Data on lasers

Discuss the Vega Wars mod(s) for the Vega Strike Engine

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Beowulf
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Data on lasers

Post by Beowulf »

damage: 0.25 SBD/RU 1/3 of that when only half charged
range: 1200 m
speed of the bolt: 330 m/s
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Moe479
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Post by Moe479 »

hmmm, there r diffrent explenations about lasers in starwars, i tend the one that there r three widespreed energy weapon-systems in starwars

laser/lasers-cannons/turbo-lasers: firering a beam traveling at lightspeed for less than a second like shown in episode 4.

blasters, blaster-cannons: firering superheatet streaks of ionisated gas/plasma, way slower than light, just look at the speederbike blastercannon in episode 6.

ion-cannons: firering ball/streak like ionisated gas/plasma that is not that focused as a blasterstreak but defuncts electronic systems like droids or shipcontrols, like an ion-storm.

there are also hybrid-weapons known, blasters and blaster-cannons that have a ion-component in their projectiles, blasters that r more effective against driods.
the old republic field them against the seperatist droidarmy.
some r also adjustable for diffrent effects like the imperial stormtroper-carabine that was used to stunn princess lea on the tantive iv at the begining of episode 4.
others are extrem hot an focusated, designed to cause extrem damage and needless pain to organic life like hutt-slicer-cannon, that is so cruel that both imperial navy an rebel alliance aggree for themself to not field them in thier forces.
indeed thiey r designed by the hutts themselve to hurt the massive bodys of thier own species that can absorb several hits of normal laser or blaster-fire.
Beowulf
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Post by Beowulf »

I am aware that the kind a weapon that I'm going to use in the mod is overly simplified. For the time being I would like to stick with what I can gather from the TIE Fighter computer game about Star Wars weapons because that game is pretty much balanced. I'm also aware that an Imperator Class Star Destroyer carries a lot more weaponry than depicted in the TIE Fighter game because the game designers wanted to make it more fun piloting a starfighter.
At a later point in time I intend to make weapons more realistic if somebody can tell me how much damage the different kinds of weapons deal to shields and hull.
In the TIE Fighter computer game there are no blasters which is why I do not have any data on them yet. I know though that the Lambda class shuttle from the films has a lot more weapons than the one in the computer game (blasters, lasers and even a turret that is pointed backward---in the computer game only the escort shuttle has a turret).
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Moe479
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Post by Moe479 »

well a turbolaser turret of an stardestroyer got 18 diffrent settings that range for antifig´hter beams with low intensity to anti capital bursts that drain much more from the ships powergird.

i would not rely so much on tie-fighter or xwa games and also not that much on official stats

there hard stats for weapons and soft ones but all fighter weapons should range in the same efficenty that means damge over time, fastfirering guns maybe a bit more cause more shoots wil end in dead space...

for my fl-mod i have used 900 dps for light laser cannons like the ls1.0 or ix4 and 1100 dps for heavier cannons like the GX9 or Ls10.0

in exchange i made the lighter guns more energy efficent startet at 90% and ended at 75% for the heaviest.

also i played with the fireringrate since the lightest made 7-8 shots per second the heaviest models just 2-3

that way bomber pilots tend to field heavier guns for fire and evade tactis against capital vessels and light fighters tend to use lighter cannons for intercepting heavier fighters to get more often the chance to hit them, also the lower reactor capacity and reload on lighter fighters made more efficent weaponary better suited to perform well in thier roll, were heavy bombers like the b-wing could afford less efficient guns fire with thier greater poweroutput.

