The Custom Stock Expansion Project

Archives for ships and fleets. 'nuff said. Most of the ships here are very very old and will not work in current versions of BSF or SM. You have been warned!

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Normandy
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The Custom Stock Expansion Project

Post by Normandy »

Well, I've always wanted a little bit more variety in my battles that don't blow my computer up, so I was thinking, "well stock ships don't blow my computer up, so why not play a little bit more with stock ships?"

Basically, this is the beginning of a project to make a bunch of balanced against stock ship ships that also adhere to the style of stock ships. As I am only that good of a Ship Maker, I require your help also.

Another aim of this project is to also add a bit more variety to the weapons, since many of the new functions of SM3 are not used by stock weapons.

First thing's first, we need to create a set weapons/modules pack that is completely balanced to stock, say if I should replace all of the weapons on Ship A with the most similar weapon on the list, it wouldn't be able to beat itself in it's unmodified form.

So far I have 3 weapons:

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weapon|Missile|45|15|2|210|10|-1|-1|30|-1|Scatter Missile Launcher|-1|120|2|0.50|3|90|-1|1|1
The Scatter Missile Launcher is just that. It launches scattering missiles. It has 5 (5/7) DPS compared to a missile launcher's 6 (1/4) DPS, but it launches 4 projectiles instead of 1 and at a deviation of 30, so that some projectiles curve around to hit the sides of the enemy craft. Each projectile travels at 120% speed and has 50% intercept chance.

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weapon|GatPulse|45|10|3|100|-1|-1|550|10|-1|Burst Pulse Gun|-1|80|3|-1|-1|-1|-1|1|1
The Burst Pulse takes advantage of burst, shooting 3 four shot bursts. It has a 19 (5/13) DPS compared to the GatPulse's (21) DPS. However, it has longer range and better accuracy, but projectile speed suffers.

Code: Select all

weapon|Blaster|45|-1|-1|60|23|-1|900|-1|-1|Hyper Blaster|-1|200|-1|-1|-1|-1|-1|1|1
The Hyper Blaster fires slightly higher damage projectiles at double speed. It has far less DPS, but the high speed does wonders against smaller vessels, something blasters were never too good at taking care of.
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Ethril
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Post by Ethril »

Oooh....

This sounds like it'll be good.
I'm gonna make a Zelus loaded out with a Burst Pulse and see how it fares... (I'll make the normal pulses into slower firing burst pulses :P)
Water_and_Wind
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Post by Water_and_Wind »

FYI, DPS also takes into account the fire rate for multiclip weapons, as follows:

(damage * burst * clipsize) / (reload + (fire rate * (clipsize - 1))) * FPS

which can be simplified as:

(damage per clip) / (total time between clips in frames) * 30


This sounds interesting. I'll see what I can do.
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Post by derekiv »

Seems interesting....
Tsakara
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Post by Tsakara »

I might try making stock versions of some of my ships. could be fun.
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Post by Koross »

Newbie here so I'll get to the point, how do I input those weapon codes into the game? I tried inputting it manually via shipbuilder, right clicking on the 'missile' item and picking '3. Custom Stats' but it only goes until the 'Set Name' option. However, in the OP, I do notice more values after 'Scatter Missile Launcer' which I guess that is for the 'Set Name' option.

Btw, this game is great!
Water_and_Wind
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Post by Water_and_Wind »

Copy the entire line, then press E with a weapon selected.
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Normandy
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Post by Normandy »

WnW, I already accounted for that.

Right now I'm diving deep into the novelty weapon threads to see what I can collect.
[url=http://www.fallingsandgame.com/][img]http://www.gaussianstudios.co.cc/hosting/fsgbanneram3.png[/img][/url]

tl;dr-ers will be shot on sight.
[size=75][url=http://bsf.wikidot.com/]BSF Wiki[/url]
"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)[/size]
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Post by Stormcaller »

I did a similar thing with the missiles on the Shi'Dong'Tao, but tweaked them more. I'll have to see if I can remember to post the stats I ended up with- I know there was a 90º deviation and I think 1 shot in the clip, 25 burst, with a 100% intercept chance. So you get a really good missile bloom, with a high rate of interception to balance out the volume of projectiles. Damage was reduced to 2 per missile.
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