Author Topic: Adjustment to stock game  (Read 3871 times)

Offline ACAMS

Adjustment to stock game
« on: November 07, 2008, 07:43:20 PM »
As most of you know I made and tried to adapt an "Official" 1.31 patch to the stock game that added extra attachment points to the control board and the Snapper burst allowing it to be mounted Left or Right.
THIS IS NOT for an official patch, but an altogether different mod to the stock game as I think it is out of balance. I would like help from the community to properly adjust the components and if I didn't list one you think is out of adjustment please add it.
I would like people to make their adjustments and post them here for discussion.
 
THANKS for your help
 
Please keep in mind that the heavier the component the more damage it automatically does...tho some are out of adjustment.
 
 
name = Lawn Mower Blade (may need to add -- hitpoints = )
weight = 20
concussion = .8
piercing = .3
 
name = Canine VI ChewBlade (may need to add -- hitpoints = )
weight = 12
frequency = 5
 
name = Saw Blade (may need to add -- hitpoints = )
weight = 16
frequency = 5
 
name = Saw Blade2
weight = 18
frequency = 5
 
name = Saw Blade3
weight = 20
frequency = 5
 
name = Saw Blade4
weight = 22
frequency = 5
 
name = Saw Blade5
weight = 24
frequency = 5
 
name = Axe Head
weight = 12
concussion = .9
piercing = .4
 
name = Fireman's Axe
weight = 13
concussion = .9
piercing = .4
 
name = Battle Axe
weight = 20
concussion = .9
piercing = .4
 
name = Blade
weight = 10
concussion = .8
piercing = .3
 
name = Blade2
weight = 12
concussion = .8
piercing = .3
 
name = Blade3
weight = 14
concussion = .8
piercing = .3
 
name = Blade4
weight = 16
concussion = .8
piercing = .3
 
name = Ice Pick
weight = 16
concussion = .1
piercing = .8
 
name = Ice Pick2
weight = 8
concussion = .1
piercing = .8
 
name = Hammer Head
weight = 25
normal = false -1 0 0 (not exactly sure how this works)
(Maybe concussion = piercing = needs to be added)
(may need to add -- hitpoints = )
 
name = Sledge Hammer
weight = 30
(not exactly sure how this works)
(Maybe concussion = piercing = needs to be added)
(may need to add -- hitpoints = )
 
name = Spiked Club
weight = 14
concussion = .5
piercing = .5
 
name = Square Extenders (I think they should be stronger than round as they are heavier)
(not exactly sure how this works)
maybe this needs to be added ---- hitpoints = (500 - 600 looks fair)
 
name = Burst Pistons
40 cm = 22 kg
60 cm = 22kg
80 cm = 22 kg
100 cm = 22 kg
120 cm = 22 kg
 
name = Servo Piston
40 cm = 22 kg
60 cm = 22kg
80 cm = 22 kg
100 cm = 22 kg
120 cm = 22 kg

name = Linear Actuator
40 cm = 22 kg
60 cm = 22kg
80 cm = 22 kg
100 cm = 22 kg
120 cm = 22 kg
 
 
 
Please post your opinions here.
« Last Edit: November 09, 2008, 09:48:17 AM by ACAMS »

Offline Dexterhunter

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Adjustment to stock game
« Reply #1 on: November 07, 2008, 07:58:33 PM »
So, its a mod that regulates weapons and such (heavier weapons do more damage than lighter ones)?

Offline ACAMS

Adjustment to stock game
« Reply #2 on: November 07, 2008, 08:20:12 PM »
There is something in the .exe that figures mass x speed to determine damage and I suspect the hammers use this.

Offline System32

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Adjustment to stock game
« Reply #3 on: November 08, 2008, 08:39:27 AM »
I think the Black extenders need to be lighter and weaker than the red, you know, for more diversity.

Edit: also, I think we should work with the hitpoints like this:

10KG = 1000 HP
20KG = 2000 HP

And so on.
« Last Edit: November 08, 2008, 08:44:05 AM by System32 »
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Offline Naryar

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Adjustment to stock game
« Reply #4 on: November 08, 2008, 09:11:09 AM »
A realistic stock could be a good idea.

We should just have all the components being as efficient weight-wise as the others.

-Wheels should be equally balanced in weight, hit points and grip (the rubbers having the best grip, but not as much hitpoints as the N-12's or Fatboys, and the miniwheels being the lightest)

-Weapons should be realistic, their weight modified considering their size (with the 20cm pole spike being the lightest and the battleaxe the heaviest, not the 30kg hammer), and should follow the "same efficiency rule" as Click used in DSL 2.1, but with a lower efficiency than in DSL.

