-- Update april 24th: version 1.2 --
Made compatibel with Piratez 0.98D1
Added old Battleflag and Pipes
Some minor balance updates
______________________________
Hey folks!
I've been toying around with the ruleset for a bit and came up with some ideas I want to share with you. Try them out, play a mission, see if you like them or not. Modfile attached at the bottom, extract it to your Piratez base folder. Then you also need to enable it in the "Mods" section in options.
Spicing things up
Some ideas to make items more interesting
- Blackmarch SMG
Damage changed from "30" to "18 + FIRING*0.2". Thats 4 more damage than the Officer's Pistol. I felt an early game skill based rifle would spice things up and the Blackmarch SMG is the perfect candidate for that. The description says it's a somewhat special gun and quite rare. Also, it has just one ammo type.
- Tommy Gun and Manstopper (Colt .45)
They now fire .45 hollow tip bullets. That means they do more damage vs unarmored but less vs armored. Power is unchanged, but they get ArmorEffectiveness: +10%, ToHealth: 1.8, 50-150% damage range. Firing at reticulans, you would need about one shot for the hybrids, two for the sirens and three for the sectogre. It is more powerful than other guns, but the Tommy Gun is not that easy to get and the Manstopper is not that accurate.
How does that spice things up? Without this, the Tommy Gun becomes obsolete (in my opinion) once you get plastersteel ammo for the Autogun. The Manstopper is very similar to the Snubby (well, not anymore!). Now these guns are more distinguished.
- Light Machine Gun
Not so much spicing things up, but improving (again, my opinion). I was a bit disappointed by the LMG as I couldn't figure out what role I should use this weapon in. For an assault weapon (frontline) I would compare it to the Autogun, but for medium range combat where you move in and out of cover, the Autogun gets 8 shots vs 5 for the LMG, negating the higher damage of the LMG. Also, the Autogun is more accurate at medium range. As long range firesupport (vantage point, not moving to shoot, target usually 20+ tiles away), the LMG is not accurate enough. So I decided to improve the LMG in the machine gun direction (having the Heavy Machine Gun in mind) and gave it an increased autofire range of 22 and a slower dropoff of 1% per tile. I did not playtest this much but the LMG should be usable as long range fire support now. Not sniper distance though, there is still a dropoff.
-Shotgun Rubber Shells
Minor thing here. The Military Shotgun (and it's upgrade) can now use these. I like the idea of the rubber shells, but the Domestic Shotgun is just not accurate enough that I would use them. I tried it, it was a pain. The Military and the Domestic share the normal shotgun shells, it is reasonable that the Military can also fire the rubber shells. The Domestic is not obsolete with this, as you cannot buy the Military and the Domestic still has acid shells as unique trait.
More dangerous early game
I increased the damage on some frequently encountered lowtech enemy weapons. Your armor is so good that more often than not you take no damage from these weapons, so this damage increase makes them a little more dangerous.
Damage increases
- SMG: 20 -> 23
- Spraygun: 24 -> 26
These two are probably still not much of a threat as they are just not that accurate.
- RCF Carbine (M16): 26 -> 27
- Homefront (AK47): got -10% armor effectiveness. AK47 rounds are said to have good performance vs armor
- Assault SMG: got -20% armor effectiveness. Here I have the P90 in mind, which has ammo designed to be armor piercing.
- Shotguns: buckshot is 22x8, Domestic/Military shells are 22x8 as well, Heavy is 24x8 and Combat is 23x6. Sawed Off and Doublebarrel got increased reload time (20) to prevent them from firing faster (reload included) than the Heavy. Blunderbuss ist still better than all of these with it's 4 shot auto for 24x6 damage (unchanged).
Heavy Slugs are 32x4, but I'm not too happy with that. No idea ho to properly balance the Heavy Slugs.
Other balance tweaks
Now this is just my personal taste. You could also call it my personal vendetta vs bows and fuso knives. I still use them alot, so they are still quite good. I just don't want them to be armor busters. Hunting Bow, Combat Bow, Fuso Knives and Trowing Stars get 50-150% damage range and a little less scaling.
- Hunting Bow: got a snap for 25 tu and aimed for 35 tu, max range reduced to 32. Damage 5 + THROWING*0.4
- Combat Bow: aimed for 40 tu. Damage 10 + THROWING*0.4 + STRENGTH*0.1
- Fuso Knives: stack size 4, Damage 15 + THROWING*0.5
- Throwing Stars: Damage 10 + THROWING*0.4
- Attack dog: Increased energy regeneration rate.
- Battleflag and Pirate Pipes: don't reduce energy on target (pre 0.98D state). The energy cost was just too much to make them useable. To compensate I would like to restrict use to one flag/pipes per craft but the engine doesn't give me that option yet. You have to follow that rule yourself.