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Modular Weapons Costs V1.4

 Post subject: Modular Weapons Costs V1.4
PostPosted: Sat Aug 26, 2006 11:33 am 
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(Evil and Chaos @ Aug. 26 2006,09:18)
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Hopefully if we can find balanced points costs for all the weapons, the slot restrictions can be loosened/removed, yet still remain balanced due to the high cost of fitting out a Titan with all Support class weapons.

I havn't tested this hypothesis yet in-game though.

Then you just need to find way to account for added power from combination that is bigger than sum of invidual weapons...Or to be specific certain combination is worth more than invidual weapon costs added together even if invidually weapon costs are fine...

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 Post subject: Modular Weapons Costs V1.4
PostPosted: Sat Aug 26, 2006 11:43 am 
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Which (hopefully) should already be largely accounted for in the current weapons costings, though BP weapons represent an interesting conundrum on this topic, since they do indeed become exponentially more destructive.

Whether that potentially greater firepower is offset simply through having a lesser flexibility will need some more playtesting.

Time to try a 4x rocket launcher / fire control head Warlord then. :)





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 Post subject: Modular Weapons Costs V1.4
PostPosted: Sat Aug 26, 2006 12:59 pm 
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(Evil and Chaos @ Aug. 26 2006,11:43)
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Which (hopefully) should already be largely accounted for in the current weapons costings,

Those are for invidual weapon costs, not combinations...Ergo they aren't.

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 Post subject: Modular Weapons Costs V1.4
PostPosted: Sat Aug 26, 2006 1:04 pm 
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If netepic took combined costings into account (And by all appearances it does), then the prices are already balanced for combinations.




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 Post subject: Modular Weapons Costs V1.4
PostPosted: Sat Aug 26, 2006 7:08 pm 
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(Evil and Chaos @ Aug. 26 2006,13:04)
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If netepic took combined costings into account (And by all appearances it does), then the prices are already balanced for combinations.

No invidual weapon point cost CAN take into account combinations. That would require shifting costs depending on combinations.

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 Post subject: Modular Weapons Costs V1.4
PostPosted: Sat Aug 26, 2006 7:54 pm 
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Sure it can, you just price it at a cost that avoids cheap synergies.

That's exactly what happens in every aspect of every army list after all, not just on the micro-scale of weapons on a Titan.


EDIT:

It's also how NetEpic's done it, and it's how Titan Legions did it.





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 Post subject: Modular Weapons Costs V1.4
PostPosted: Fri Sep 01, 2006 10:33 am 
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The whole point of the system is to avoid costing individual weapopns. Costing dozens and dozens of weapons is complicated.

Seeing that one weapon is too good and tweaking it down is much simpler. This is why we picked the system.

For every uber broken 3 Support Weapon Titan there in an underpowered Tactical only Titan to balance it.


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 Post subject: Modular Weapons Costs V1.4
PostPosted: Fri Sep 01, 2006 10:53 am 
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Costing dozens and dozens of weapons is complicated.


Well, now we've done the complicated bit of costing all the weapons... just like Adeptus Titanicus had. Just like Netepic has.

It's a better system IMHO, because it allows more weapons, more flavourful weapons (The Vortex missile!), and more flexibility in your list.

And it looks like the other versions of the Titan games went the same way because the developers there came to the same conclusion.


Having all Titan weapons roughly equal in power can be as flavourful as cardboard.


For the next version (2.0) I'm going to try mixing it with Reaver's recently posted Adeptus Titanicus style damage tables & putting less limits on the weapon mount types (Now that the points costs seem balanced)... if it works, then cool, instant Adeptus Titanicus 3.

It may not work, and maybe noone will be left interested, but it'll be worth trying...

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 Post subject: Modular Weapons Costs V1.4
PostPosted: Fri Sep 01, 2006 11:00 am 
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I'm starting to lean towards points costs for weapons. I used to use Warlords with only two weapons mounted on occasion back in my AT days. There's no option for that in the AMTL list, but with modular points costs a two weapon Titan becomes a cheaper Titan.
Whether the difference is enough to justify the lower firepower is down to individual choice, but I'd like to try it.

Also, from an army list user's point of view, I just find it easier to use points lists than the tactical / support thing.

Regards,
Reaver

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