almost 2 years
// With regard to specific adjustments to the automatic P calculations, I think the most
// significant changes I'd suggest are as follows:
// - Heavily reducing the P of spinal-mounted weapons which rely on DPS instead of burst damage
// - (e.g. plasma projector, proton beam), which are usually terrible since the entire ship has
// - to continually remain pointed at the target (and moreover, the same exact spot on the
// - target) to be effective
// - Reducing the value placed on rate of fire for launchers (rapid-fire launchers aren't
// - generally as strong as their P values would suggest - since missiles fired at different
// - times tend to hit different parts of a target, they don't focus damage well). The rapid-fire
// - launchers (with the possible exception of the Terran rocket launcher) are pretty over-valued
// - currently, while even ludicrously powerful launchers like the Nuclear Option aren't all that
// - expensive due to their low rate of fire.
// - Changing drone P calculations - no idea what the formula for this is currently, but most
// - drones are pretty bad currently since huge numbers of drones can be countered with minimal
// - investment in point defence, and even ignoring that, they spread damage all across a target
// - rather than focusing it. Terran drones in particular are also too slow to actually catch any
// - ship frail enough for them to stand a chance at harming, while Tinkrell rocket drones are
// - just horrifically overpriced.
// - Reducing the value placed on lasers with the CHARGING attribute - these are universally a
// - bit over-valued, with the possible exception of the Terran burst laser, which finds some
// - utility as an expensive-but-good point defence system.
// - Including the energy cost of weapons in P calculations - this is a pretty significant factor
// - in a weapon's usefulness which is entirely overlooked by P calculations at the moment.
// - Fixing P calculations for pulsed non-charging lasers. I don't know how this is currently
// - calculated, but there doesn't seem to be any sound logic to it.
// Gamindustri's Lost Soul - Yesterday at 2:14 AM
//As an added note to Owl's list of changes to P calculations I would like to mention that lasers
//entirely ignore explosive properties in calculations. As being explosive can significantly
//increase a laser's power I feel that it is a property that P calculations need to reflect.
almost 2 years
Also for some reason, the p cost of ranged weapons beyond a certain point is capped off.
There's a very abrupt jump when you go from a range of anything less than 500 m to 500 m.
Growrate doesn't appear to be factored in, as well.
almost 2 years
Additionally: The ability to force assign a 0 P value to a block despite durability and density or other factors would be hugely appreciated.
Adding PHOTOSYNTH to a block but giving it a photosynthpersec of zero drastically drops the p-cost of the block, even though the block retains its other functions.
Other things P calculation ignores:
(that last comment is from Draxiss)
implemented a big auto-p rebalance a few months ago. Closing this bug - we can open a new one for future changes.
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