This mod is obsolete and no longer supported, unfortunately ship mods have gained in popularity and scope and trying to keep up with patches and fixes to keep everything balanced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