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Aftershock: Damage rebalance I (Ballistic weapons) #79762

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Summary

Mods "Aftershock:Rebalance Ballistic Weapons"

Purpose of change

I was adding a turbolaser turret for one of Quill's map and I noticed that assigning armor values to monster was hard and needed you to test combat with many different weapons to judge balance. This is cubersome and can easy lead to balancing mistakes, so in here I'm trying to conceptualize a more standarized system based on armor and HP breakpoints that is simpler to test,

Describe the solution

Monster and player armor should be understood to exist in the following categories: unarmored, light armor, medium, Heavy, Vehicle/Structure. These categories should have the following defensive ratings:

Armor Cut Bash Ballistic Laser Plasma Electric
Light 10 7.5 15 0 0 0
Medium 20 15 30 10 0 0
Heavy 50 37 60 30 20 10
Vehicle 70 50 90 70 50 25

According to this armor breakpoints the current ammo types have been balanced as follows:

Type Default ammo Damage of default AP of default Design intent
00 shot 12 g buckshot 9x15 0 Deals with lightly armored foes at a disadvantage and deals little to no damage to medium armor. Many specialty variants.
10mm 10mm JHP 31 0 Deals with lightly armored foes at a disadvantage and deals little to no damage to medium armor.
7.5mm 7.5mm caseless 40 15 Cleanly defeats light armor, deals with medium armor at a disadvantage and deals little to no heavy to medium armor.
25mm 25mm ball 80 30 Cleanly defeats medium armor, deals with heavy armor at a strong disadvantage.
3x35mm GG Stinger 8 30 Cleanly defeats medium armor, deals very low damage. Default ammo is considered the AP variant.
Rail Rod Steel rail 90 40 Cleanly defeats heavy armor, deals with vehicle armor at a disadvantage.

To balance specialty rounds use the following rule:

  • AP ammo recieves +15 ballistic armor piercing at the cost of -10 damage.
  • Specialty ammo has the damage of AP ammo and the armor piercing capability of the default round + whatever special effect is granted. If the specialty effect is a strong AOE AP might be reduced further.

Aditionally monsters should have the following stats depending on their monster archetype

Monster Archetype Example Estimate HP Armor Melee Damage Die Speed Notes
Small Alien Fauna Hevel <30 unarmored
Alien Herbivore Venandi 100 unarmored
Alien Predator Boatman 300 light armor
Alien Fauna Bossfight none yet 700+ heavy armor
Moxphore Grunt Scavenger 80 unarmored Regens ~10hp
Moxphore Specialized Elder 140 light armor or medium Regens ~15hp
Moxphore Armored Spartan 200 medium armor Regens ~15hp
Moxphore Bossfight none yet 1500+ heavy armor Regens ~30hp
Small Utility Drone Eyebot 30 light armor
Flying Utility Drone eyebot 30 unarmored
Human/Medium Utility Robot seneschal 150 medium armor
Large Utility Robot Udarnik 600 medium armor
Small Combat Drone none yet 80 light armor Armor is up to X3 the base rating
Human/Medium Combat Drone Isohypsa 600 heavy armor Armor is up to X3 the base rating
Large Combat Drone Zenit 1500 vehicle Armor is up to X3 the base rating
Robot Bossfight none yet 4500+ vehicle + omnishield Armor is up to X3 the base rating
Salvor SALVOR NPC 80 light armor
UICA/Mercenary Grunt UICA NPC 80 heavy armor Armor is blative and wont last
UICA specops/Solos SOLO NPC 120+shield heavy armor + omnishield Armor is blative and wont last

Testing

Needs changes to the monster themselves to make sure it plays properly, but the math checks out.

@github-actions github-actions bot added <Documentation> Design documents, internal info, guides and help. [JSON] Changes (can be) made in JSON Mods Issues related to mods or modding [Markdown] Markdown issues and PRs Items: Ammo / Guns Ammunition for all kinds of weapons and these weapons themselves Mods: Aftershock Anything to do with the Aftershock mod Items: Armor / Clothing Armor and clothing labels Feb 20, 2025
@github-actions github-actions bot requested a review from Maleclypse February 20, 2025 21:47
@github-actions github-actions bot added json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Feb 20, 2025
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Feb 21, 2025
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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions <Documentation> Design documents, internal info, guides and help. Items: Ammo / Guns Ammunition for all kinds of weapons and these weapons themselves Items: Armor / Clothing Armor and clothing [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions [Markdown] Markdown issues and PRs Mods: Aftershock Anything to do with the Aftershock mod Mods Issues related to mods or modding
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