Support for Modding Starbase HP

This is necessary for any major mod

I've had so many ideas for modding GC2, largely with regards to balance and combat mechanics, but I cannot start them yet. Because starbase HP cannot be changed, and the major changes I plan for combat mechanics / technology would break the game if it stayed constant.

What is the problem? Here's an example.

GC2 has various problems stemming from the use of small integers. For one thing, Laser, Laser II, Laser III, and Laser IV all do identical damage... boring. For another, tiny ships using lasers will generally have 1 or maybe 2, with miniaturization. What does a 1% boost to ship weapons do to a ship with 1 attack? Nothing. Nothing at all until you hit a weapon boost of 100%, which is never.

So, how about if I make lasers do 4, 5, 6, and 7 damage? Of course, ship HP would increase too... perhaps tiny hulls would get a base 60, and small hulls a base 100. I think even starbase modules can be modded, so their damage and defense will change accordingly (roughly by a factor of 5).

HOWEVER! What happens now when a 10 attack / 100 HP light fighter attacks a 15 attack / 30 HP starbase (with battle stations)? The Starbase gets easily smashed.

Right now, Starbase HP cannot be modded. But I can't do anything without that ability, as it's like being told "You can change any aspect of this car you want! Turn it into a humvee, a tank, an 18-wheeler... oh but by the way, the coolant system has to remain identical." It's really about that close to supporting full combat technology modding (within the current combat model) - I can do most of what I want, but the engine will burn out within a minute of starting. But close only counts in cliches, so until then, I'll be waiting.
8,042 views 7 replies
Reply #1 Top
Bump.

The ability to mod starbase radius, limit per sector, minimum spacing, and effects would be useful too.
Reply #2 Top
I agree, especially with the initial posting.
Reply #3 Top
If you are changing the range of numbers radically, what do you intent to do about the sqrt() scaling on non-optimal defences? Effectively say non-optimals don't work at, even in the early game? I'd like to see some way to address this, as well.
Reply #4 Top
If you are changing the range of numbers radically, what do you intent to do about the sqrt() scaling on non-optimal defences? Effectively say non-optimals don't work at, even in the early game?


It's even better with the square-roots nerfed, as it gives the modder more control. If I scaled HP by 10, and defenses/weapons by roughly 5, defense stops being so screwy. Currently, 1 armor == 1 shield == 1 chaff, because any of them give you a ship with 1/1/1 defenses. But you can assign multiple defense values to a single component, so I could make things like this:

Duralloy II: Armor 12, Shield 6, ECM 3
(missiles are very powerful if they get all the way to the ship)

Plasma Shield: Armor 0, Shield 15, ECM 7
(bullets go right through; it is opaque to beams; sometimes missiles detonate when encountering the hot shield)

Enhanced Jammer Pod: Armor 5, Shield 1, Missile 16
(jamming is best on missiles, but it also hurts mass driver targetting. Lasers are much faster than bullets so bad targetting is not much of an issue.)

The greater the numbers, the less impact the sqrt has, so the more interesting the defenses become.
Reply #5 Top
Ah, I didn't know you could incorporate multiple defences per component. That would certainly be handy.

It does seem like an odd exception not to have starbase HP in the files.
Reply #6 Top
Right now, Starbase HP cannot be modded


Starbase HP is linked to the HP of the hull it uses for the Starbase core design in GC2ships.xml iirc. I haven't tested if starbases get the bonus hp from the hp ability like ships do though.
Reply #7 Top
Ahhh... well, thanks! I guess I was looking in the wrong places. I'm surprised you found it