ODF Editing Question -1 reply

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rifraf

Avid Gamer, Novice Modder

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24th July 2003

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#1 10 years ago

When you all make these awesome mods, how do you come up with figures for the odf's? For instance a cube would have health of 20000 and hitpoints of 25000 just as an example. A Sovereign would have say 10000 and 12000 respectively. Is this really balanced or just what you decided you like for your mod? Of course a Sov isn't as strong as a Cube but how do you determine such things?

Also, say for a ship odf, would it be better to have a smaller hitpoint value than health value so the respective system would die before the health of the overall ship?




apoclaydon

Modding Beginner

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7th October 2006

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#2 10 years ago

i think its more of a trial and error to see wot works best




Freyr Advanced Member

A2Files Staff

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6th February 2005

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#3 10 years ago

Ultimately, it depends on how you build your mod and anything goes, as long as it works. Nothing stops you making your venture class scouts more powerful than your sovereigns, except it would be silly. Just balance everything to be roughly credible so it doesn't seem "wrong".

Balance is very arbitrary. I'm working on my own little balancing mod at the moment, I confidently expect large numbers of people to be seriously upset at my own balancing methodology.

After much playing, i've gone for a cost balanced approach to warfare. For instance, while borg ships are massively powerful, they are also just as expensive. A medium sized cube costs ~1600D each, and it can be killed by ships of roughly equivilant cost.




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#4 10 years ago

What I personally have done for my mod is pick one ship to balance everything against...and im talking size, weapon strength, hull, shield, speed everything...and then once you've decided that you can begin to balance the rest of your ships. I use the Galaxy Class Starship as my main balancer. I decide on a formula to use..I also use DITL.org as a primary base for my hull and shield stats...they have the basic Galaxy class rated at 1000 for hull and shields..now i decided to multiply that by 6.25 don't ask me where i got it from i don't remember...nor do i know why i chose that number. i just know that thats what i decided on...therefore a Galaxy Class has a hull and shield points at 6250. i then decide how much damage i want her phasers and torpedos to do and i balance the rest of the games weapons to that as well. I adjust her weapons based on what ive seen in the shows...




rifraf

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24th July 2003

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#5 10 years ago

I appreciate the inputs. I'm changing some things in my BI: VR and wanted to get ideas. As it is a Cube needed 8500 crew so in a game you would probably never see one. A Sphere needs 4500 so it too is few and far between. I'm just lowering some of the requirements to make them a little easier to achieve and keeping balance to other races in mind.

As for my hitpoint question, if the system hitpoint values are higher than the ship health value does that mean the ship will always be destroyed before a particular hitpoint?




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#6 10 years ago

For single ship/station mods I would always recommend using the included odf values as just a starting point. Most like, they will always need to be adjusted to your game. In a few rare occassions where it is a direct replacement for a stock ship, then it may be reasonalbe to just use stock values.




Major A Payne

The 6th Day

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7th August 2002

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#7 10 years ago

rifraf. For a bit of information seeing as VR was my mod, I used one ship as a starting reference which had its stats more or less equal. This one ship was then balanced against depending on the next ships estimated power requirements. Borg Cubes are huge by rights and in canon trek require both alot of resources and drones. The ship I personally used was the Galaxy, as its classed as a good "all-rounder".




rifraf

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24th July 2003

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#8 10 years ago

OMG, MAP talked to me. The honor this bestowes upon me is unrivaled by anything in my universe. :) Seriously though, I appreciate all the help. I made a big spread sheet with every ship and station in game with all relevant values and am adjusting from there. I've made all the hitpoints less by varying degrees per ship/station class so some systems go down before the ship blows up. I've also deleted shield references from Borg and added 8472 back in with no shields as well. Now I'll plug them all in game and test from there. Holy cow, this takes forever. lol




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#9 10 years ago

yes it does take a long time...but its worth it in the long run if it gives you the gaming experience that you want...remembe its all about how you want the mod to be..not what other people want..by all means ask for opinions and options and suggestions..but ultimately you make the decsisons