better-modernized-combat / bmod-client

Freelancer: Better Modernized Combat (BMOD) is a modification for Freelancer, the 2003 space shooter by Digital Anvil. The core goal of the mod is to create a fun and compelling PvE experience for solo and group players in a multiplayer setting.
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Balance Pass for Existing Player and NPC Blaster Equipment #2

Open IrateRedKite opened 9 months ago

IrateRedKite commented 9 months ago

At present entries in bmod_equip_blaster.ini and bmod_equip_fleet_blaster.ini are not fully balanced for players or NPCs. Both player and NPC variants of weapons in these files use an awful lot of placeholder data, and need a proper pass with testing.

This issue may be a blocker for #1

IrateRedKite commented 8 months ago

@FJonske Wasn't quite sure where to pop this, but we're missing a line on the blasters sheet: We do actually use light_anim and modify it a lot, so blaster and aux sheets will need a column for it.

FJonske commented 8 months ago

AUX has a Light Animation column that is used. The old EQUIPMENT/BMOD/bmod_equip_blaster.ini only lists light_anim = l_gun01_flash. I can add the column to the blaster sheet, no issue, but we didn't really use it, so I hardcoded it originally.

EDIT: Change is now live.

IrateRedKite commented 8 months ago

This is 'sort of' done in that gear is in and has unique values again. Will set this to in-review, and can jump it back to in-progress when we get to a tweaking stange

FJonske commented 8 months ago

Definitely needs thorough reviewing. Since auto_turret is set to True for all lasers and PPCs now, the AI is significantly better at landing its shots, meaning NPC equipment will probably need rebalancing. The two levers we have for this are the accuracy settings in the pilot blocks, and nerfing the damage or muzzle velocity on NPC gear.

We can do the latter via overrides, but we can also do it across the board now, which may be worth a thought.

IrateRedKite commented 6 months ago

@FJonske I think based on how carefully we had to tweak NPCs before, the best way to go is going to be an old-style sheet where we can manually adjust a simplified set of NPC guns. Generative stuff is all very well, but I think just to get things feeling right, we need that extra fine control. It's a bit less arduous to maintain, as we're probably going to have way fewer NPC guns. I can put together an initial set on a sheet to pull from this week. This will unfortunately require a pass on loadouts again, but I'm willing to put in the work when I can find the time.

FJonske commented 6 months ago

We have a string-replacer which can make that job a thing of 5 minutes :) But I'd try to stick to the naming convention we have anyway.

For now, I'll detach NPC weapons from the generation on my branch and try to figure out the least painful way of adding them as their own thing. Because if its completely manual, thats gonna be a hassle, with 1x, 2x, 3x and +, _, -

Beaglerush commented 5 months ago

Made some more tuning on this over this week and it'll be ongoing 'til the end of 0.1, I'm on it.