-Batteries should have the same efficiency too. (nifties having exactly twice the output and total power as a pink batt)

-Making all the armors double strength as in the original game, so DSA is just like regular Aluminium.
« Last Edit: November 08, 2008, 09:27:14 AM by Naryar »

Offline System32

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Adjustment to stock game
« Reply #5 on: November 08, 2008, 09:17:06 AM »
Actually, I was just thinking asking ACAMS make all armour double strengh, like in the first versions before release.

Would it be a good Idea to remake all the AI?
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Offline ACAMS

Adjustment to stock game
« Reply #6 on: November 08, 2008, 11:17:42 AM »
I disagree on the red and black extenders needing to be different.
I think the batteries are fine like they are.
I think the wheels are fine, except the little green wheel could be a little lighter.
The armor is great the way it is, v1.0 armor is way too much.
I agree the pole spike could be a little lighter and the battleaxe heavier.
The AI would be better when the game is balanced, especially the ones with saws and hammers.

Offline Naryar

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Adjustment to stock game
« Reply #7 on: November 08, 2008, 11:25:13 AM »
The AI would be even better if we modded the stock bindings.py. It sucks for several bots, and perhaps we should add the Omni.py too.

Offline System32

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« Reply #8 on: November 08, 2008, 11:32:27 AM »
Quote from: ACAMS;20655
I disagree on the red and black extenders needing to be different.

Fair enough.

Quote
I think the batteries are fine like they are.

They aren't. The pink is quite useless, and I think the Batteries NEED a better Weight to power stored to power given ratio.

Quote
I think the wheels are fine, except the little green wheel could be a little lighter.

The rubber wheel is 17KG. I think it REALLY needs a fix. Also, I think the bigger wheels need more HP.

Quote
The armor is great the way it is, v1.0 armor is way too much.

No, the Armour in the current stock is crap.

Quote
I agree the pole spike could be a little lighter and the battleaxe heavier.

I agree also.

Quote
The AI would be better when the game is balanced, especially the ones with saws and hammers.

They still could be beat with LW's if we keep to your plan. I seriously reccomend the bots to be modified, while still following the Realistic rule.
I'm not talking Starcore, more like... UBERMOD.
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Offline Resetti's Replicas

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Adjustment to stock game
« Reply #9 on: November 08, 2008, 11:33:07 AM »
Quote from: System32;20629
I think the Black extenders need to be lighter and weaker than the red, you know, for more diversity.

Edit: also, I think we should work with the hitpoints like this:

10KG = 1000 HP
20KG = 2000 HP

And so on.



Why not make the square extenders stronger, since they weigh twice as much?

Offline System32

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« Reply #10 on: November 08, 2008, 11:34:47 AM »
Naryar already suggested that.
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Offline Flying_Chao

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Adjustment to stock game
« Reply #11 on: November 08, 2008, 12:16:34 PM »
The batteries are ok the way they are, but if the armor isn't changed than everybody will just use DSA.

Offline ACAMS

Adjustment to stock game
« Reply #12 on: November 08, 2008, 12:20:05 PM »
The pink battery works great in Ant and beetles
 
The rubber wheel is 17KG because it is made of heavier stickier rubber than the shiny
 
I like the current armor
 
This is to balance the components....not an AI pack....people can use Starcore if they don't like stock AI
 
SR the square extenders are on the list

Offline SpyGuy

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Adjustment to stock game
« Reply #13 on: November 09, 2008, 12:24:46 AM »
Well, since we're at it, has anyone noticed that no matter what piston length you choose, it's still 22kg?  So, for example, if I choose, say, a pocketknife, a butter knife, a carving knife, and a broadsword, they're all going to be the same weight?  I kinda don't think that's right, do you?

I like the idea of balancing out weaponry.  
-The saw blades were always fun, but simply way too weak for the game to be useful.
-The mini-wheel .... why in the heck does that weigh as much as a full-sized wheel?  Shouldn't it weigh a lot less? (Okay, that's on the list ...)
-The control board DEFINITELY needs a couple more attachment points, especially on the sides.
-Pink batteries: any chance on raising the power just a little on those, maybe a few more points so the weight:power ratio would be more even?  Maybe an attachment point on the side so they could be laid down flat, too.

