Equipment Balance and tweaks#5472
Conversation
- Prevent missiles considering projectiles as a target to trigger detonation - Guided missiles will only detonate for their target - Missiles will attempt to get as close as possible to the target before exploding, rather than explode as soon as within 100m - Added coefficient to model annular-blast / shaped-charge missile payloads instead of an omnidirectional explosive
- Reduce hyperdrive mass across the board to better model the volume/mass increase between hyperdrive classes - Adjust missile mass for guided/unguided/naval missiles to provide better progression
- Tweak sinonatrix capacity based on volume estimation rather than old "eyeball" values - Significantly increase effective cargo capacity and range - Sinonatrix is a bit slower to accelerate/decelerate when fully laden - Values not final, sinonatrix will have a much nicer acceleration profile when mass/volume are fully separated
|
Very cool stuff with the missiles. I wonder if it's desirable / easy to have missile send to comms, the distance they exploded from: "Missile: Reached closest point to target: 103 m. Detonating." |
There are (commented-out) logging statements in the code which provide this information in console; unfortunately wiring this through into Lua (and determining which information is useful, given that a missile can explode within range of multiple targets) is suitably non-trivial such that I'd want a good reason to provide this information before spending the time myself to add it. |
|
That's a bug with the missile equipment display that's probably still an open issue here on Github. Won't be fixed for this release though. |

This PR addresses three related but independent balance concerns in the game, all of which were triggered by the recent merge of the Coronatrix and its promotion to a starting ship.
2023-01-05.19-08-12.mp4