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Balanced ships
About This Mod
A rich system (based on purpose), as well as the ability to balance changes in the average spawning rate of ship types and decky bonus ships for new ships. Exotic ships no longer dominate. Heavy enthusiast and balanced sum for all classes.
If it shows version -rec(the number x), it means recompiling (using the x mbincompiler version) to support versions of the game. - Bug fixes said that there are bug fixes as for the current version of the game. Before you complain, make sure that the mode is always up to date, even if there are bug fixes. My "always" mode is targeting the latest experimental branch (the latest version of mbincompiler), so keep this in mind and keep updating the game.
Developed with 1800PETMED, which creates ships, it is essentially an improved version of the mode created with lua (AMUMSS), which continues to update as the game updates. Since 1800PETMEDS cannot process the script, the script is entirely owned by Kristianvijaya and will be updated like other modes in Kristianvijaya. It contains improvements in many ways.
First, you rebalance the formation of a meaningful class (in percent). The bad system is still vanilla.
System /C/B/A/S|
Poor| 60| 30| 10| 0|
Mean Value| 50| 30| 15| 5|
Rich| 40| 30| 20| 10|
Exotic spaceships often have too many OPs, carriers, shuttles, explorers, etc. After I have realized that it is. make it useless, and in this mode the ship bonuses for each type of ship have been changed (valid only for new ships or ships upgraded after the regime).
Class modifiers (not applicable to exotic and live ships because they are S anyway)
Modifier C = 25%
Qualifier B = 50%
Qualifier = 75%
S Qualifier = 100%
Update of the waypoint (1.0.7): Increases the waypoint statistics to 120%, so these equilibrium figures will now be displayed at the waypoint before the waypoints or also in the new maneuverability statistics. To rationalize, I will make all the class bonuses the same for agility (see below). I didn't change the maximum reserve for all ships (it's going to be vanilla), because it won't affect the normal engine or anything.
The Carrier (shuttle) will focus on the shield and additional damage to protect itself.
Damage = 120-200%
Shield = 200%
Hyperengine = 0%
Total = 320-400
Focus on fighters, damage, and extra shields.
Damage = 200%
Shield = 120-200%
Hyperengine = 0%
Total = 320-400
Focus on the surviving shield explorer (science), the crash and the extra hypermotor
Damage = 0%
Shield = 200%
Hyperengine = 120-200%
Total = 320-400
Focus on shuttles, hyperengines and additional shields.
Damage = 0%
Shield = 120-200%
Hyperengine = 200%
Total = 320-400
Exotic (royal), versatile and tighter RNG justifies cost and rarity.
Damage = 120-134%
Shield = 120-134%
Hyperengine = 120-134%
Total = 360-402
Bioship (alien), balance damage and hyperengine.
Damage = 160-200%
Shield = 0%
Hyperengine = 160-200%
Total = 320-400
Solar ship (sail), balance damage and shield.
Damage = 160-200%
Shield = 160-200%
Hyperengine = 0%
Total = 320-400
Interceptors (robots) focus on damage and additional hyperengines to intervene.
Damage = 200%
Shield = 0%
Hyperengine = 120-200%
Total = 320-400
The maximum is 400-402, so trying to adhere to the class goal, the largest ships are now balanced and useless.
Feedback is highly appreciated.
1.0.2 and later versions:
- Working script LUA
- Range of the cargo hyperengine. Hello, what a freighter from the Lightships jumps if God is not available.
0-249%
250-499%
500-749%
750-1000%
1.0.7 and later versions:
- Dexterity bonus will be added to all classes
Here, as shown below
C: 0-10%
B: 11-20%
21-35%
36 to 50%
Vanilla is 40-50% the best S-class substitute in exotic. Here, aerodynamics.
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