than i divide the wepons once more into military class and thos for aviable on the open market likeblastech and taim&bak models , giving the SFS Ls-models a efficienty boost that let the tie-series perform that good that they finaly be able to encounter rebel , privateer and pirate fighters

hard:
damage
projectile speed
reload
energydrain

soft:
turningspeed of a turret
is it fixed or got it some fire arc


the best way to garantee some kind of balance is to splitt the crafts in to classes

in general fighter and capital

most casppitals got massive turretemplacements, these r in starwars mostly that heavy, that the cant realy track the agile fightercraft like x-wings

well there r several exclusions like the lancer-frigatte that got a serios number of quadlaser-turrets and can easiely decimale entire squadrons, but it got weaker amor and shields ... so that a single coordinated torpedo attack from a wing of y-wings can rip it away.

having this in mind u just need to balance fighter to fighter combat and capital to capital

for example: tie fighter vs z95

both fast (100mglt)
both extrem agile
bot got same count of lasercannons
z95 can mount torpedos tie fighter cannot
tie-fighter got no shielding -> needs more amor (25RU???)
z95 got a light shielding of 20SBD and light amor of 14 RU (= 34)
z95 seems to be alot heavier(and older design) at all so the tie get more acelleration
The Tie-Series is very cheap to repair on all imperal bases

balanced

same with bomber vs y-wing

interceptor vs a-wing

avenger vs x-wing

defender vs b-wing



so we got some claasses again:

lightfighters
bombers
interceptors
fighter-bombers
heavybombers

now u scale mainly soft parameters like turning ability and acelleration to balance the classes.

this is a long and timeeating process and numbers r not evrything, u will need dedicated an fair and skilled testplayers that try to use the ships strengths to get an relistic picture.

problematic remain uberfighters like the defender or the firespray attackship, overpricing them and limiting ther aviability is the only solution i found, eg. the imperial navy can just aford 6 defenders. and same with b-wings on rebelside ... this also fits the sw-background.

capital ship balance is a topic on its own, a mc75 will never be able crack an isd without bomber-support, the only system that made mc-cruisers valuable are thier backupshields, the sw-d6 game is a good base for capital stats.
60 turbolaser and and 60 ion-emplacements on an ids is an engine question in the end, but on the other hand its hard to realy use them efficient against multiple targets for a single player steering such an big vessel, limiting firering arcs an dead arcs where a capital vessels only can repeal minimal fire (back of an isd) is a good and beleveable method to balance ships without leaving their starwars stats.
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Post by Dilloh »

Beowulf wrote:At a later point in time I intend to make weapons more realistic
You could even, if intended, create a new "chapter" ==> let the time pass by by about 20 years and introduce revisited arms and ships, like PR does with the beginning of Righteous Fire. Also, more sophisticated stuff can be unlocked during the campaign progress - so you could introduce a "buyable" TIE Defender.

Just curious, how are you going to get rid of the earn-money aspect and limit the game to the ship your commanding officer gives you for each mission?
Moe479 wrote:I would not rely so much on tie-fighter or xwa games and also not that much on official stats
I'd rather see it from the following point of view:
- X-Wing was balanced to have a chance to dodge 3 TIEs in a rebel ship (sluggish lasers, shields)
- TIE-Fighter was balanced to have a chance to dodge 3 rebels in a TIE (extremely fast lasers)
Beowulf
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Post by Beowulf »

Just curious, how are you going to get rid of the earn-money aspect and limit the game to the ship your commanding officer gives you for each mission?

Interesting question...I assumed this would be scriptable in python by messing with the players inventory. So before at the start of a mission the players inventory would be cleared and only those items that should be available during the mission would be available...
I don't know if this is possible though.
"History is on the move, Captain. Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way, will not watch at all."
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Post by ace123 »

It's possible to do, but like everything it will take some coding to do.

All the functionality should be there to restrict what you want and what you don't want to be allowed.
Dilloh
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Post by Dilloh »

Depending on how "perfect" you'd like the game to be, you could also trick the game to avoid coding. I made similar suggestions for P0: Just disallow any form of payments or money obtainings, and unlock the ship for the next mission after completing the active mission, giving the active ship a price of 0 credits. Do the same things for equipment, then the player will be capable of choosing e.g. between warheads.
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