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@ArisayaDragon
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This PR initially contains just a prototype with the hornet battlepod in it:

Note: The new stock hornet hull has placeholder balance for player-relevant stats
The normal scHornet (used by the anarchist NPC faction) that inherits it is intended to be equivalent to the existing one.

Explanation of the usecase:

  • The inclusion of stock hulls with 'player stats' enables ships to easily be converted to playable versions in the future, both in official and modded content.
  • Chronicles is designed around many ships being purchasable, so these stock variants were going to have to get made anyways - instead of HS2/Sandbox balance library having to overwrite all of them to add playable versions
  • This moves the nerfing of NPC stats to the hull slots or items installed on the hulls themselves rather than AI settings, so that any potential sandbox mechanics that involve capturing npc ships or repairing npc wrecks are not drastically unbalanced by the player suddenly getting a "fully unlocked" version of a hull that NPCs can never have access to.

Stock hornet hull has placeholder balance for player-relevant stats, but the normal scHornet that inherits it is essentially equivalent to the existing one
@ArisayaDragon ArisayaDragon marked this pull request as draft August 20, 2025 21:11
@gcabbage
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Given that almost all NPC ships have drastically reduced fire rates (20-40) I'm assuming it was an early attempt at balance (so the player can more easily defeat enemies). However, we now have actual difficulty settings, so could add some global AI adjustment settings. This is slightly redundant as the difficulty damage adjustment will already nerf enemies, but it could be interesting to split the difficulty adjustment between damage and fireRate adjustment.

Another possibility is to allow AI settings to be set / overridden during ship creation (e.g. sysCreateShip or EncouterTable etc)

  • Could allow a mix of faster/less-accurate and slower/more-accurate ships to be created
  • This would combine with and global difficulty based adjustment to fireRate

Note - some of the most extreme PC / NPC differences occur for ships the player can already obtain - the EI500 has fireRateAdj=120. I'm guessing this was copied from one of the Korolov freighters, which were set very high to make them weaker to pirates.

Some nerfing should be moved to the slot. e.g. if the slot is adding omni or fireArc then it seems reasonable to also include the speed reduction.

Allowing a 1GW reactor on the hornet seems a bit excessive! However, actually using max reactor power is a separate issue.

@ArisayaDragon
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This PR is deliberately avoiding making any in-game balance changes to the vanilla experience - a rebalance pass would happen after (particularly after some design changes are figured out based on some just-started new player testing). This means:

  • All stock hulls would be set to a placeholder value of 1GW reactors (this is absolutely going to get changed later, we just dont know specifically what those values should be yet, since equipment sizing is coming to things that aren't armor as well
  • No limits would be placed on the turret/etc device slots except for NPC-only versions to replace fireRateAdj. These values can then be edited separately later on.
  • Some values are best-guesses based on existing ships what the "player-facing" value should be

As for balance topics:

We would not build anything with assumptions on any particular implementation of the difficulty system as it is now, it will at least be getting re-examined based on ongoing new-player testing & the addition of more granular difficulty options with the new game ui rework.

Things are moving towards "what you see is what you get" (regardless of where it shows up) where possible rather than invisible unknowable modifiers due to player (and modder) frustration around those. Due to upcoming sandbox (and possibly vanilla?) mechanics common/easily farmable NPC hulls should also be pre-nerfed and lower value - the player shouldn't be getting a pristine, maximally capable hull fresh off the battlefield from some centauri for example. Having a clean way to do this to specific named slots & the ships' overall value via in an inheriting ship would be great though (same for items), rather than being forced to use dynamic types (ex, like the leveled damage control team virtual item) that have their scaling set on spawn.

Crew mechanics are also coming (at least for sandbox/chronicles - but george also wants at least some minimum amount to also be ported into SotP too, its just that the constraints of "being a pilgrim" make this a bit harder plot & feel-wise), and at that time, lower skill pilots & crew can additionally be used to nerf NPC ships dynamically. Spawn-time fireRateAdj can be used as a cheap/easy way to simulate that, but its not going to be as granular - we should support both options for mods, but not rely on fireRateAdj anymore for vanilla.

@gcabbage
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If you definitely want to keep two versions of every ship (i.e. PC version and nerfed NPC) that's fine. But it sounded like you might be adding the PC version before starting a big balance rework.. which could mean we no longer need two separate versions - in which case it might be simpler to just add everything directly to scHornet for now

It also depends on how other future mechanics would work - e.g. capturing a pristine, fully-capable, hull should almost certainty convert it into the worst "poor quality hull" possible if the capture mechanic involves attacking or damaging the hull! i.e. might want to introduce a mechanic to represent severe hull damage via reduced fireRate etc. that could be carried over to any recovered hull (could probably do it with virtual devices / overlays)

@FlufflesTheMicrosaur
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FlufflesTheMicrosaur commented Nov 23, 2025

After the recent discussion w/ george, we will likely be making this change:

  • a few ships at a time (backporting them from chronicles as they get upgraded, instead of trying to do them all at once)
  • after the slot, reactor, and device updates for 2.0 are complete

This PR will be updated with the improved version of the slot/reactor/device setup for player and npc ships once those are ready, and then it will be mergeable

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3 participants