Matilija's Balance Sheet(A Ship Balance Overhaul Where every space battle is EPIC)


Mod Introduction

This mod is obsolete-no long supported.

Basic Premise of this mod is to make ship combat feel more balanced from start to finish of the game as well as to prolong space fights beyond the ~10 seconds they take in the base game. It touches on multiple aspects of ships and ship combat to attempt to achieve that goal.
Link to the mod

Installation Guide

This mod is obsolete and no longer supported, unfortunately ship mods have gained in popularity and scope and trying to keep up with patches and fixes to keep everything balanced grew too time consuming for me to keep up, so I'm leaving this mod as is for the foreseeable future.







In order to achieve all of my goals, I had to adjust, hull armor, shields, weapon damage, weapon ranges, as well as adjusting targeting range so that missiles could remain effective. 

A lot of thought has gone into ensuring that all weapons shields and reactors feel balanced and worthwhile, while also ensuring that the highest levels of each tier are worth earning.  This also rebalances Starborn ships in a similar manner, however SB ships are all considered class C, so when you first meat them in the game prior to any NG+...they are seriously dangerous, and should probably not be attacked on site unless you already have a lvl 40+ character and a really nice ship for your level.

Adjustments made(this is merely a snippet of my spreadsheet, as I wouldn't want you to have to read 5 pages of excel spreadsheets)



Shields Class Ranges     A=10000-19000        B=14375-24375         C=20750-29750
Class    A     B     C

Level
1     10000    14375    20750
10          10750    15375    21750
20          11500    16375    22500
30          12250    17375    23250
40          13000    18375    24000
50          14000    19375    24750
60          15000    20375    25750
+


Reactors Hull Armor A=10000-30000  B=20000-40000  C=30000-50000

1     10000     20000    30000
10          12000     22000    32000
20          14000     24000    34000
30          16000     26000    36000
40          18000     28000    38000
50          20000     30000    40000
+

Weapons require a bit of an explanation, I balanced weapons based on a range of 2% damage per second of the total health of a maximum level same class ship on level 1 weapons, up to 4% for max level weapons of the same class...so for instance, a maximum level class A ship with top of the line reactor and shield will have about 49000 health, so a full loadout of any level 1 class A weapon will result in a 980 DPS, and a maximum level weapon of the same class will be 1960 dps, that is per weapon type(max loadout meaning max capacity for the weapon, so a 2 power weapon would need 6 on the ship to be maxed, or a 6 power weapon would require 2 on the ship).
So if you have 3 different max loadout weapons on a ship could yield a range of  2940(6% of a max level class A ship) dps if they are lvl 1, up to 5880(12% of a class A ship) at the top end of class A.  Class B weapons same story assuming fighting class B ships, but on average do about 30% more dps than their class A counterparts of the same level, and C again, same story, but about 25% more dps of their Tier B counterparts.  Max level class A weapons out dps min level class B's and C's, but max level class C's outperform everything else.

Put another way, even if you have a top tier high level class C ship with a full loadout of high level class C weapons, at best, you can do 9570 dps, which means it will still take you about 3 shots from all 3 different weapon types on your ship to kill the most minimum level class A ship, and a swarm of smaller class A ships can pose a real threat to the largest of class C ships, and range improvements ensure that you can longer count on speed to get you out of a sticky situation against bigger ships with higher class weapons, no longer will you solo the Key with ease. 

There are some slight changes to this formula for lasers and ballistics, ballistics will do 75% more damage to hull than an equal level and class PB, but they will do 75% less to shields.  And the reverse is true for lasers.  EM weapons are unchanged in damage output, as their formulas aren't effected by shield or hull health, so they remain as effective as ever, possibly more so as they can disable enemy weapons aiding in survivability.

Weapon adjustments also include range adjustments and targeting acquisition adjustments to ensure Missiles serve a purpose.  

Targeting range changed from 2k to 7.5k

Weapon Range adjustments
Class     A     B     C
EM weapons      1750      2500      3250
Ballistics      3000      3500      4000
Lasers          4000      5250(turrets-5k)        6500(turrets-6k)  
ParticleBeams           5000      6250(turrets-6k)        7500(turrets-7k)

Damage      
level 1                  class A  197-490 damage based on how much power the weapon requires and therefore how many of that weapon can be                 on the ship(this damage number is factored after ROF)
Level 100       367-980

Level 1           class B  214-643

Level 100       504-1288

Level 1    class C  266-798

Level 100       599-1595

One thing you will notice if you look at your ship sheets, is that missiles appear on the ship to be very underwhelming, I promise you, that is not the case with them, the reason their damage numbers look low is because the damage for missiles is calculated in the explosion data from the projectile rather than in the launcher, currently I can't modify the explosion data, so the damage is static, however I can modify how many projectiles are fired from the launchers, so took a roundabout way of adjusting missile damage by pointing missile launchers to fire multiple projectiles based on how much damage their projectiles do to keep them in line with other weapons of similar levels and class, and with their increased range and the increased target lock distance, they are very effective tools.


Other changes made include changes to the starborn ships, both those you encounter and those you receive in NG+, you may find them to be pretty decent now and all space turrets, like those around the Key are actually dangerous now, and to be avoided at low levels.
 
Note: The Moderately Insane version has some interesting(though kind of awesome if you ask me) side effects of having so many projectiles launched at once, when you fire with out a target lock, with so many projectiles having long range, there is still a fairly reasonable chance of those missiles hitting something, possibly unintentional and causing an "incident" or war crime, if you were. So be careful about randomly firing salvos near friendlies, and there is also the, in my opinion at least, even funnier side effect of enemies some times accidently hitting random passerby ships when they fire at you, causing them to end up fighting eachother, which can be quite the spectacle.


For fans of DerreTech! - DerreTech Cockpit Console Screens
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