Gidoza wrote:Allright, so I'm at the point where I'm happy uploading my modified CE (mainly weapon/drone/augmentation balances with a modded Vanilla Ship Loadouts version) to be enjoyed and critiqued. Do I just use File Uploader and provide a link?
I think you probably want a response from sleeper, but here goes. It's up to you if you want to make a separate topic, but I encourage it: so that it won't get buried and you'll probably get direct replies in
your topic as feedback, rather than Sleeper getting every reply. Remixing CE and publishing it is permitted under its copyright license as long as you give it sufficient credit. One of the things under the license you can't do with the content is monetize it, but there are other things too.
------------------------------------------------------------------------------------------------------------------------------------------------------------another thing I was thinking of (my initial idea) was to just put a generic description of what happened to the weapon to make it like the prefix in place of the prefix description appened (e.g. Safe: crew damage -1). The problem with this is that it would make the description quite long, but maybe some brief thing could be worked out. here are a couple of generic descriptions I came up with:
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(Unreliable charge II)
<weaponBlueprint name="LASER_CHARGEGUN_2_UNRELIABLE">
<type>BURST</type>
<title>Unrel. Laser Charger</title>
<short>unr Charge II</short>
<tip>tip_charge</tip>
<desc>This laser weapon can charge multiple times, giving it additional projectiles. Its targeting sensors are worn out, increasing target area by 522%.</desc>
<tooltip>Fires more shots the more it charges, up to a max of 4. Unreliable: targeting radius +45</tooltip>
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(Wild charge II)
<weaponBlueprint name="LASER_CHARGEGUN_2_WILD">
<type>BURST</type>
<title>Wild Laser Charger</title>
<short>Wi Charge II</short>
<tip>tip_charge</tip>
<desc>This laser weapon can charge multiple times, giving it additional projectiles. It was tampered with to increase damage output of each projectile, breaking the targeting sensors, resulting in a 900% target area increase.</desc>
<tooltip>Fires more shots the more it charges, up to a max of 4. Wild: damage +1; targeting radius +70</tooltip>
Piercing is pretty simple:
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(Piercing charge II)
<weaponBlueprint name="LASER_CHARGEGUN_2_PIERCING">
<type>LASER</type>
<title>Piercing Laser Charger</title>
<short>P Charge II</short>
<tip>tip_charge</tip>
<desc>This rare laser weapon can charge multiple times, giving it additional projectiles. Each shot can pierce one shield bubble.</desc>
<tooltip>Fires more shots the more it charges, up to a max of 4. Piercing (Rare): shield piercing +1</tooltip>
To be honest, I don't really like how I phrased this one:
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(Tactical charge II)
<weaponBlueprint name="LASER_CHARGEGUN_2_TACTICAL"><!-- K, system damage up by 1, but damage down by 1 -->
<type>LASER</type>
<title>Tactical Laser Charger</title>
<short>Ta Charge II</short>
<tip>tip_charge</tip>
<desc>This laser weapon can charge multiple times, giving it additional projectiles. In order for system damage to be increased, the hull damage output had to nullified.</desc>
<tooltip>Fires more shots the more it charges, up to a max of 4. Tactical: damage -1; system damage +2</tooltip>
This one is pretty generic, but is probably too long of an addition:
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(Faulty charge II)
<weaponBlueprint name="LASER_CHARGEGUN_2_FAULTY"><!-- K, power up by 1 -->
<type>LASER</type>
<title>Faulty Laser Charger</title>
<short>f Charge II</short>
<tip>tip_charge</tip>
<desc>This laser weapon can charge multiple times, giving it additional projectiles. In an attempt at improving power efficiency, its power couplers wore out, increasing power consumption.</desc>
<tooltip>Fires more shots the more it charges, up to a max of 4. Faulty: power cost +1</tooltip>
There's something off about outdated and obsolete for certain weapons, in that there is no difference, like here:
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(Outdated Laser Charger II)
<weaponBlueprint name="LASER_CHARGEGUN_2_OUTDATED">
<type>LASER</type>
<title>Outdated Laser Charger</title>
<short>ou Charge II</short>
<tip>tip_charge</tip>
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This outdated model recharges slower than the modern version.</desc>
<tooltip>Fires more shots the more it charges, up to a max of 4. Outdated: cooldown x1.15</tooltip>
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<cooldown>6</cooldown>
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(Obsolete Laser Charger II)
<weaponBlueprint name="LASER_CHARGEGUN_2_OBSOLETE"><!-- K, cooldown up by 1 second, same as outdated -->
<type>LASER</type>
<title>Obsolete Laser Charger</title>
<short>ob Charge II</short>
<tip>tip_charge</tip>
<desc>This laser weapon can charge multiple times, giving it additional projectiles. This obsolete model recharges slower than the modern version.</desc>
<tooltip>Fires more shots the more it charges, up to a max of 4. Obsolete: cooldown x1.25</tooltip>
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<cooldown>6</cooldown>
Now, I'm not sure why the cooldowns are rounded to the nearest whole number as they don't need to be. For the descriptions, the difference in the description should be more than just adding outdated and obsolete. Here, since the cooldowns are the same I didn't really say anything, but you could say like, outdated charges somewhat slower and obsolete charges slower or something like that.
p.s. and about long descriptions. the description should be short enough so it isn't too much to read and it doesn't overfill the box (just text). I say just the text overfilling the box as everything combined (weapon stats) already overfills the store description for some prefixed weapons as some things like stun duration are cut off by the tip box.