Optimal weapon class
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part of my wip error checker will be to verify ship infocards.
i wrote a little function that should return the optimal weapon class.
my assumption is that its the highest class mountable by the most mounts. to clarify what i mean, following example: lets say a ship has 4 mounts up to class 4 and one mount up to class 3, then optimal would be class 3 cause all mounts can use it.
however checking against the original infocards optimal weapon class is always one class lower. the patriot (li_fighter) has all 4 mounts up to class 3 yet the optimal class is set at 2. the example from above would have optimal weapon class 2 as well, similar ships exist.
so my question is, what do you think is the optimal weapon class?
im hoping your answers will help me find the right decision about this.
(btw this will be optional part of my program) -
I’ve been looking at that recently as well, it should be tied in with how much power the powerplant can deliver, not just its stored energy but also its recharge rate. There has to be some sort of scale they were working to, for instance, say it take 20 secs to exhaust the energy with Class 3 weapons which would be “acceptable”, but mounting Class 2 weapons the energy wouldnt be exhausted (quite as fast) because of the recharge rate, which would be “optimal”
its a puzzle.
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IMO, it’s really not a very helpful ‘stat’ in the first place.
It really comes down to the user’s preference; will they prefer to do more damage in shorter bursts, or a less damaging but more sustained amount?I guess originally it was intended to say ‘This is what you can use no problem, any higher will drain your core too much’, and with that in mind I don’t think it has a lot to do with the actual weapon class, but more to do with energy use. Of course, at least in vanilla, higher class means more power usage, so in the end it’s moot.
With an error checker in mind, I feel it comes down to the developer’s preference, what they would like to set as the ‘optimal class’, and not really something you can catch out as an error unless all developers agree to one method, which is unlikely.
Unless this stat isn’t actually able to be set manually, in which case ignore me. xD
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No point checking for this on a ship info card is there seeing as it’s dependant on the power supply rather than ship mounts.
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I always used to stick it 2 classes lower than the max mountable… I took optimum to mean the one which means you can deal out the most damage (per minute perhaps).
Sure, mount max weapons, but if they run out after 10 seconds and then fire once every 3 seconds… vs 2 classes lower firing continually, the summed damage dealt would be higher for the 2 classes lower (potentially, depends upon power drain - assuming power drain per unit dmg increases as classes increase!).
So if it were to be part of a program, it’d require checking loadout for the power supply, and then weapons class mounts, and then calculating from the weapons how long they can fire at their rate of fire given the energy supply, teh energy regen rate, the shots per second…
In other words, I just set it 2 classes lower and hoped no-one would question :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Don’t forget to have the option to disable this check for those mods that have custom power supplies for sale, if you add it that is.
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LancerSolurus wrote:
Don’t forget to have the option to disable this check for those mods that have custom power supplies for sale, if you add it that is.Yes, and NPc’s with custom lootable power supplies too
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Oops, sorry about that Rim Shot, forgot you had already mentioned it. Tend to forget in my old age stuff I read the day before