Given how I've changed 9/12 weapons, and the properties of other systems, I think I should review both my scoring/costing metric, and my weapon costs for Titanomachina.
Currently the HR/VP pricing is pegged:
(Effect/Charge) + Traits + Range (+0.25 after 1st).
Traits include :
Shield Breaker (0.5),
Hard Rounds (1.0),
Shock (2.0),
High Explosive (0.0),
Armour Piercing (0.5)
Part of the reason for HE being 0.0 is that it was primarily divisive, in that it took your Effect and spread it around, thereby adding nothing (and arguably diluting the original Effect score).
Hand [3]
Mega Gun [3.5 or 4]
Gun Battery [3.75 or 4]
Macro Gun [3.]
Rocket Pod [4.25 or 4]
Buzz Saw [2.5 or 2]
Claw [3.5 or 4]
Plasma Shotgun [3.5 or 3]
Plasma Howitzer [4]
Laser Blade [2.25 or 2]
Laser Battery [2.25 or 2]
Macro Laser [3.25 or 3]
As you can see I fudged several numbers to account for how using those weapons felt, and some rounded up lost any particular individuality. Now I'm very happy to put the Shield Breaker down to 0.25 as it only damage shields, and High Explosive and Armour Piercing at 0.5 as they do damage, but collateral damage. So instead we would have:
Hand [1.5 or 2]
Mega Gun [4]
Gun Battery [2.75 or 3] - Notably here I've treated 1/0 as 1/1...
Macro Gun [4.5 or 5]
Rocket Pod [3.5 or 4]
Buzz Saw [1.75 or 2]
Claw [3.25 or 3]
Plasma Shotgun [3.5 or 4]
Plasma Howitzer [4]
Laser Blade [2]
Laser Battery [2.25 or 2]
Macro Laser [2.75 or 3]
Suddenly the stars align and the numbers are looking more like they match the progression of feels, where a bigger, more expensive weapon is commensurately more powerful (more Effect/Range/Traits). There's a mild change in the cost of various Titans and their configurations, and I'll work on tallying that up shortly.
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