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Player Missile/Torpedo durability buffs #2762
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missiles too.
This was balanced for playership + fighters VS fleet, and can be tuned up or down fairly easily to desired outcome. The goal here is that it isnt every missile or torp that makes it through, but is instead that some missiles make it more than 3 tiles away from mainship or fightership before getting annihilated when facing a fleet. I am aware that this may create some interesting scenarios in PVP, however missiles and torps are very expensive to build and take substantially more time to produce. In this scenario, ideally it creates a choice between effective missiles at several times the cost, or fast and heavy hitting NAC shells. |
Ya know, buffed torps against the PVP syndicate ship would probably suck
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Looks like there are some instances of Hellfire and Disruptor torpedoes you've missed in this. Otherwise it looks good
So, I may have forgotten, in my haste, that hellfire and disruptor torps already have a separate subtype that players use, and unlike every other torpedo and missile I instead buffed the previously existing player variant. Reverted to the second commit. |
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Leaving decisions on whether this is good to higher dev staff (because I still believe torp is pretty good if not fired straight into the foe's barrage),
however code-wise please replace any /nerfed
with /ai
(or /ai_version
if you want to be verbose), because that is what they are.
(plus the stuff bokkie pinged you with)
About The Pull Request
This pull request creates a subtype of all missiles and torpedoes for AI usage and then buffs the durability player-only variants by 200%
Why It's Good For The Game
Missiles and torpedoes should be effective. Here, we have a single player ship sometimes fighting huge fleets. This should help those weapons actually be effective when facing more than 2 or 3 enemies.
Changelog
🆑
add: Added variants of torpedos and missiles for AI usage
balance: Buffed the durability of player ship missiles and torps
/:cl: