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Rebalance, the third #4970
Rebalance, the third #4970
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I had a python-script somewhere that converts excel/csv list to our json ship format, I don't know if that's of interest. |
That would be mighty useful |
@nozmajner sadly, I can't find it atm. Doesn't seem to be in the branches I've pushed, nor the local ones. Perhaps on my old steam-engine laptop. I'll check later this weekend. |
No probs at all. The sheet works nicely, and I can live with the tiny inconveniences it still has. |
@WKFO I must have missed the Lodos accel cap discrepancy. Will fix. |
At the moment this will break some combat missions because no ships for the role "merchant" are available. |
There's a merchant role? Good to know. I'll add some then. Thanks for the heads-up! |
Just for the record. Some missions spawn enemy ships only with hyperdriveClass > 0. So, these missions should be adapted afterwards. |
I'm noticing all files in this PR are missing a trailing end-of-line. Before we merge this, I'd like to ensure all of the relevant JSON files terminate in a line feed according to what Github likes. |
What is exactly a trailing end-of-line? A new line at the very end? If so, I updated to spreadsheet to add that. |
I've updated the acceleration limits, set up the default hyperdrives, and added the merchant role to the ships that would need it. |
I don't notice any diference |
@ConfedMajor The stats of ships. Accelerations most importantly, handling. |
@nozmajner Oh, i never noticed something like that, i always use the autopilot. |
@ConfedMajor The autopilot should feel it as well. Not that much likely. |
OK, my interest here is mainly the prices of ships, and their relation to #4831, i.e. viability of trade. (And I haven't looked at the prices for the ships in this PR). Since we scaled the trade to be similar to Frontier (because that's what I played, so I know it worked fine), here are some prices in frontier:
Ah, fakk it, I have all the data for the Frontier ships under my fingers, so let's just do a plot (and make @laarmen happy, although I did these in under 5 minutes, so not as fancy as they used to be): OK, as I suspected, this needs log-log scaling to be approximately straight: So, as I've argued a few years ago in a re-balance thread on the forum somewhere:
So I'm not arguing we should have the exact same prices as in Frontier, but they should be in a ballpark similar-ish, or cheaper because damn kids to day don't have patience to grind (:older_man: (emoticon for old man, apparently). So not off by a very large factor. Yeah, I know, I'm arguing from "what works from player perspective", rather than some complex spreadsheet summing of all the ships variables. We also see in the plot above some ships are relatively "strangely" priced relative the others, (not monotonically increasing curve), so it's not strange to have some strange prices, ...said the strange man, strangely. The more correct way to do this (i.e. compare ship prices with trade prices) would be to jot down free space for each ship after they're fitted with "standard" outfit for a trader (radar, atmo-shield, engine, etc.) and then look at profit for each trade run in each ship, on some profitable trade route given the new commodity prices. And as it happens, I have that data for each ship in Frontier for the Sol-Barnard route, (which is very nice way to get going when starting the game), but I'll leave that alone for now. |
The due dates on the missions will have to be adjusted since this PR will slow down the ships. We probably need some stats on how long a journey now takes in some "reference" ship in the game, and multiply that by some factor. I found this plot I made +5 years ago for the dev forum (I think something similar should be done now) |
Updated the PR with the updated stats from the spreadsheet. Including the now merged Skipjack. |
Updated this with the prices in the sheet, and rebased. Likely I screwed that up a bit, it seems that it wants to delete and add every line in the files, but on the other hand most files were all over the place, so it would happen to them anyway. I've as discussed with @Gliese852, I've also added the "courier" role to these ships:
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Sorry for the many commits. The last one is a change suggested by @Gliese852, so the roles are set up as an array. |
I'm not going to ask you to redo all of the commits, but none of the ship json files have a line break at the end of the file; it's normally considered good practice to end your files with a new line. Otherwise, this is looking pretty good; it'll likely get squash-merged to remove the micro-fix commits, but pending a short playtest it gets my thumbs-up! |
To amend my prior comment: it doesn't get my thumbs-up yet because the Sinonatrix has a 66t fuel tank for some reason. A) this makes it really hard to maintain as a starter ship, because a tank costs about 4 in-system delivery missions to refill, and (I made and reverted some tweaks to your spreadsheet while testing numbers @nozmajner because I didn't realize I still had edit permissions there, sorry!) |
Updated the stats witht the changes @Web-eWorks suggested. Also added an empty line at the end of all files. (Ignore stupid commit message... :D ). |
Played a bit with the new ships, liking where things are at now. Pumpkinseed feels properly speedy compared to the sinonatrix, and the skipjack's handling has improved a bit. The xylophis seems a little slow for the massive engine on the back, but most likely that's something that will be fixed with the new xylo model later on. |
I've did another pass on rebalancing the stats for all ships.
In mod form
I've used this spreadsheet to calculate the values
The spreadsheet has a quick way to copy eny of the jsons
I've included a simple price calculator, that prices some features like acceleration, exhaust velocity, mass, cargo space.
Skipjack is included in there too, so I might want to update that PR if this one gets pulled.
I've reduced accelerations quite a bit. The best you can pull off is 4.5g with the Wave. This might be controversial, but I think the lower accelerations in general will make handling more grounded, and combat more enjoyable. Hopefully the sense of mass will be better felt as well. I've added acceleration caps as well, so even at the emptiest, ships won't go up to absurd accelerations (You could go to about 20g before I think. Meat soup anyone?)
Travel times shouldn't differ significantly. They might be a little longer, but by half a day tops.
I've added aerodynamics stats as well, and pressure limit.
I've only explicitly entered equipment slots where they differ from the default.
Also the entries in them are rearranged to a more sane order.
Apart from how they now feel in general, some important testing is needed:
Issues still: