Star Traders: Frontiers

Star Traders: Frontiers

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Merchant Marine: Equipment
   
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2021 年 12 月 19 日 下午 9:36
2022 年 8 月 31 日 下午 4:20
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Merchant Marine: Equipment

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Merchant Marine: Collection
6 件物品
描述
Merchant Marine: Equipment
ID: 2687812340
Description
Merchant Marine: Equipment are the weapon, armor, and gear changes from the Merchant Marine Mod. All weapons and armor are rebalanced to make strategic sense without requiring extensive game mechanic knowledge. Every piece of an equipment type is always better than the prior piece. Initiative costs and penalties for each type is also constant. It adds two new armor types, extra-heavy armor that provides massive damage mitigation for an initiative cost and Servo-Assist Armor that provides an initiative bonus but sacrfices mitigation. It adds or extends 6 new weapons types. The stunner offhand, the greatsword, the plasma sniper rifle, the assault snubber, assault rifles, and heavy pistols. A total of 24 new armor and 74 weapon entities are added.

This mod also includes the gear changes from MM. These are mostly to differentiate existing gear. Nothing too extreme and access to the items is the same as in base STF.

Main weapon and armor lines are available in the Weapon Lockers. The more specialized equipment is available through Contacts ans Salvage. Contacts have access to equipment ranks 4-7. Salvage has access to equipment ranks 6-7. Relic salvage has access to equipment ranks 8-10.

This mod is developed along with the Merchant Marine Mod, but does NOT REQUIRE Merchant Marine. You should be able to use this in a modded non-MM STF game without issue. This mod was split off from Merchant Marines in order to allow players to have access to these gear rebalances without requiring the full commitment to Merchant Marine.

I'd love to hear feedback and alternative recommendations for any of these changes.

Compatibility
MM:Equipment must be applied before any other equipment mods. It overwrites all existing weapon and armor damage. Other mods adding equipment after the MM:Equipment should work. Mods that change equipment that use id's will most likely not work.

Armor Rebalance
Goals
  • Maintain balance relative to original STF
  • Simplify level and armor type relationships
  • Provide interesting choices for armor use
  • Make C4 not the best anti-xeno armor
  • Have armor ranks always improve armor values

Armors
Light Armor
  • Ranged Armor: 26% + 4%/level
  • Melee Armor: 26% + 4%/level
  • Deflection: 100% + 3%/level
  • Dodge: 3 + 1/level
  • Initiative: 0
  • Availability: 1-10 Weapon Locker, 4-7 Contact, 6-7 Salvage, 8-10 Rare Salvage

Servo-Assisted Armor
  • Ranged Armor: 20% + 3%/level
  • Melee Armor: 20% + 3%/level
  • Deflection: 85% + 3%/level
  • Dodge: 3 + 1/level
  • Initiative: +8
  • Availability: 4-7 Contact, 6-7 Salvage, 8-10 Rare Salvage

Heavy Armor
  • Ranged Armor: 50% + 4%/level
  • Melee Armor: 50% + 4%/level
  • Deflection: 120% + 5%/level
  • Dodge: 0
  • Initiative: +0
  • Availability: 3-10 Weapon Locker, 4-7 Contact, 6-7 Salvage, 8-10 Rare Salvage

Mechanized Heavy Armor
  • Ranged Armor: 60% + 6%/level
  • Melee Armor: 60% + 6%/level
  • Deflection: 150% + 5%/level
  • Dodge: 0
  • Initiative: -8
  • Availability: 4-7 Contact, 6-7 Salvage, 8-10 Rare Salvage

Stealth Armor
  • Ranged Armor: 26% + 4%/level
  • Melee Armor: 26% + 4%/level
  • Deflection: 85% + 4%/level
  • Stealth: 1 + 2/level
  • Initiative: +0
  • Availability: 2-10 Weapon Locker, 4-7 Contact, 6-7 Salvage, 8-10 Rare Salvage

NOTE: Weapon Lockers 7-10 are currently NOT available in game.

Weapon Rebalance
Goals
  • Maintain balance relative to original STF
  • Simplify level and weapon type relationships
  • Provide interesting choices for weapon use
  • Make snubbers not best weapon
  • Make every weapon overpowered
  • Have higher level weapons always improve over the lower leveled weapon of the same type

I'm running into the character limit in this description. You can see the weapon breakdown in the Discussion post.

Gear
Some minor changes.

FAQ

Q: Why don't Range and Melee Armor mitigation values differ? Shouldn't there be armor that is strong against Melee but weak against Ranged?
A: In base STF, damage mitigation values are usually pretty close (being only ~4% different, baring some extreme examples (e.g., Razorplate)). So in most cases, there wasn't a large difference between damage mitigation in the original game. Additionally, the balance between evasion and armor damage mitigation isn't symmetrical for melee and ranged damage. Armor dodge only effects Ranged Attacks. Assuming your character has a decent evasion skill, then the dodge bonus on the armor makes Light Armor competitive against Ranged damage compared to Heavy Armor. Likewise, Armor Stealth Dodge competes with the Evasion Skill for Melee Defense, but Evasion Skill is additive with Armor Stealth Dodge (or Dodge) for Ranged Defense. In order to simplify this relationship, armor mitigation was standardized.

There is also a pragmatic reason. In most cases, you'd alwys want high Ranged Defense EXCEPT against Xenos (for which you'd generally focus on Melee Defense). Given that you can't really justify multiple combat crews and armor swapping isn't any fun, it simplifying those seemed to be the best outcome for fun.

Q: Where can I get level 10 equipment?
A: Relic Salvage or wait until Rank 10 Weapon's Lockers are in the game. They are on the listed of future goals for MM.

Q: Are you sure this is balanced?
A: It might not be. I'd appreciate feedback to help me validate that.

Q: Does the AI use this equipment?
A: It will use the new values for Light, Heavy, and Stealth Armor, likewise for the new base weapons. It won't use the new armor types or weapons. This includes Xeno!

Q: Did you nerf snubbers?
A: Yes. The snubber was far superior to everything. I split it into two classes, the snubber (high accuracy, low penetration, fast) and the assault snubber (low accuracy, high penetration, slower). It is more fair now and encourages you to consider a lot more interesting options. Before I'm lynched, I should also mention that the high level assault snubbers are directly comparable to the Bahamut.
热门讨论 查看全部(3)
3
2023 年 7 月 24 日 下午 9:59
Armor Rebalance Discussion
ptarth
2
2021 年 12 月 29 日 下午 3:07
Weapon Rebalance Discussion
ptarth
1
2021 年 12 月 20 日 上午 9:48
Gear Rebalance Discussion
ptarth
5 条留言
ptarth  [作者] 2023 年 10 月 7 日 下午 8:00 
It was an oversight on my part. The original STF game includes some extra images including weapons (e.g., weapon_sniper_adv). I thought I could reuse them straightforwardly enough, however, the animation files for the weapons don't exist. So they will show up outside of combat, but in combat, they aren't present. I had used the unused weapon_sniper_adv for the heavy sniper variants, so all of those will be impacted. It's functional, but as you note the combat graphic is missing. If someone/me finishes out the animation files they would work, but I haven't been interested enough to work on it.
Seve82 2023 年 10 月 7 日 上午 6:48 
Seems the weapons work fine. Just the graphic of the weapon seems to be missing for some reason.
Seve82 2023 年 10 月 7 日 上午 4:19 
I have stumbled upon on graphical glitch. Tier 6 Shrike sniper and tier 7 Dragon sniper bought from specialty gear contact seem to have no visual when equiped in the gear tab. The guy just stands there with his hands holding nothing. Tier 7 Deadeye sniper bought from same contact shows up fine. I will test if the weapons still work fine in combat (soon tm) and edit this post with result.
ptarth  [作者] 2023 年 2 月 13 日 下午 8:47 
That's correct. All of the new weapons are available via Contacts, Salvage, and Relics. However, all weapons have rebalanced.
Tal'Raziid 2023 年 2 月 13 日 下午 8:38 
Are the new weapons (minus the variant stubber) not included in the armories at all?