

The following lists defines what each of the items in the charts above mean and the in-universe unit of measure if provided:

  • Ship Class: Name of ship type.
  • Maximum Speed: Maximum speed in 'MGLT'
  • Acceleration: Rate of increase of speed
  • Max Thrust: Propulsive force, explosive moving power
  • Rate of Turn: Turning
  • Max Lift: Going up down
  • Armour: Armour class - determines damage modifier for turbolasers etc.
  • Hull: Hull strength in 'ru'
  • Shields: Shields in 'SBD'

Note: Like everything else in this mod I try to keep everything canon if possible. If I don't have information, I try to extrapolate or guestimate the 'proper' values. If you see something that looks horribly wrong, let me know.

Does this look about right? How could I improve the baseline starfighter capabilities?

Space Weapon Accuracy by Class

As part of the balancing run before launching the space demo version of the mod I've been going through various aspects of the data to make sure everything is balanced and 'realistic'. Part of that is determining how accurate various types of weapons are against different ship classes.

The following chart lists the average or baseline of each weapon class and how effective it is against the different ship classes available. Quality of weapons and pilots/crew would affect the numbers for each individual ship or hardpoint, modifying the baseline values.

Weapon Class Accuracy vs. Target
Weapon Fighter Bomber Transport Corvette Frigate Capital Super
Light Laser 30 30 15 25 25 25 25
Medium Laser 40 40 20 25 25 25 25
Heavy Laser 50 50 25 35 35 35 35
Light Turbolaser 90 90 80 70 60 50 40
Medium Turbolaser 95 95 85 75 65 55 45
Heavy Turbolaser Can't Target Can't Target 90 80 70 60 50
Light Ion Cannon 95 95 85 75 65 55 45
Medium Ion Cannon Can't Target Can't Target 95 85 75 65 55
Heavy Ion Cannon Can't Target Can't Target 95 95 85 75 65

Note: With the numbers above, the lower the better. 1 seems to be always hit.

Does this look about right? How could I improve the baseline weapon accuracy?

Friday, October 18, 2013

Coming Closer to Space Demo Release

I have the base Imperial Navy done.

I will be doing a balance run once I have the Rebel Navy done, I need to finish the strong against/weak against icons for the Rebels first.

Pretty much every Imperial, Rebel, Pirate, Neutral and Hutt ship I want implemented is in there so it is just a matter of finishing the Rebel strong/weak icons and then doing a 'balance run' for things like laser/turbolaser accuracy, speed, manoeuvrability etc.

I also want to add about 6 planets including Hast, some from Sith Space, Rothana and Sluis Van. Then it will be ready to go with a simplified version of the Galaxy at War sandbox.

I need to also update the minor heroes for the Empire, I am getting rid of the generic Fleet/Field commanders and replacing them with Admiral/General, Captain/Major etc.

When I was doing a playthrough a while back it crashed unexpectedly, not sure what caused it, haven't had anything like that in a long time. So either there is a planet or unit that the AI was using / doing something too it didn't like or some other issue. Nothing showed up in the debug code so I hope it was just a fluke, if not I will have to find out what caused that to happen as well.

It's almost ready... I want to get the space demo out there to get feedback, then I can worry about the planets, land units and scenarios. The space is the easiest to do by itself, so I thought I would do that first. Being an Imperial Navy junkie may have prompted that position as well, not having access to popular ship vessels or not having them implemented the right way was always annoying in vanilla FOC.