Forums » Suggestions

Weapon's "Mass"

Jun 25, 2003 Buckaroo link
Hi,

I've thought of a solution to balance the whole gauss/sunflare stuff:

Give each weapon a certain mass (the more powerful the weapon, the more mass it would have) which affects the agility of the ship.

A complete unarmed trading ship would have a certain advantage over a heavily packed sunflare/gauss valk, a centurion with a "light" energy wepon would have advantage over a vulture with two "heavy" energy weapons and so on.

This would balance the game quite nicely - you'd have to trade off speed/agility with weapon power and we would see much more variety in weapon's usage.

Regards,
Mark (Commander Jameson)
Jun 25, 2003 Suicidal Lemming link
The current ships agility is? All weapons ports full? No weapon ports full?

I say no weapon ports full, being that the centurion's mass being any lower it will freak out.
Jun 25, 2003 roguelazer link
Well, I think the "Centurion freaking out" thing is VERY similar to the "frigate freaking out" thing, and they'll probably both be fixed by the same bugfix.
Jun 25, 2003 Suicidal Lemming link
Centurion freaking out is it being very very agile that it spins around and around and around and ...
Frigate freaking out is it moving so slowly that it can't stop itself from spinning.
Jun 25, 2003 roguelazer link
But a1k0n said that they were both caused by the control system not being able to properly understand the mass of the ship... therefore if he fixes one, it'll probably help the other one.
Jun 25, 2003 Suicidal Lemming link
Thats why the freak out, since the mass of the centurion is so low, it is very agile, since the mass of the frigate is so very very very way high up there, it is not agile one bit.
Jun 26, 2003 a1k0n link
Yeah, the "control system freaking out" is something I forgot to fix for the 3.2.8 release. I'll experiment with that tomorrow.

Yes, massifying ships with addons/cargo is something that's probably important to have. It just isn't a priority at the moment although it might be soon. Of course, then we'd have to balance the mass of items along with everything else.
Jun 26, 2003 Arolte link
Please keep lasers (i.e. phased blaster/tachyons/gravitons) at a minimal or no mass penalty. Their speed could also be increased to make up for the insanely high damage and aimbot of the gauss cannon (or have the gauss's lowered). It's only fair to give the "lower class" weapons the advantage of agility using lower mass properties.

And if you devs want a real challenge, the overall mass of the ship could decrease every time you fire from an ammo-based weapon, such as railguns and heatseekers. In other words the launcher itself shouldn't only be taken into account, but also the amount of ammo you carry. A person with better aim would then perhaps opt not to use the maximum capacity of their launcher if they know they won't need all the extra ammo, thus allowing them to save up a little bit of agility. Of course an empty launcher should still have some mass rather than behaving like it doesn't exist.

I can't even imagine the headache you guys would get from coding all this in (not to mention all the potential bugs), taking into account every single object a ship can be equipped with, but I'd imagine it to be a very rewarding experience and a big accomplishment for the development of Vendetta. I think it'll add a whole new dimension to the game that might solve a lot of the cheap tactics.
Jun 26, 2003 slappyknappy link
It would definitely be rewarding.... think of your heavy bomber (ragnorak) fully loaded with avalons and flares. You'd be so heavy flying into battle that you would have to rely 100% on your escorts. But once you completed your bombing run(s) you would be lighter and could pull back from the battle more easily.
Jun 26, 2003 Pyro link
Oookay... Here's how I see it...

Each ship should have a given mass (e.g. 10,000 kg for a hornet, 30,000 kg for a ragnarok). Additionally, each outfit and piece of ammunition should have a given mass (e.g. 2,000 kg for an avalon launcher, 500 kg per avalon, 1,000 kg for a graviton blaster). A hornet with a single avalon launcher and four avalons would have a mass of 14,000 kg, or 140% of the empty weight (I'm not including other stuff). A ragnarok with a single avalon launcher and four avalons would have a mass of 34,000 kg, or 113% of the empty mass. If a hornet pilot wanted to, they could use avalons, but they'd be unmaneuverable and wouldn't have the armor of the ragnarok. Also, each cargo widget should have a set mass (they could have different masses to make things more interesting)...
Jun 26, 2003 Arolte link
Am I missing something here? When did the Hornet ever have l-ports? Anyway, I don't think graviton blasters should have a mass of 1,000 kg. That just sounds too much. I don't exactly know how mass is handled in Vendetta, so to be on the safe side we should avoid making arbitrary numbers up. Relatively speaking, the current agility of s-port ships should be equal to a ship loaded with all tachyons or gravitons in every port. Anything from gauss cannon to rockets and guides missiles should have a more noticeable impact on agility, since they're more lethal. Emptying out a ship completely would also have a noticeable boost in agility; something greater than what it is for each ship now.
Jun 26, 2003 Renegade ++RIP++ link
I think he means te warthog :D

cheers
Jun 26, 2003 roguelazer link
Just btw, acceleration should increase with agility too...

;)
Jun 27, 2003 Pyro link
Umm... Arolte, I was just using those as examples. Say the Warthog weighs 10,000 kg and it holds true. I was essentially saying that it had some kind of uber-port that could hold anything... And yes, I was just pulling numbers out of my arse. :P