Just my $.02 .....

Offline R0B0SH4RK

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Adjustment to stock game
« Reply #14 on: November 09, 2008, 01:13:01 AM »
Not to throw a wrench into anything, but we, the RA2 community, have been building with the same rules and limits ever since RA2's release. If you change everything that is stock into something new, then it isn't really stock, is it? Re-balancing the components and everything was the purpose of DSL. "Officially" changing the basic stock game just should not be done. If there is a mod on the other hand, I'm all for it and I'd help out, but if you ask me, updating stock is a bad idea.

And before I hear any of the "diversity" crap, I challenge anybody here to find a generic HS posted in the last month by any of the elite builders here. You won't find one.

Offline Naryar

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Adjustment to stock game
« Reply #15 on: November 09, 2008, 03:19:52 AM »
Here Robo.

Quote from: ACAMS;20595
THIS IS NOT for an official patch, but an altogether different mod to the stock game as I think it is out of balancee

ACAMS we should DEFINITELY double-strength the armor because stock AI's actual armor is already double strength and DSA isn't realistic, as you need a realistic thing.

Here are some realistic component weights IMO according to volume:

Iron spike: 10kg
Mace: 9kg
Pointy tip: 8 kg
Razor: 6 kg
20cm pole spike: 4 kg (+2 kg for each 20cm more)
Chewblade: 25 kg
60cm Saw: 14 kg (+3 kg for each 20cm more)
Lawnmover blade: 20 kg
Hammer head: 20 kg
Sledgehammer: 25 kg
Battleaxe: 35 kg
Axe head: 10 kg
Fireman axe: 12 kg
Spike strip: 10 kg
Spiked club: 8 kg
Ninja star: 10 kg
Bear claw: 8 kg
Samurai sword: 14 kg.
« Last Edit: November 09, 2008, 06:10:14 AM by Naryar »

Offline ACAMS

Adjustment to stock game
« Reply #16 on: November 09, 2008, 10:08:13 AM »
AGAIN...THIS WILL NOT REPLACE STOCK...IT IS A MOD
 
I will look into changing the armor so that Alum = DSA and plastic is a little weaker Ti and steel stronger
 
SpyGuy has brought up something else needing adjustment and I added it to the first page.
 
name = Burst Pistons
40 cm = 22 kg
60 cm = 22kg
80 cm = 22 kg
100 cm = 22 kg
120 cm = 22 kg
 
name = Servo Piston
40 cm = 22 kg
60 cm = 22kg
80 cm = 22 kg
100 cm = 22 kg
120 cm = 22 kg

name = Linear Actuator
40 cm = 22 kg
60 cm = 22kg
80 cm = 22 kg
100 cm = 22 kg
120 cm = 22 kg
 
Naryar thanks for the list...even tho I disagree with 90% of it
the weight of most of the components are OK and I think
 
Battleaxe: 30 kg
concussion = 1.3
piercing = .9
 
name = Lawn Mower Blade
weight = 20
concussion = 1.2
piercing = 1.9
hit points added to make it stay on unless hit several times by sledge or battleaxe
 
20cm pole spike: 7 kg (+2 kg for each 20cm more)
 
Spiked club:
weight = 18
concussion = .9
piercing = .9
 
 
And add enough hit points to ALL saws so that they are very hard to knock off

Offline Naryar

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Adjustment to stock game
« Reply #17 on: November 09, 2008, 10:36:18 AM »
For the saws...

Ninja star:

weight = 8
piercing = 1.2

60cm saw:
weight = 14
piercing = 1.1
+2 weight and +0.1 piercing for each superior size. more HP's too.

Chewblade:
weight = 14
piercing = 0.9

Ninja star should be two times weaker than the 60cm saw, and chewblade 2 times stronger than the 60cm saw.

Or something like that.

Agreed for the lawnmover blade and the battleaxe.

The lighter axes should have more piercing and nearly no concussion.

We should also make the motors equally weight-efficient, excepted perhaps for the HP Z-tek.

Offline infiniteinertia

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Adjustment to stock game
« Reply #18 on: November 09, 2008, 06:22:33 PM »
RA2: REALISM

i think the most important change that would need to be made is the HP values. Up the HP values a TON.
#MakeStockGreatAgain


#BANtheHS The Movement

Offline Serge

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Adjustment to stock game
« Reply #19 on: November 10, 2008, 02:37:42 AM »
Someone post all the statistics to change and I'll pack it up as a mod.
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